Saturday, 22 November 2025

Dungeon Larks...

Solo Pratchett Fun..

As previously mentioned, I've been working on some solo Heroquest stuff, and happily pottering along with my "Pratchett Witches" project/experiment.. 

I'm running through the original HQ quests manual in order, and it's clear that the witches (rightly?) don't like (or cope well with) actual fisticuffs unless they are able to play a card which gives them an element of surprise or manage to gang up on individual hostiles (hatpins, Nanny's boots and broomsticks - my House Rules allow for goodies and baddies to "swarm" an opponent under certain circs.).


For several quests they had meat-tank support (one of the extended Ogg clan, thanks to a lucky card) and a henchman crossbow (arrived due to a dungeon events card). However, the henchman only lasted a couple of quests before biting the dust, and the Ogg bod went down in the last quest but one.

However, they've just played the Castle of Mystery (the one with the random portals) and this really showed up their weaknesses when split up (which was good for the experiment, not good for the witches). I'd introduced a "card swap" as an Action for when a hand is unsuitable for the particular quest (no good having a great anti-undead hand when all the Big Bad is throwing at you is Orcs & Goblins) and this helped, but as this has a limit (two cards swapped per Action, but you get a random pair back, so nothing is guaranteed) it's not overwhelmingly in the witches' favour.


It was an exciting, knife-edge game, but then, towards the end, it put me in a quandary when Granny W.  having randomly portaled solo straight into an ambush (three orcs and a mummy), failed to Headology them, and went down in a flurry of blows....

So, what to do....? Granny dead, or...? Hmmm...... 

Now, Granny, in her Character Deck has a "Death Avoidance" card - but this wasn't in her (by now depleted) hand. So I'm now thinking that the Characters might have a "Working Hand"  - for normal actions - and a one or two card "Back-up", which can never be swapped (in or out) to be used only in extremis (like otherwise getting slaughtered). 

But that - and any new mechanisms - would have to wait for a further game. I DID like the "in hand" and some card swapping ideas though. However, this would only really be fair for the senior (more powerful) witches - and I have plans to extend things for Tiffany Aching and more junior gals. 

For the game in question however, as I said, Granny didn't have access to her Death Avoidance" option, so I fudged (cheated) and allowed that the Big Boss had ordered the witches taken alive, for taunting in his (non-Heroquest board) lair. Seems reasonable... Well, isn't THAT what they do in the narratives......?


Hence Granny - and all the hostiles on the board, plus randomised extras, all ended up teleported to the Lair to witness his victory...

That Nanny and Magrat (whom the portals had randomly dumped together in one of the main board rooms) got teleported there too when his guys did was NOT part of the evil plan, but....

There then followed a cracking Boss battle...

Granny had only two cards left - but got initiative and played a card (it inspired any companions, removing fear and enhancing their Mind-related throws). The Boss was next up - but his fireball was a squib - then Magrat; who did a bit of telekinesis; chucking one of his mummies at some of his other guys, causing damage. 


Nanny then cast a "light" spell; which blinded the Boss and a load of his guys for two turns (YAY!), and freaked out all of his undead, causing them to run; so that Granny, next move, while he and his lads were staggering about blinded (with him blundering into a kick from Magrat), was able to hobble away out of the danger zone. 

Then, while the Boss was still blinded, Nanny dropped a card which challenged him to a Mind Fight...

He was temporarily reduced in Mind power due to being blinded and she had been increased because of Granny's card (still in play), so she waltzed the fight; he lost ALL magical powers, and bottled it... 


While he and his minions fled the scene the ladies made off to safety...

OK, they'd failed the actual quest (left the Fools Gold behind) but tomorrow is another day..

Great fun - and the narrative made sense; without me cheating overmuch...

In the revisit the Witches were much more successful (i.e. lucky with the portal dice) and managed to get in, grab the maguffin, and get out with just a few cuts and bruises. 

This system has definitely got legs...

Designing the cards has eaten up a LOT of gaming time, but with my usual mix of dice-led decisions and card use, and Heroquest's simple rules, this is proving to be a LOT of fun, so I feel it's paid off....

Once I get this project done and dusted I want to run a 6mm 1930s NWF mini campaign over the winter, maybe even roping in a couple of volunteer generals for things, and fighting the actual battles/skirmishes solo. We shall see..

As always, all comments and queries welcomed and answered.

Wednesday, 27 August 2025

Or three... Or four......

VERY little to report....

Due to a busy reenactment season another filler post I'm afraid, just to show I'm still here......

Our annual German show in sunny Bretten (pic), local gigs, Battle of Evesham, Hever Castle) and making (including a 13thC falconer's glove - and discovering what the toggle is actually for...) or repairing kit has eaten time, as has some script-writing...


Add to that some painting, modelling, family admin. (yawn) and the general exigencies of life and I haven't carried through any serious Solo Wargaming projects. Time just vanishes....

I HAVE been doing some more 
ad hoc messing about with solo House Rules for Heroquest, which HAS been a LOT of fun (quick to set up, quick to play). We hope to get some of the guys over for a Heroquest night..



Plus more playing of D&D with some of my reenactment chums (and their chums) - though I'm not sure, even after several sessions, that they "get" my character (a somewhat erratic female Tabaxi - pic.). To help with the character build "she" has even written some poetry... (Don't ask.... THIS is what comes of getting an actor to play D&D...).



Also, I embarked on and finished some card design for a "Very Nearly Pacifist" Pratchettian witches Heroquest variant, which seriously ate a LOT of time, but I'm pleased with the results (arrived today - pic). Now for some SERIOUS playtesting.


Oh, and I bought a WOFUN "Armada" set. Very nice - but like an eejit I AGAIN forgot the "Brexit Dividend" ("hawk - spit") of having to pay 28% extra for anything worth the candle from the continent these days (I ask you... Sigh... A blue passport was NOT worth all costs accrued even only thus far..), so THAT was a financial "ouch"...

I would like to run a simple Armada campaign, possibly multiplayer..(?)  All I need are volunteers (or pressed men)...  

Oh, and I've been reading a LOT.. The Shardlake series and some "Sapper"..

But onward we go...

The reenactment season (apart from Battle of Hastings in Oct.) is practically done for me now, and while there are other events and a holiday in France to deal with, Autumn SHOULD see me back into the swing of things wargamery....

That's SHOULD, of course.....

  

Wednesday, 18 June 2025

A Busy Month or Two.....

 But Little Gaming...

Some actual "fighting" as the reenactment season gets into full swing, visits to friends, friends visiting to stay here, some board game nights, a bit of figure painting and modelling (lots of 1/76 Japanese & medievals and some RPG bods), a lot of reading and research, the beginning of a five person D&D campaign being run by a mate, going to a play and family issues have eaten up the last few weeks, alas.


I managed to fit in a few House Rules experiments for Heroquest-cum-DND based RPG games....


....which were a lot of fun, but nothing worth the candle of a detailed write-up - and some silliness (below).


Hopefully something more concrete to report in a wee while...

Saturday, 17 May 2025

Some More Crossfire Play..

The Empire etc.... Crossfire Experiment Two

The Attack..

Since our reconnaissance, the enemy has aggressively been pushing patrols across the stream and, it is suspected, digging-in. It has therefore been decided that an attack in company strength, with tank support, is to take place in order to clear the enemy from the valley.

Three tanks and a first wave of two platoons will lead, with HQ and the fourth platoon as second wave/reserve.


[Rules as before, but with some tweaking for the armour and the enemy possibly having set up some kind of defences.

I've been looking at with some of Lindybeige's house rules
 
re. multiple attacker variants etc. - some of which look really worthwhile experimenting with.

Also, as this is a more of an "attack against an enemy occupied area" scenario, rather than a scouting mission I will use a throw of 6 on a 6D as the card trigger.

Second wave and stationary/hidden units will trigger on a two throw process (i.e. a 6 then another 6 to trigger).


In the deck I will use all red cards but Spade Ace and Court cards only (i.e. both red suits, one black).

The court cards and Aces will act as follows (and be discarded after one use).
The deck will be reshuffled after each court card draw.:

Red Jack: MG. fire from previously-concealed enemy blockhouse (first wave/attackers only. Ignore and return to pack for second wave/stationary).

Red Queen: Enemy AT rifle fires at nearest tank to testing unit.

King of Hearts: Enemy tank appears and fires.

King of Diamonds: Enemy infantry counter attack. (Note if this card is drawn at once draw another card. If that card is ANY Red card then there is, immediately before the enemy infantry are placed on the table, an artillery barrage of ten "bursts" across the table targeting my troops. The second card is then returned to the deck.). Throw one Ave D. Throw 2x6D per pip shown on Ave D. This is the number of enemy charging.

Spade Jack or Spade Queen: Mine (A/T or A/P as per triggering unit).


Spade King: Friendly artillery barrage of 2xAvdD bursts.

Once used this is returned to the pack, which is shuffled, but value changes to "Infiltration Success": one enemy flank has been turned by forces operating on our flank. Dice for which.

Enemy on this flank come under fire from 4 x AvdD friendly troops.

Ace of Spades: IF my men have reached or crossed the stream I get an Order to Withdraw - the flanks have gone. I must pull back in good order. ALL friendly units must test for cards. The enemy will pursue.

Jokers: mortars (black friendly, red enemy) - as before.

Also, in the last game I forgot to clarify the use of scouts and snipers. 

Scouts can prompt the enemy to expose themselves. However, a scout being pinned or lost does NOT automatically mean that the side affected loses it's Initiative, but IF the scout IS lost or Pinned in clear line of site of a friendly unit THAT unit must Test for Pinning. If it fails the test then treat as a normal loss of initiative. Likewise, Initiative is not lost simply because a sniper fails to achieve a Pin result.]


The Game:

The game played out well.

Initially my right and right-centre made good progress, but enemy fire held my left centre. 

There was also some opposition in the village, but a couple of shells from one of the tanks soon cleared that.

Another of my t
anks got the opportunity to clear the enemy my side of the stream on my left by flanking them along the riverbank. My left and left centre had been slowed, but not disastrously.


While my left and left-centre were sticky, things were looking good elsewhere, with my right making progress right up to the stream.

But, as they pushed across the riverbed, my right units started running into problems. Sudden enemy fire pinned them in the swampy patch, then, to make matters worse, towards my rear right flank some more enemy entered the field and pinned my LMG support there.


I lost the initiative for a while, then, when I did get it back, my right centre rushed the river to support my right. Again, all good.

With my centre stilled pinned down, s
uddenly an enemy light tank appeared to pepper them. Things looked sticky - but a lucky hit from my own armour soon dealt with THAT.


Then I lost initiative again when the cards prompted a friendly mortar support barrage which failed miserably and, to top that, my men on my right did the enemy no damage at all.

Meanwhile, enemy
 fire from beyond the swamp downed two platoon commanders. Unable to rally, and taking casualties, my men were driven out of the swamp and back across the river. The same then occurred with my right centre...!! My right and centre scurried back to the village to regroup.


To add to my woes, more enemy appeared, facing my left. These pinned, then forced my leftmost platoon, rushed the hill with the stupa as my men withdrew, destroyed my leftmost LMG and set themselves up by the old walls to outflank me. 


On my right rear the enemy advanced - few of them, but enough to cause me grief.

With my attack blunted, several officers down, my tank commanders
becoming cautious and the enemy threatening to cut me off in a pincer movement I decided to hold in the village and try to rally my guys enough to break out.

The enemy (still
outnumbered) did not press the issue, but with too many officers down, and my men's morale fragile after our 
significant losses, it was clear that the attack had failed.


Conclusion:

Again, a tense, unpredictable fight. 

My men did well on the right, till the attack was blunted when they tried to push through the swamp, but the hidden enemy delaying and pinning my chaps in the left/left centre - and then the (small) enemy flanking force coming in to run interference on my right - were key. The tanks were useful to clear guys my side of the stream - and had I had better luck retaining the
initiative, might have been more active and been able to  provide supporting fire to the chaps crossing the watercourse.. 

The Crossfire concepts mixed with my Hidden Enemy conventions DO work very well for Solo - forcing me to make hard decisions in the face of unknown quantities. My "tweaks" work for me, but I need to write everything up and formalize further some aspects (there was a wee feeling of "Free Kriegspiel" at times; not itself a bad thing in my book, but....). The Lloydian ideas for "Phasing Fire" for larger forces will be worth looking at I think. 

I maybe need to think more re. "Overwatch" and other reactive mechanisms, but all in all this gave me an interesting, challenging game and, best of all, what I want out of a game; a convincing narrative flow, with plenty of imponderables, and with C&C issues being key. 

As always, thoughts, comments etc. are 
welcomed.





 

Tuesday, 15 April 2025

A Touch of Crossfire...

 A WW2 Exercise:

Some experimenting done with a WW2 skirmish.


Sgt Nakamura has been sent ahead by Lt. Kawashima to scout the river valley and associated hamlets around Spring Bridge; a small wooden structure over the Mau Stream. The bridge is believed to be suitable for local carts only, but is the only vehicular crossing of the stream in the immediate area and must be checked.
 

The sergeant is to ascertain if there is any enemy presence this side of the bridge, order any civilians in the hamlets to leave, and establish control of the bridge zone. Lt. Kawashima will be following on with the rest of the platoon later.


[Movement and shooting will be based on "Crossfire" principles but with friendly movement limited by "bounds" between cover patches or 8" of open ground, with a Test for hidden enemy/event action per detached unit/individual at "bound" end.

For this exercise a throw of 0 on a 10D on such a Test for moving testers will trigger a card draw.

Stationary testers will carry out a test as above, but then perform another test in the event of a 0 result. In this second test a 6D will be thrown and on a 4, 5 or 6 a card is drawn. Testers in cover take 1 from the second dice throw. Testers prone take 1 from the second dice throw. Testers which have previously fired from their current position add 2 to the second dice throw. All modifiers are cumulative.

Units on ground previously gone over by friendly units do NOT have to test in the same way UNLESS there has been enemy Infiltration

Hostile movement/actions will be as per usual Crossfire principles, with priorities of "Rally", "Seek Objective" (if any), "Shoot", "Advance", "Other".

The Card Draw test results will be based on my "Hidden Enemy" standard playing card-based system to generate events and enemy action.

The card pack will consist of the red suits, one black suit and the two Jokers of a standard card deck. The card draw results will be applied as follows:

The red cards will be violent enemy action - usually shooting - from a previously unknown enemy body cover in at a maximum distance decided by 4x6D. In this scenario Red Court cards will represent 12 shooters (in other scenarios court cards may represent other things; armour, artillery, infiltration, charges, reinforcements, booby traps/mines, other special circumstances etc.).

The Black cards will produce "Blinds" in cover which cannot be identified until a clear Line of Sight is established. These will then be tested for on the table below.

Civilians and Domestic Animals Dice for Number. 

In this scenario the Jokers will represent off-table mortar support (black for hostiles, red for friendly); the number of mortar shells incoming being based on the number on the next Red card drawn. Any Black card drawn thereafter in a mortar number test means that that session of off-table shooting has stopped. A draw of a Black card when testing for mortars the first time will mean six smoke shells are dropped.

Drawn cards in this scenario are returned to the deck. This may not be the case in other scenarios.

Lt. Kawashima's arrival will be tested for a 6D per bound/move. He will arrive on a thrown 6.]

The game starts with the sergeant's arrival on the table.

He orders Cpl. Suzuki with the machine gun section to set up near the stupa so as to command the approaches to the bridge and the space between the nearest hamlet and the stream. Private Tsuchida the best sniper/scout is sent on ahead to scout. He will be followed by the sergeant and three other soldiers. 
Tsuchida pushes ahead to the central hamlet without incident. 


The sergeant's party catches up with him by the buildings and Privates Yamakawa and Tokuda are ordered to search the huts - but in the very first hut entered they see through the window something moving the other side of the fields.

[Event test and Black card draw. Blind placement.]

The sergeant orders them and Tsuchida to hold at the hamlet while he and private Iwata creep round the nearby patch of woodland to see if they can identify the source of the  movement.


[On reaching the woodland the sgt's party prompts another test - and another Black card draw, with the distance test placing it by the first Blind.

Nakamura steps out to identify the movement - and finds eight cowering civilians crouched behind the fence. He orders them to return to their homes, gather their belongings and get out of the area. He gives them fifteen minutes to do this. Meanwhile he gathers his party and begins moving towards the stream and bridge.


While all this is going on Lt. Kawashima arrives with the rest of the platoon. He is happy with the placement of the machine gun. Leaving some of his men to support the machine gun on Stupa Hill he intends to move the rest round the nearby trees to head for the hamlet.


Suddenly though the situation changes [Test.]; there is shooting from a clump of trees by the stream and casualties are taken by the men grouped by the stupa. The men here are pinned .

[My
 Japanese lose the Initiative so the enemy continue shooting.

As the enemy continue firing more men fall on Stupa Hill and the machine gun section is pinned. 

Luckily, some bad shooting from the enemy ensues [Losing them Initiative for a round.].  But then "disaster" ! [We lose the initiative again. Then:..] Enemy mortar fire falls around the machine gun team!!


[The result of a Black Joker triggered by a standard test. To simulate the mortar fire I toss "shell-bursts" from the enemy side of the table to the number marked on the numbers red card towards the triggering unit. Where these "bursts" land is where a mortar shell lands - a bit random, but works well for me. IF a "burst" bounces - they are lightly weighted - more than six inches from where it landed it is thrown again. Men withing a blast radius of the "burst" test to see if they are hit.]


The first mortar rounds do no harm, and with the help some successful rallying we keep Initiative. Kawashima leads some of his men to a more sheltered area behind some trees. Nakamura too makes some progress along the stream towards the enemy firing.

However, for the next four rounds shell after shell lands around the men on Stupa Hill, causing serious casualties. 

This bombardment is VERY bad for me. Not only does it take down my men, but also the Pinning and the casualties caused keeps the Initiative with the enemy; effectively paralysing my side. Eventually all of my men on the hill in view of the enemy have fallen - and the enemy rush the hill [Result of a Test].


But they are premature  - and lose a man to friendly fire as one of the mortar shells falls short. However, more of my men fall to the mortars - including Lt. Kawashima himself. 

But the enemy, flummoxed by the friendly fire, now come under small arms fire from Nakamura's party, now on their rear left flank and Kawashima's men by the trees. Caught in this crossfire the enemy by the stupa are reduced to one man, then none. 


Things are looking better - but my luck doesn't hold....

Another test, and  there is shooting from the other side of the stream in Nakamura's rear -  catching my men here in the open. Nakamura gets his men into some cover - but one of his men falls and they are pinned...


Then, another test (!!!), and MORE shooting; there are about twenty enemy out there, including some LMGs... Nakamura's men start falling and he is briefly pinned. Things don't look good, but he recovers, and he and his only surviving man pull back to the cover of the hamlet.


With only one of his men still on his feet, Nakamura falls further back, to join the handful of men left from Kawashima's command, who have come down the hill.  

The enemy are not pursuing - seeming to want to stay on their side of the stream. We will dig in and hold the line of tree trunks by the track from the hamlet, and send a runner to Company HQ.

I think it is time to call it a day. 


Aftermath:

So.... We lost heavily. Of the men brought down around the stupa there are few survivors due to multiple hits from the mortars. We were able to drag back some of our nearer wounded (three from Kawashima's men and Kawashima himself; badly wounded and unconscious). One of Nakamura's lads staggers in later, hit but treatable, but the rest are lost. 

So, what did we gain...? We explored a good part of the ground our side of the stream and assessed the bridge (sound, but unable to take heavy traffic). We told the civilians to clear out (though they went to ground in the houses during all the shooting). We think we brought down about half a dozen of the enemy at the stupa, but haven't investigated their bodies (we will wait for nightfall to do this) and have no idea if any of them got back to their lines afterwards. 

The enemy aren't crossing the stream (yet), as far as we know, but are clearly in force (mortars and maybe two platoons?) in cover on the other side.


Conclusion:

That was a tense, challenging (!) fun game. 

The Crossfire principles work well. I may need to refresh myself on them, and perhaps do some tweaking (a run of bad luck on the dice really does make or break a plan) but all in all I was happy with the flow.

The uncertainty of what was going to come up (or be thrown at me) felt "right" and deciding how to use my "initiative" when it happened challenging.

The mortar barrage was a MOST unpleasant surprise which I could well have done without - and which scuppered me completely (35 mortar rounds!!??); but life (and war) isn't fair. 

Altogether things hung together well, and I'll have another few plays while the table is up.

As always: thoughts, comments and queries are welcome...      

Wednesday, 2 April 2025

Here, with a Book of Rules to crease My Brow,

 A flask of Tea, a cup of Dice, and Thou..... 

Back from Madiera (never managed to trek up to the castle; the knees complained too much), reading the "Infamy, Infamy" ruleset,  and with the help of a promised guided tour of the Blockouse I may have rustled up some Pressed Men (if not volunteers) to help in a wargaming experiment to test out some expanded WW2 solo ideas for jungley action.

Tempt them in with promises of "Heroquest", then pounce is the plan...

Watch this space.

In other news: an interesting post seen today on the Kabinettskrieg Blog:

https://kabinettskriege.blogspot.com/2025/04/what-were-battles-like-in-revolutionary.html


The Blog:

I think I've mentioned before that one of the things I find interesting about the Blog stats is those countries from whence the Blog gets hits (and, to a lesser extent, those nations noticeable by their absence).

Western and central Europe, plus North America, seem to provide the bulk of my "audience" (though there is scanty interest from Scandinavia or the Mediterranean countries). Australia and Indonesia get a look in (but VERY rarely New Zealand). Occasionally Russia. Rarely "the Baltics" or the Balkans. Occasionally some of the "Stans", especially Pakistan, and India. Once in a blue moon Japan and China.

Africa (apart from South Africa), the Arab world and South America are largely, if unsurprisingly, absent.

Lately I seems to be getting hits from Iran; which as someone with many happy memories (work and travel) of the people and places there is nice. These could (as hits from some other places) be Bot hits, but if not I'd love to know what has led folk to my maunderings...

I DO welcome all comments and queries - or ideas for projects. It lets me know, at least, that folk are listening.

I WAS going to post a couple of pics here today, but Blogger is up to its tricks again. Perhaps they are doing another "one step forwards, two steps back" alleged (and unasked for) "improvement", like the most recent one which messed up image posting... Ho, hum...

The Plans:

Plans for the upcoming months are the WW2 experiment mentioned above, a possible "Mystery" team game if that works, some RPG, some solo or semi-solo NWF action and a totally solo "Fill In The Map" exploring exercise. 

Onwards & upwards...

Sunday, 23 March 2025

Aftermath...

 Where next..?

So, the fighting is over. It was hard-fought and genuinely could have gone either way at several points.

With the enemy in flight and his cavalry in pursuit Caesitius counts the cost of the battle.

From the legionary cohorts a centurion and forty nine men have died or been mortally wounded.

Seventy nine men were badly wounded, and thirty lightly wounded. This reflects the bitter fighting against the elite warriors at the top of their slope. 

The Nervii managed to get away with only about thirty guys lightly wounded, the Morini with twenty dead and about the same number badly hurt. The Dalmatian foot lost heavily: fifty men lost (some of their wounded abandoned when they broke), with thirty more suffering light wounds.

The cavalry casualties were ten Dalmatians dead, ditto the Tungrians.  The Gallic horse were left with twenty men lost (dead or overrun) and twenty with light wounds.

In all the Roman force lost 150 men dead or dying, 99 seriously wounded but likely to recover and 110 lightly wounded.

Caeog's men lost badly: three sub-chiefs died and Cyfwlch was wounded.

Some 98 elite warriors of the “knightly” class perished. 89 fell wounded and are in Roman hands. 50 got away with light wounds.  

The warriors of the second class lost 30 dead, 10 left on the field and 30 fleeing lightly hurt.

The levy lost 60 dead, seventy more left to the tender mercies of the enemy, and 110 wounded.

The skirmishers lost around 30 men.


Conclusion: 

The Romans certainly lost more than they might have done in an open fight, without that pesky steep bank. The Dalmatians and Gauls breaking (and abandoning their wounded) also pushed up the Roman losses.

From Caeog's point of view the battle COULD have been worse in terms of casualties, but his men are now scattered and roughly a third of his high status warriors are dead or in Roman hands. 

Cyfwlch, wounded, is disheartened. 
Cairbre also seems to have lost his fighting spirit. How many of his men, on the run amongst unsympathetic if not actively hostile septs, will rejoin the colours is another issue.

To add to Caeog's problems the zone where the battle took place, and two nearby zones, come out as clearly pro the Pax Romanum. He may not even know about the Roman force now at Leuca, but that could have been a final nail in the coffin.

Caeog, and those men he still has with him, vanish into the hills. The revolt is over...  

Well, that's another campaign done and dusted. The map work re. the Zone testing was a bit "sloggy" at times, and once the rebels failed to raise enough sympathisers in the early stages (due, to a very large part, by Caeog's indecision), it seemed as if the Romans were bound to win. But the narrative worked - and that last battle was, at times, a close-run thing. HAD Caeog won decisively things might have changed, but......


Where did the Post Battle Stats. come from?

For those unfamiliar with my post-battle shenanigans: for a game (and campaign) like the last one my wee guys who are rendered hors de combat during the fight (whether dead, wounded, cut about a bit, terrified, shamming or “Helping someone else”) and removed from the field are tested for again post battle.

This is a very simplistic method; a 1x6D throw per figure “lost”. 

On a result of one or two the guys represented by the figure are dead or mortally wounded. 

On a throw of three or four they are badly wounded; likely to survive with treatment, but needing help to move any distance (see “abandoned wounded” below) and requiring evacuation.

On a throw of five or six the chaps are wounded (cuts strains, bruises, minor upper body fractures), but not enough to prevent them from moving or carrying out basic duties if called upon. 

The only factor affecting the above is if wounded are at any time “Abandoned” - i.e. left on the field at any stage at the mercy (or otherwise) of the enemy. A unit which breaks is generally deemed to have left its badly wounded behind. Thus. If an enemy unit passes over the ground previously occupied by a unit as it broke, or if the enemy remain in possession of the field following a whole army breaking, the badly wounded MAY be deemed lost, either as victims of a ruthless enemy, or as prisoners of war (where culturally appropriate).


Last Comment:

Am taking break for a wee while as I'm off to Madiera for a week, but that will give me time to plan the next project before the fighting season kicks off (thus far Battles of Lewes, Bretten, Barnet, Bosworth, Evesham and Hastings are on my reenactment "to do" list for the season, plus some small, fun shows). 

As always, any comments, thoughts, ideas for projects and critiques are welcome; and encourage me to Carry on Blogging.. 


   


Dungeon Larks...

Solo Pratchett Fun.. As  previously mentioned, I've been working on some solo Heroquest stuff, and happily pottering along with my ...