Thursday 25 February 2016

Game 3 AAR James vs Jay.

Hi all,

Game three is a rematch between James' Thaumaturge and my Necro gang.

There are more pics to come, but I cannot seem to email them to myself.

For our budding followers, Hoops recently had a baby (well his wife did...) so we have started the campaign a bit early, as time for him is about to become a rare commodity ha ha.

James has been allowed to keep his results from the 'test' game earlier this month. Whilst hoops and I kept our gangs from our first game. John will be joining soon.

So, James Thau' had an injured dog, so he was a 'man' down, whilst Krosh had moved into an Inn and had an extra slot which was filled with a new Templar after being flush post game with hoops.

We rolled the scenario and ended up with 'The Keep', which has a 4 teleportation disks around the map.

Krosh rolled up a familiar and a zombie for out of game spells, taking his gang to 12 models!

Deployment:

James deployed his huntsmaster crossbowman on his far right with a dog, the rest of the gang amassed in the centre in a ruin. With the Thaumaturge school's touch range buffs, I could see where this was going...

I deployed with my wizard central with a templar and some cultists in tow. Brun, the apprentice, deployed half right with my missile troops with an eye to get elevation and spam bone dart. A knight and cultist took the far left to advance on the huntsmaster. Treasure is deployed as per the scenario (2 central and on on each teleportation device).








Turn 1: Initiative Jay.

Wizards:
Krosh moved his team up and a cultist grabbed a close treasure. Krosh. as usual, FAILS to cast possess on the Templar, by 11 and takes 2 health, thank goodness for that familiar.

Algannon's blob piles forwards, one thug grabbing a treasure, casting wise James also fails to cast by 9 and miscasts power word. Wizards.....

Apprentices.

Brun takes his fire support team up the side of a ruin and sets up a covering position, he casts bone dart at the thug with treasure, but fails to injure. The crossbow fires at the same thug and misses, but Koop the archer manages to take him out in one shot (Note, at this point we have taken the crit rule out of the game, but a roll of 20 is still 10 health off a thug).

Brigitte carries her team forwards, enchanting the crossbowman's weapon, empowering for 2,  who promptly misses.

Soldiers:

All soldiers moved deeper into the ruins, other than the huntsmaster who takes a cheeky shot at Krosh's knight but misses.

Turn 2: initiative Jay.

Wizards:

Krosh moves up towards the two treasures in the centre, taking a cultist and templar with him.  He then proceeds to FAIL to cast bone dart and take 1 more damage....

Algannon moves up behing his templar and casts shield on him successfully. The nearby x-bowman misses Brun's archer again.

Apprentices:

Brun's 'fireteam' opens up on the Templar in the open, empowering bone dart by 3, but EVERYONE misses...

Brigitte casts power word but empowers for 3 hp.

Soldiers:

With the rubbish performance of the magically afflicted, the soldiers don't really get up to much either, All treasure bearers leg it, whilst the rapid dog from the thau' gang makes a beeline for Krosh. The huntsmaster once again fails to hurt the knight, who then gets out of sight. Finally one thug intercepts the rapid dog, but losses combat, 3 HP and gets knocked back. Freeing the dog up for a charge next turn.

Turn 3: initiative Jay (again). 

Wizards:

Krosh has nobody within 3" so his solo action is to.....cast bone dart...HE CASTS IT!!!....But it misses the templar...

Algannon miscasts Combat awareness and takes 1hp. But his Templar (buffed with shield and armed with a magic two hander) one shots the Templar from the Krosh warband!

Apprentices:

Once again every single one of Brun's missile troops miss the juggernaut that is the Thau' Templar.

Brigitte heals her master up to full health after his miscasts and empowerments.

Soldiers:

Krosh's Knight grabs a treasure and makes off, whilst this would remove a good combat troop, we came for gold.

Power dog makes it into combat with Krosh but takes 3HP and is knocked back. He can't cast, but he can punch!



The thugs fighting over treasure in the centre bounce off each other whilst the huntsmaster takes a risk and makes the treasure bound knight force combat. Treasure bearers make it off the table and Lazarus the zombie attacks a thug bearing treasure for no damage.

The brawl thickens.


Turn 4: initiative....JAMES weeeey!

Wizards:

With his first initiative, Algannon gets into combat with Lazarus to free up the treasure bearing thug, whilst commanding his Templar to keep killing. The Templar does as told and kills a thug, Algannon and his thug team up on the lone zombie...the thug swings first, and the zombie rolls a 20!!! killing the thug. Algannon takes his chance at revenge only to see another 20 roll from the zombie, ripping 10 health from the wizard. (this was Lazarus 3rd 20 in a row including his last game)!

Apprentices:

Brigitte empowers a heal for her master, hoping to keep him alive against the zombie of sin.

For the third turn running, brun casts bone dart but fails to hurt the templar, But a crossbow bolt pulls 5 hp off of him, whilst the archer misses.

Soldiers:

Rapid dog clashes with Krosh again and Krosh kills it.

The huntsmaster can see a cultist coming up behind the laden knight, so takes a swing before he is outnumbered, but takes 4 damage for his efforts. The knight takes his turn to strike and takes the huntsmaster down to one HP (damn that 11 armour), and the cultist moves in for the finish of the huntsmaster.

Last stand of the huntsmaster.


 Killer Keith Horne, man of the match from the test game piles into Algannon and
despite Brigitte's heal he is smashed down. Keith rejoices at the slaughter. The templar now had a clear line to Krosh, Lazarus had just enough move to get into combat with the Templar now he was free of combat.  

Lazarus advances as Keith kills Algennon.




Turn 5: Initiative James (but no wizard).

Wizard:

Krosh, now free of the dog once again attempts bone dart, and successfully takes out Brigitte. Which means only the templar remains.

Apprentice:

Brun's team try to shoot the Templar (again) but he is unstoppable.

Soldiers:

The templar piles into Krosh and hits him for 9 damage.

The 2 remaining cultists jump onto the templar to force combat, he kills them both....



Krosh's thief and knight escape with 2 treasures, currently the score is 3-1 on treasures with 2 remaining in the centre covered in bodies.

Turn 6: Initiative James.

Turn 6 was the final turn, the Templar killed Krosh, and Brun's team inflicted 2 HP on the templar.

We looked at the field at this point. Either the templar would be picked apart over time, or never die and chase the remaining necro gangers for a year, or he would walk calmy over and leave the table with a treasure under constant fire that may or may not kill him. And to be honest he did not deserve that death after a game like that. So we agreed to a truce and split the remaining treasure. Final score:

Necro: 4 treasure.

Thaumaturge: 2 treasure.

Post game:

Death/injury

Necro......Killer Keith Horne died.....two thugs injured.

Thau' .....Rapid dog died a thug and huntsmaster injured.

Experience:

Necro: with the KO of the apprentice at Krosh's hands, 4 treasure and Brun casting lots, despite being fairly rubbish himself, Krosh nets 380 experience, plus the 20 from the last game, leaves Krosh on level 6!!

With his four level jump he advances:

  • bone dart down to a 6 cast....HE WILL CAST IT!!!.
  • Learns 'create grimiore' from the grimiore loot from last game.
  • Improves fight.
  • Improves health.


Thaumaturge: With only two treasure, and many miscasts, Algannon merits 250 exp. He advances:

  • Learns Blinding Light.
  • Improves health.
Treasure:

Necro:
  1. 40g + grimiore of energy shield.
  2. 50g + scroll of fog, scroll of elemental bolt. 
  3. 200g + grimiore of willpower
  4. 20g + Magical bow of +2 damage.
Thaumaturge:
  1. 20g + banner of courage.
  2. 40g+ Grimiore of time store.
Spendature:

Necro- 25 for a new thug...Keiths brother ....Ken. Leaving 375 in my stash. 

Thau'- 10 for a new dog and 80 'promoting' Jake to a man at arms. 

Summary.

BRUTAL game. That templar was just a beast, once he was buffed he was at around +6 fight and +2 damage on top of that....monster. My rolls of 20 were my only real graces. Once again the d20 gods are fickle!



Saturday 20 February 2016

New additions to Jay's necro warband.

Hi all,

few new bods for Krosh to send to their deaths!

Ser Randal of the immortal order:




Bit of light conversion work on his two hand weapon, and a green stuff cape, he is a Templar of course. 

My thief / Treasure Hunter, with twin Kriss knives.



Finally my 'Javelineer', I'm not a fan of javelins, so I have converted a knife thrower. He could also double up as a thief/ treasure hunter.




enjoy,

Jay.

Friday 19 February 2016

Always two there are...

Hi guys, James here

Quick update as I've finished my apprentice. So, with no further ado, I present Brigitte...





An assist goes to Guerilla Miniature Games on YouTube, whose Frostgrave campaign is keeping me entertained whilst I paint!

Tuesday 16 February 2016

Jay vs Hoops AAR

I thought I'd lead with the picture of my finished warband! That way if my AAR isn't great, you still have something ;)



So, this will be my first game of Frostgrave, and before I crack on with this AAR I want to put out 2 things:
  1. This game rocks. Really nice and smooth, great fun, and brutal. Joseph A. McCullough has done really well here!
  2. This AAR isn't great as I short handed a lot of my notes! We was trying to smash out the game as Jay couldn't stay long. I'll try my best :)
So I won the warband setup roll and I think it went down hill from there! Alderghast fluffed his Familiar spell royally, with Zikal passing his. This would be a recurring theme! Jay passed both his Familiar roles, and then I won the initiative for first turn.

Turn 1 - Hoops initiative

Wizards
So Alderghast started with an attempt to Summon Demon, of which he failed by a massive 12, so straight away he was down 2 health points. Not the greatest start for the realms greatest wizard! One of my thieves runs up to a treasure, sky lining himself well and truly. Krosh fails to Possess his knight by 5 and loses a health point.

Apprentices
Zikal proceeds to fail Elemental Shield by 9, loosing a health point, whilst Brun CASTS Bone Dart! Jay was rather pleased with this, even though it didn't wound, IT HAD PASSED!

Soldiers
Mainly basic moving, with my other thief moving onto another treasure, and an archer missing a thug.

Turn 2 - Jay initiative

Wizards
Krosh fails to Possess his knight again, but only by 4, so no damage here. Unfortunately for Jay, Krosh just wasn't on form tonight. Alderghast proceeds to cast Elemental Bolt on Brun and deals a nice 6 damage, in hind sight I wish I'd managed to capitalise on this as Brun would run amok in the game. One of my thugs moves to and picks up a treasure.

Apprentices
Brun casts Steal Health from one of my thieves, and then his crossbow wielder kills him! Not happy!! That's what I get for standing on the top of a building. Zikal does some moving along with a thug and my knight, but this is to try and get a bead on Krosh.

Soldiers
One of Jays thugs gets to a treasure, whilst my other thief gets to the table edge with his.

Turn 3 - Jay initiative

Wizards
Krosh gets off a Bone Dart but causes no damage, and Alderghast casts Elemental Bolt but also causes no damage. Great wizards my arse!!

Apprentices
Brun is again on form as he casts Bone Dart on Alderghast, hitting him for a huge 9 damage! My jaw nearly hit the table... Then his archer proceeds to knock off the last couple health points. Alderghast was off the table! To add insult to injury, Jays crossbowman crits my archer. I've lost three blokes in two turns, one of them my main caster. I'm now thinking of treasure and nothing else. However, Zikal then does something unexpected. He empowers Elemental Bolt and fries Krosh outright! Hit roll of 26 - 3, Krosh was down and out.

Soldiers
One of Jays thugs and his knight decide to pick on my gallant knight, and in the melee Jays thug gets killed. Jays zombie takes a health point off of Zikal in hand to hand.

Turn 4 - Jay initiative
No wizards, they're all dead Dave

Apprentices
Brun manages to do what Krosh didn't and Possesses his knight. This makes him a bit of a close combat beast, and quite frankly I was getting worried. Zikal then manages to get crit'd by the zombie. NOW my jaw was on the table. Both casters down, my thoughts were now dreading the post game session.

Soldiers
The knights hacked at each other, with my knight losing 4 health and Jays losing 1. I needed gold coins, and fast.

Turn 5 - Hoops initiative (finally!)

Apprentice
I missed what Jay did with Brun here, but likely he cast Bone Dart at something!

Soldiers
One of my thug gets off the table with a treasure, but then disaster strikes. Jays knight crits mine! Along with my casters, I couldn't afford to replace this guy. Jays zombie smashes 7 health off a thug, and I'm now nearly weeping. I must add here that even though I was getting quite soundly hurt, I was still enjoying the game! Jay also gets 2 treasures off the table.

Turn 6 - Jay initiative

Apprentice
Brun empowered Bone Dart but failed to drop the archer. He had done well with his casting this game.

Soldiers
My thug got revenge on the zombie, killing him, whilst the remaining treasures made it off the board. The game was over.

Post Game
Thankfully all the casters made a full recovery. But not the soldiers... Jays thug was fine and his zombie didn't need to roll. But my knight... DIED! 100gc down the toilet first game, and the wounded archer and thief are missing a game. Un-flipping-believable!
7 casts and 3 treasures Jay earned 220 exp - Jay chose to improve Bone Dart and Possess.
3 casts and 3 treasures netted me 180 exp - I improved Elemental Bolt.

Next up, Jay had found 290gc and 3 grimoires - Summon Demon, Glow and Create Grimoire. I had found 230gc, 2 grimoires - Bones of the Earth and Elemental Hammer and a +1 shoot bow

Deciding on bases we have both gone with an Inn (the +1 bloke is too tempting!), with Jay buying a templar and a thief, me replacing my knight and buying another thief and thug.


Overall, a really great evening. I'm enjoying every aspect of the game, from playing to painting!

I hope the AAR wasn't too boring for you, I may leave them to Jay in future, he is pretty good a them. However, once we get into the game more I'll be planning video AARs (much easier!)

G'night all

Hoops

Algannon (the humble)

James here

I have a confession. More like a confession in two parts.

The first is that I wanted my cloak to look distinctly more hessian....like this http://battlebunnies.blogspot.co.uk/2016/02/pre-knight-errant-nathaniel-garro-pre.html

It turns out that no matter the tips....I'm just not that good.

The second part of the confession is I started off painting brown......then I decided a nice off white colour for the  robes under the cloak. Then I looked at my creation......

and began to realise
that I had painted.....

...a Jedi

Thursday 11 February 2016

Colour Commentary

Quick one. I've gone back over the last battle report and added my thoughts in blue. It's the post immediately before this one. Enjoy!

James

Wednesday 10 February 2016

First battle report / AAR. Test game.

Hi all,

So James and I finally get the first game in full swing. We decided to make this game a friendly; we will work out the after game effects as if we were taking part in a campaign, but as it's our first game and we WILL make mistakes, these effects are just for 'what if' purposes.

SO we set up a 3x3 board and padded it out with my travesty terrain (that's not a brand, my terrain sucks) and some cool fillers from James' terrain box.

I won deployment and chose my board edge and deployed my vast force of :

Krosh (wizard), with two thugs and his trusty undead knight. Fairly central.

Brun (apprentice), with two thugs out on the right. Oh and my raised zombie.

Crossbowman covering the left flank whilst an archer covered the right.

Brun deployed.


James preceded to deploy his Wizard (Algannon) central, with a Templar (Ser Thrandar) and two thugs (Note I don't remember many of James' crews names, he will edit soon) (Jake has the buckler and Bruce the 1 hander). 



Apprentice (Brigitte) to his right flank with crossbowman ("The Huntsmaster") and two dogs (as of yet unnamed - suggestions on a postcard). 



A thug and a crossbowman to his left flank. (Neither of these people have names. Jay suggested Axel for the guy with the axe)


So the full field looked like this:



We opted for the standard six treasures, have a fight scenario as we were more geared towards learning the mechanics at this point. 

Out of game spells before I forget: I raised a zombie and failed to cast Familiar on both my wiz and apprentice.

Turn one.

James won initiative. 

Wizard phase:
With a  group activation James' wizard and support goons push up to the wall of the central building, the wizard casting shield on his Templar buffing his armour up. A thug named Bruce grabs the first treasure token (MDF sewer tokens on the above pic).



Krosh pushed the centre towards the same building with a group activation, Successfully casting Telekinesis to drag a treasure token into the waiting arms of Cobb (thug). 

(sorry wobbly pic)
Apprentice phase:

James' apprentice performs another group activation to push the war hounds forward with the crossbowman giving cover, but fails to cast Power Word even though it was empowered. The crossbowman has no valid targets to engage. 

Brun Group activates hie small team and heads for the centre building. He successfully casts Possess on Lazarus the zombie, increasing his fight and armour at the cost of his already bad willpower.

Soldier Phase:

James' two man team on his left flank pushed to the edge of the ruins, where the Crossbowman ("The Huntsmaster" - I may just call him Jaeger to make him sound less like a weird prowrestler) caught my archer in the open and knocks 5 health off of him. 


The hurt (but not wounded) archer, Koop returns fire, but misses...probably due to the crossbow bolt protruding from his leg. 



On my left flank Clarke the crossbowman gets a good hit on a war hound in the open doing enough damage to wound it. 


Turn 2: Initiative Jay.

Wizard phase:

Krosh moves the team further into the ruins and fails to cast bone dart on one of the war hounds. This would soon become a recurring theme...Cobb heads towards the table edge with his loot. 

James' wizard's group pile into the ruins to engage in our first close combat!! 


Jake, one of James' thugs is hit by Horne, the thug cultist for 4 damage. The Templar (buffed still) and Knight square off. The two most proficient combat masters on the table look each other up and down. 


The die are cast...one D20 each. Pants.Will. Be. Shat. (The dice shaming has started. Dice shaming is a noble tradition. I'd also like to nominate the green dice, which I had given to Jay for the game, for what it does to me later....)


In an unrivalled display of incompetence, these 'warriors'  utterly embarrass themselves.

Apprentice phase:

Brun, moves towards the two thugs on the right flank, whilst sending his troops up to the centre ruins. He then casts Bone dart at the crossbowman, but fails to cause any damage. 



James' Apprentice activates with the crossbowman and they both move up, the apprentice successfully casts Heal on herself and recovers the health lost empowering the earlier Power Word spell. The crossbowman engages the cultist crossbow but fails to hit. 

Soldier phase:

The hurt cultist archer, Koop manages a miraculous shot on the crossbowman and takes him out of the game. Whilst the crossbowman misses the ever closing war hounds. Oh dear. 


James' war hounds get even closer to the cultist crossbowman in the ruins, whilst on the other flank a Thug mounts the temple stairs to snatch a treasure, leaving him quite exposed.


Turn 3: initiative James.

Wizard phase.

The thaumaturge Wizard moves into touch range of his Templar and casts Heal successfully on the thug Jake, to bring him back to full health. Jake swings for Horne, but again Horne wounds him instead, back down to 6 health. The Templar makes up for the previous combat and annihilates the Undead Knight, Ser Arten. Leaving an ominous gap and a clear view at Krosh....



 Krosh sees the gap and moves a bit closer to the knight (he had a crossbowman to his left, dogs to the rear, when in doubt, bone dart. Well he would if he could actually pull it off, failed to hurt the Templar...things looked grim. With the group activation Horne hits Jake some more..

Apprentice Phase:

James Apprentice group activates with the crossbowman, who reloads. She casts an empowered Elemental Hammer on his crossbow to give him enough stopping power to put the cultist crossbowman down in one shot! (Elemental hammer was awesome.....really awesome)

Better than being mauled by dogs....

Brun moves up and fires a bone dart at the Templar in the ruins...but again fails to wound. His group advance further into the ruins. One Thug grabs a treasure. 

Soldier Phase:

The exposed thug runs back down the stairs with his loot, (Go Axel!)


whilst the war hounds are literally an inch from intercepting the cultist legging it with treasure. 


Bruce escapes with a treasure.




Said thug has the option to 'force combat' but decides to leg it instead. That was close!


As he moves out of the way the archer moves up and takes a shot at the war hound that is wounded, but misses. 

Turn 4: initiative Jay.

Wizard Phase:

Krosh is desperate, with nowhere to go and backup too far away, not to mention a Templar bearing down on him, he casts Raise Zombie successfully to put a zombie in front of said Templar. Horne uses the group activation to kill Jake. Leaving just the Templar and wizard who promptly legs it towards a treasure outside the building, leaving the Templar as rear guard. The Templar swings hard and takes the zombie down to 1 HP. 

Apprentice Phase:

Brun has nothing to see or do so sprints around the flank of the centre building, trying to catch the wizard. He orders the treasure carrying cultist towards the board edge, a hard decision as he was close enough to perhaps get into a fight...but we came for the gold!! Thaumaturge apprentice moves towards the ruins and instructs the crossbowman to grab a treasure. She again casts heal to replenish the health lost in her self harm earlier. 
she's in the trees....

Soldier Phase:

Koop takes aim on the wounded hound and puts it away with a long shot. Another cultist dives onto the templar, now outnumbered the Templar will surely fall! 





Alas the cultists and zombie both loose drastically to him and he takes them both out in immense fashion! (At this point he has both shield and combat awareness on him, which is making him a bit of a beast. Armour of 14 and fight of +6. He also gets +2 damage from the zweihander so that's a lot of punishment he can deal out)

Can anyone stop him?

Finally the remaining war hound has enough move to get into combat with Krosh but not enough to attack. 

Turn 5: initiative James

Wizard Phase.

James' Wizard grabs a treasure whilst he is juuuuust close enough to include the Templar in a group activation, who promptly wades into Krosh and with the outnumbering bonus from the war hound drops him to 5 health!! Ouch. 
Krosh activates with Horne the cultist. with a dog on his back and a juggernaut to his front, he has to fight. He swings for the dog, and scores a critical hit (a 'natural' roll of 20 doubles damage) which eviscerates the dog. Horne looks at the pile of dead at the Templar's feet and decides to swing anyway, maybe, now outnumbering him will help (said that before). He scores a Critical hit!!! Which takes the Templar down finally! (Betrayed by my own dice! I got a bit grumpy at this point because I wasn't looking at things objectively! Bloomin' d20s...)

I would rather be lucky than good....

Apprentice Phase.

James apprentice moves closer to Krosh, seeing him as perhaps a soft target with only 5hp, and casts combat awareness on the wizard with empowerment. (This turned out to be a bit of a waste of time. I should have gone for shield but I had a vague plan of revenge!)
Brun see's her plan and uses the spell Wall to block the door she intended to get through next turn, protecting his master.

wall is out of shot but behind Krosh.

Soldier phase:

Most of the remaining soldiers are loaded down with loot so move towards the edge of the board.

Turn 6: Initiative James.

Wizard Phase:

With no soldiers left barring a crossbowman laden with treasure, and laden with some himself, James' Wizard heads towards the table edge, not trying to cast anything. Krosh gambles and steps into the open and tries to cast Bone dart at the laden crossbowman but as you can imagine it fails.... Horne runs in pursuit of the fleeing wizard.

Apprentice Phase:

James' apprentice takes advantage of Krosh exposing his position and has just enough move to get into combat but cannot attack. 
With the fleeing thaumaturge in view apprentice Brun takes him down with a bone dart in the back!....only kidding, he miscast it so bad his eyes ran down his face and he was left on 4hp.....

Soldier phase:

The crossbowman vacates the area with more loot. Meanwhile the cultist archer, Koop, risks a shot into the combat between Krosh and the apprentice...


with 50/50 odds of hitting his master, he takes the shot...Taking the apprentice out in one hit!


Turn seven consisted of Krosh missing a Bone Dart at the enemy wizard (shocker), and said wizard calmly walking away with his loot...

WHAT A GAME!! loved the system, it was touch and go (and touching cloth) frequently. 

Post game rolls:

James: one dog misses a game, no further casualties.

270 xp for the wizard (2 advances)
4 treasures of 250g, 20g and magic 2h weapon, 40g and 60g and candle of summoning sold for 200g. 

total 570g and a magic 2 hander cuz the Templar was not hard enough!

James moves into a temple and buys the Blinding Light grimoire for 500g!

Since this I think I'd have invested one of my two levels in making power word better. I really think the +3 to cast will help make me really reliable and an XP generating machine!

Jay: One thug misses a game no further casualties.

210 xp (2 advances)
2 treasures of 40g and a magic bow for Koop, 20g and gloves of casting (a +5 cast used once per game). 

Krosh moves into an Inn and buys a thug and a man at arms (had 20 left over from initial build) taking the gang to 11 models (12 if I can get lazarus up)!!

Post game analysis:

D20...the fickle bitch of dice. In what should have been a freight train, Those two back to back crits saved the day. But who won? Krosh and co had more bods on the ground and had the field at the end of the day but came away with 60 gold and some bits, where James' crew got 570 gold (!!) and bits!! 

These end of game bits were just for us to test the system. But it really is quite good. My initial misgivings about extra weapons having bonuses (axes pierce armour, swords parry) were not an issue as there is enough modifiers to keep it going as is, any more could slow it down more. I do however think aggressive wizards who can put damage out can get ahead on experience within a few games if they take people out. Something i was hoping Bone Dart would do for me.....but lets not go there. 

I enjoyed the game and, as a first game, felt we made fewer mistakes than we have in the past (we've made a fair few in Batman!) so that's a real plus point for the system. I think simplicity is a fantastic think and it certainly doesn't have to come at the exclusion of tactics. The post game admin was fairly quick so thats always a plus. I've got two articles coming (which both may turn into two parters) that will discuss some stuff about terrain but, for now, I will say that I think we got away with a decent level of terrain but there were some really open areas that gave range some good traction....shame Jay can't hit with a bone dart! I really think I got a bit too attached to my troops and whilst a Templar is much better than a thug, he's still not fantastic. I'm going to be playing around with my tactics a bit but I think I've got a good handle on the basics. The whole experience has certainly made me wary of putting my wizard anywhere near combat.

My men of the match- Koop, 3 kills with his bow and Horne who killed Jake and the Templar. 5 kills between two cultists. Goes to show they are more than just lackys and gold grabbers. With the fickle D20...anyone can be a champion!! Horne will be promoted to man at arms. 

My Man of the Match has to be Ser Thrandar. He was, until he died like a punk, an absolute beast.

The game works really well and I'm an instant fan. I apologise for the repetitive writing but I forgot James' guys names, I'm sure he will edit. (And indeed I have!)

Hope you enjoy guys. 

Jay and James