Showing posts with label Three Musketeers. Show all posts
Showing posts with label Three Musketeers. Show all posts

Thursday, 7 May 2020

Lockdown Post..

Quick Update.

Am still working (emergency service) so not a huge personal change the last few weeks, but there has been little Project progress none the less.... Some map-making and plotting on the "Sanders of the River" project (redrawing the map - still in draft stage - working out and experimenting with campaign rules etc. - see pics) some painting and prop building and refurbishment (river craft, Ju-Ju hut etc.)...





Also some unconnected painting..

1) 15mm (actually nearer 18mm, but what the hey) Blue Moon to add to my Musketeer RPG forces; some Royal Sentries ("Guards! Guards!")




Some mounted Cardinal's Guard and some civilians.




Had to have a skirmish or two.. Not my usual scale, but the Blue Moon figures are full of character, and paint up a treat... Couldn't be bothered to set out a table, so used some RPG tiles and my House Rules. Great fun....








As usual, wonder if I can "multi-purpose" any.... Hobbit ladies for 1/72 anyone..? Hmm... Not sure...





2) Discovered, while trawling, Elheim 20mm bods a few weeks back. Bought an explorer type bod (in the background below) for the "Sanders" project... Somehow ended painting some cheap plastic dinosaurs ("Lost World" connection..?)... 




Then (worse) was tempted into getting and painting-up something off-topic altogether....




"Betty's Seven" anyone...?




Plus messing about making "alien trees"... Oh dear...




What with all of the above, some writing, painting up some different "native tribes" for the Sanders game (post to follow), planning a Russian 19thC Central Asian project and some board gaming (plus house repairs) it has been a busy month...

All reenactment has been cancelled, so I should get time to work on The Project over the next few weeks.

I will also fight and publish a "Demo game" - to save me having to repeat myself on various fora as to my methods/madness.....

Hope everyone is getting through the current madness as well as can be expected.

Watch this space...








Friday, 26 October 2018

The Hunt for Red Octavia....

Another 15mm Three Musketeers Adventure....

Scarlet woman and all round naughty-but-nice egg-about-town Octavia d' Eté, mistress of the influential Comte Tes-poules (and currently sought by His eminence the Cardinal for certain compromising correspondence concerning the relationship between the good Comte and herself, letters which she is believed to have about her - ahem - person) has secreted herself in the small town of Petiteville while awaiting a rendezvous with the Comte.

The Comte has arrived in this town this very morn, and he and his suite are currently using the cover of "enjoying" the (limited) pleasures of the town's weekly market.

The Musketeers intend to find Octavia, and ensure that she is safely escorted to the presence of the Comte himself, whereupon she may personally hand him the documents of concern - thus removing the chance of the Cardinal having access to items likely to increase his leverage re. the Comte...


Meanwhile, His Eminence the Cardinal, along with a number of his personal guard, have also arrived to attend the town festivities. Pure coincidence, of course.....

The Game set Up:

The Musketeers and various search parties of the Cardinal's Guard will be moving through the town, speaking to the civilians (of sundry types) around, in the hope of finding Octavia's hiding place.


There are also five of the Kings Musketeers in town (NPCs). Two are attached to the Comte's party, but three others are also searching for Octavia...

I will play the Four Musketeers and servant Planchet . The various other patrols & personalities will move randomly; making make random (dice) choices at waypoints/junctions UNLESS:

a) They contain elements who have previously obtained “info”. Such search parties will make their way towards a relevant/associated “info point” by shortest route. If more than one info point is involved/there is a conflict over which info point should take priority then again dice for this.

b) There is a gunshot: a gunshot will attract all non-player search parties, wherever they are on the table, to that location for three moves. If there is nothing else to draw them to that spot (more shooting, shouting or someone in LoS) within three moves of the original shot, they will resume patrolling.

c) There are sounds of shouting/sword play. These will attract all search parties within LoS or within 9” (as the crow flies) to that location. If the fighting/shouting stops, and there is nothing else to draw them to that spot (more shouting, shooting or someone in LoS) within three moves of the last sound of shouting/combat, they will resume patrolling.

d) There is a target or sus activity within LoS.



Most townsfolk are at the Fair (off table) and those civilians still about are divided into "ordinary/random folk", beggars, barmaids, filles de Joie and foodpads. Each type will react to questioning in different ways, and the reliability of their intel. will vary....


Neither side are actively seeking a fight UNTIL Octavia is discovered. However, tempers CAN erupt if, for example, there is an encounter in a narrow passage ("We do NOT give way, M'sieur") or if parties from either side are actively checking intel. too close to each other.

The Musketeers need to take Octavia to the Comte. The Cardinal's men need to take her to the Cardinal.

The scene is set.. On with the play.....

The Musketeers and Planchet spilt up - and start quizzing civilians.... Including footpads....




Footpads lurk here and there.... They will run from the Cardinal's men and non-NPC Musketeers, but speak to the Musketeer characters. If cornered by the Cardinal's Guards they dice for attitude (fight or yield). If they yield, and cooperate, they are let go.

 
 
Friendly barmaids are a good source of intelligence.... The green token below shows Planchet has some intel from the lass.... (Green = barmaid intel, Brown = civilian, Black = footpad. Blue = ladies of the night, Yellow = beggars) I haven't yet tested to see where this particular bit of info. might lead...




Also potentially helpful are ladies of negotiable affection...


 


Even respectable ladies can respond, if asked nicely.... But they're not as responsive to servants as they are to gallant musketeers........



Rochefort and the Cardinal's officers will do their share of quizzing too....


The game proceeds with various leads being uncovered - by both sides, but the Musketeers seem to be getting most intel. 

Meanwhile - a patrol of Cardinal's Guards and NPC Kings Musketeers come face to face at the north end of town. The Cardinal's men are up for a fight - but the King's men are discrete (tested for).. Intent on keeping the king's Peace they grudgingly give way..... This time.........



My lads question everybody..... Any news Gaffer..? The Intel. is suggesting the areas around the two town squares are looking the likeliest target areas..... 



The data is building up. The SW quadrant appears to be collecting possible leads...... My lads should be concentrating there....




But they are not alone.. The itel. is clustering there for both sides.... Rochefort and his men come face to face with my lads. There is some rapid dicing for attitude. Both sides seriously suspect the other of being up to something - but neither pass enough "aggression" tests to start a rumpus....




Lucky for me... I'm seriously outnumbered in this square at the moment...

They do, however, test their intel. This was one of the early moves, where I neglected to identify on the table which token was associated with which side (I did this later to save confusion)

The intel for the Cardinal's lads is no good, but the Musketeers have a possible lead...... They will dice for a detailed location within the quadrant..




The Cardinal's boys move off to do some more quizzing (they do not know about my lad's good intel). My lads move off too, as a bluff - but Octavia seems most likely to be hiding in the brothel.........

No comment lads....


The Cardinal's men carry on searching. The Cardinal himself gets involved - using The Force - of his personality - but gets nowhere.....


Meanwhile, the Comte takes a promenade into town.....



Watched by a footpad...... But he has bodyguards.... Footpads may prey on rich, vulnerable targets....




Up at the North end of the town things are kicking off.... Some cornered footpads make a fight of it (attitude dice) with the Cardinal's men.. Casualties ensue - and the shooting draws the patrols..... This is good for me, as my action is in the south....




After a tussle, two footpads and one Guard are down. But "Yay!" for the Cardinal. Some intel. for THIS quadrant from the captured footpad.......
.



My lads hustle Octavia from her hiding place, while the Comte considers the inn......




Rushing Octavia, unseen, across town is tricky. Luckily the Cardinal's lads - for the moment - are being drawn by the shooting towards the north.... We watch 
them carefully..



We bide our time, but not for too long, they may come back... "Come on missy.....".



But the Comte decides against a drink, and moves deeper into town.. This is good news for me, as it brings him closer... The dice are being kind......




But suddenly -  not so good..  Rochfort changing his mind (there has been no more shooting from the other end of town) and leading his boys back into the square with the inn is a pain.... They ignore my lads, as they are on a mission to get to the square, but that was close thing....

I rush Planchet up to block the northern alley with his mule. Athos and Aramis run and block the alleyway to the square where Rochefort has led his boys, while Octavia, Porthos and D'artagnan scuttle towards the Comte's party.......




We run Octavia from cover, taking her face to face with the Comte... Contact is made. The documents are discretely passed over.... Job done - and no fighting....!!!!!    (Well, not with my lads...)


I love the stench of barely-washed French aristos in the morning.. It smells of.......Victory..!!!!!!



And after...? Well, the "Little People" have done their scurrying about and dying.... At the top it's game over and all friends together, as the Cardinal smiles away his frustration and the Comte breaths a secret sigh of relief......

Politics, politics. Toujours les politiques...........




Wednesday, 26 September 2018

Bind The Lady..... An "Out of Scale" Adventure......

A Dip into 15mm.... 

Having been inspired by a re-viewing of the (to my mind superb) Richard Lester Musketeer movies and our re-enactment captain luring me into a couple of sessions of Osprey's "En Garde" I had a mind to get some musketeer figs for skirmishing...

Unfortunately 1/72 variants seem as thin on the ground to the point of being rare as hen's teeth (the Ultimate Ratio bods were considered, but seem to be hard to get hold of & would have needed conversions to get more guards etc.) and while there are some lovely 28mm & 40mm figs out there they (or rather their terrain features) are always a bit "too big" for me - esp. as I wanted some "Town Action" - for my table. This being the case I took a punt on some Blue Moon ("big" 15mm) figures on the basis that they weren't going to cost the earth and SHOULD work with my existing ikkle card houses.

Well, I have to say, I was impressed. The castings were well detailed, with minimal flash, full of character and (and this IS still Me typing this) fun to paint (!!!!). I've even ordered some more (but don't worry folks 1/72 is still my first love)..



Anyhoo; to the skirmish; as always, a backstory....

Les Trois Mousquetaires, having landed at a petite porte de peche, have the naughty Milady in custody. Their job, just as dawn is breaking, is to get from the riverside godown where they have hidden overnight to any of the three stables in the port. Once at a stable they can commandeer steeds and away, Hey, Ho for Gay Paree...... To help them they have d'Artagnan's servant, Planchet and his "mistress of the week", Christina.

Alas there are two flies in their consommé...

First: The Comte de Rochfort and a squad of the Cardinal's Guard have hit the port and are looking for our gallant desperadoes. Also with him are Chevrotin and Livarot; two of his undercover underlings.

Second: In order to stop the wily Milady from jumping ship on the way here she has been manacled. Good move - but before they can get her on a horse they're going to have to get to a blacksmith's and prise off the irons. This will take at least one move. Possibly longer.

Also, while she is manacled she doesn't move as fast (her dice throw movement factor is halved).

Also also: once the manacles are off she MUST remain within "poking with a rapier distance" of at least two musketeers in order to be considered "safe".

If in the charge of less than two flashing blades there is a risk she will use her womanly wiles (or at least her size 8, sharp-toed nadger-crunchers) in an attempt to get free; thus defeating the whole object of the exercise......



Rules:
My House Single Combat Variant - an amalgam of my standard hand to hand rules, tweaked with some ideas from En Garde.

Turn sequence; Move/shoot/special actions. Hand to hand. End move.

Movement: Standard movement 6cm plus 1x6D. Running 10cm + 1x6D.

Decisions: I play the Musketeers' side - who think as one (let's say responding to Athos shouting) except in very special circumstances, in which case a decision dice throw is made.

The "AI" plays the Cardinal's men, who will stay put until activated. They activate (throw per group per move till active) on a throw of 5 or 6 on a 6D. Once active they will patrol - direction decided by random dice if no indication of my bods' presence.

Rochefort is in command. He will give orders to attack if the Goodies are spotted by him.

He has two sergeants with his squad. If not actually within 6" of him - or if he is engaged - they may think for themselves (dice decision).

Otherwise basic Zombicide rules apply: Baddies go towards enemy in LoS or towards shouting/sounds of fighting (which carry 20cm) or gunshots (Livarot prefers pistols to swords), which carry across the whole town.

Fighting: Initiative/Priority as En Garde rules and attack/defend/ploy tokens are deployed by the fighters as per their standard rules. My "hits and damage table" is different.

With regards the Attack/Defend tokens I decide how mine will be allocated. The AI draws their tokens randomly, ALWAYS placing them after I have made my decision - even if my figure has initiative.
Decisions AI re. Ploys are decided by a table.



Quick Example:

Billy Nomates (My guy. 3 CPs. Initiative bonus - 0, Fight Bonus 1), is in single combat with Popular Dick (AI character: 4CPs, Initiative - 1, Fight Bonus 1, Weapons Master).

They throw for initiative - unsurprisingly (given his bonus) Dick wins. However; he is an AI Character, so I have to lay my tokens down first anyway. I draw two Attack and one Defend token. I place my first token. I have chosen to attack.

I then randomly draw a token from Dick's token tub (of three Attack, two Defend and one Ploy tokens). Dick happens to draw a Ploy Token. I then draw another token from Dicks tub, because although I know he will try a ploy, I don't know if that will be Aggressive of Defensive. He draws an Aggressive one and decides to launch a Mighty Blow (allows an extra dice throw which allows him to swap that for an earlier throw). We are both attacking* so we BOTH throw two dice. I place two Attack tokens under his Ploy token, to remind me he will be using these to carry out his Ploy.



(*This is one of the departures from "En Garde", as I understand it. My "convention" is that if both figures intend to attack there is a flurry of aggressive play from BOTH sides, so that the "defender" is making reposts, rather than just fending off blows.)

I throw the dice. Dick gets a modified 9
(his Mighty Blow dice was a 2 - no use to him). I then add 2 to his dice as he has Initiative, bringing his total to 11. I get a modified 7; he wins by 4 . I consult the Hit Table. Billy is Shaken. He steps back 1cm and next round this move - if there is one - he loses his +1 Fight bonus.



Dick decides to follow-up (Dice decision 1-3 No, 4-6 Yes). He uses one of his two remaining tokens to move to close up. I decide to attack again (I still have one defensive token in hand) , as does he. This time, despite losing my fight bonus, I win - throwing a modified 11 to Dick's total of 7. it is Dick's turn to step back. I only have one CP left, so cannot both follow-up and fight. This ends this bout.

So, the scene is set. En avant.....!!

Initial moves: The musketeers send the neutral-looking Planchet and Christina to distract the guards by the riverside. Convincing the sergeant there to follow them (dice decision) they take the guards on a wild goose chase to the north, allowing the musketeers to scurry from cover.

All goes well for a couple of moves. Rochfort heads north east to scout around the stable at that corner of the town. The sergeant of the river patrol, convinced by Christina (tests every three moves) that she saw something suspicious behind the inn, seems to be leading his guys nicely away.



(Technical note: every three moves - assuming no external factors intervene - the goodies must test to see if they have kept the sergeant's attention and trust. Simple dice test - a dice per "persuader" a dice for the sergeant. If the sergeant's throw exceeds that of the two "neutrals" he is getting restless and will resume his duties - or if exceeding either dice by three or more will smell a rat and attempt an arrest. Christina adds 2 to her dice throw - 'cos she's pretty and cute, with big eyes...).


Unfortunately for me Chevrotin and Livarot get activated. Bad luck brings them towards where my lads are heading for the southernmost blacksmith's shop. They spot us, but luckily through a narrow alleyway. Aramis and d'Artagnan block this, while Athos and Porthos drag Milady to the blacksmiths.

There is a sharp fight at the alley entrance. Chevrotin, leading from the front, clashes with Aramis, but is forced back, wounded, onto his supports. At a disadvantage, skewered by Aramis, Chevrotin falls. Next move the good guys get Priority. d'Artagnan rushes into the alley, stabbing Livarot, but the villain gets a shot off before falling, wounding d'Artagnan in return. Luckily the rest of the Cardinal's men at the other end of the alley hesitate, but the shot has rung across the town. All of the Cardinal's minions head this way....


 

Up at the north end of the town the Guards with Planchet and Christina hear the shot and turn towards it.

With the initiative in their favour again my team take advantage. In the south we manage to get the shackles off Milady.

In the north Planchet and Christina test, and strike out (bottle & clog) at the backs of two of the guards - who have turned towards the gunshot; wounding one, before running off to the stable at the north east, from whence they make their escape.
The attacked guards have to choose between chasing this pair or following their sergeant. They dice to follow sarge. The net closes on the main party, as all of Rochfort's lads now head, at a run, towards the shot.



Things start getting messy. Taking advantage of the bottleneck Aramis and d'Artagnan should be in a good position to delay a goodly number of the enemy - but the sergeant of the riverside gang has other ideas, and runs his guys south to ouflank the bold pair. Athos and Porthos run Milady off towards the stables - but are spotted by Rochfort.

Now the fighting really starts: Aramis and d'Artagnan conduct a fighting retreat as the enemy swarm out of the alleway and round the building on the south side. One of the Cardinal's Guards falls, mortally wounded, but not before he has driven d'Artagnan back. Aramis wounds another guard, and forces him back, but the numbers will start telling soon. Meanwhile, Rochfort engages Athos at another bottleneck.


 

The wounded d'Artagnan runs back to help Porthos drag Milady to the horses, while Aramis and Athos fight a delaying action, but Rochfort runs Athos through, and he collapses. Decision time... Keep to the mission - and Abandon Athos - or place the whole plan in peril....? With Aramis in command there is no decision - La France has to come first... He runs to the next bottle point, preventing a swarm of enemies from heading stablewards...

Meanwhile: Planchet and Christina get to the north east stable - and fly to safety.....


 
In the alleyway alongside the stable it is a single (again) musketeer in a face-off with Rochfort. The Comte is on form today - Aramis is disarmed, and has to run back towards the alleyway alongside the stable. At his warning, Porthos and Milady, already mounted, ride off . Pausing only to throw his sword to Aramis, d'Artagnan swings into the saddle and follows - their prisoner is the priority now...

As Porthos and d'Artagnan look back they see a furious Rochfort being driven back down he narrow alleyway by a swirling blade - the sword of d'Artagnan in the fist of Aramis, before the sea mist closes around them, and they head for Paris..... Victory - of sorts......



Meanwhile, back that the alleway, and with the Cardinal's Guards mustering behind him, Rochefort grimly gestures with his rapier: "Will you yield your sword, musketeer?"

As the sound of the hoof-beats is swallowed by the mist, Aramis smiles "Not MY sword, Monsieur, so why not...? Meanwhile, could I trouble you for the cost of a breakfast - and a bandage for my unlucky friend.....?"


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 ann...