Showing posts with label Battle Report.. Show all posts
Showing posts with label Battle Report.. Show all posts

Monday, 27 December 2021

Frostgrave Battle Report No.1 Part 1 - Updated.

My First Frostgrave Battle Report. Part 1of 3.

For the statistics that go with this Battle Report, see my earlier post "Frostgrave
 Warriors". The wizard and apprentice would be throwing spells at the monsters, and 
the troops are armed with some sort of weapon, even if it is only a club or dagger.

Updated 16 Jan 2026 - Text added to and pictures enlarged.

Here are my gallant heroes, seeking to gain knowledge and fortune: Haviskan
 Skaravir, the Thurmaturge Wizard and his apprentice, William Tremayer. Both
 are carrying a Staff (-1 to hit, but -1 to enemy hit too).

 Haviskan has hired a few brave souls to venture into Frostgrave with them. 
Jac Trusk, the Ranger, Muddy the Crossbowman and Eric the Infantryman.

Plus some of the local thugs who want to earn a few coins - Happy, Ginger, Ben and Ella.

Assorted monsters prowl the ruins of Frostgrave, seeking out rats, wolves or anything else that may be unfortunate enough to wander into their hunting area. They have been given nicknames by the brave warriors who have come this way before and have lived to tell their tales beside the fire at night.


 The Harvester-Armoured Skeleton. 
Move = 6, Fight +2,  Shoot = 0, Armour = 12, Will = 0, Health = 1.


Clubber, near a treasure Chest. 

NOTE - There are other blue treasure containers in the area.
Move =6, Fight +2, S=0, A=12, W=0, H=1.

Clubber, near the statue of the watchman.
    
House Rules: 
I will be using cm instead of inches.
I will be awarding 5 Xp for Failed Spells.
I will be classing Monsters as Enemy Soldiers for Xp purposes, since
 There are no other warbands present on the table.

Turn One.

Haviskan First and second Actions - Group Move forward 6, taking Jac, Happy and Eric with him. 
(Group Rule - Able to move three soldiers with him at once).

William First Action- Will, Ben and Muddy Group move 6 to the right, close to a makeshift dwelling. Wood has been gathered in the entrance by its missing occupant. Did he fall victim to the monsters?
William Second Action - He tries to cast SHIELD (3+2). Fail. 1 Damage, so Health = 9. 5 XP.

SOLDIERS MOVE

Weeds and shrubs block the line of sight. They approach carefully.

Ginger moves past the rock and looks inside the ruin. Ella moves forward, planning to search the hovel.


THE CREATURES MOVE

The Harvester wanders the ruins. Has it sensed intruders nearby?

William observes how "The Slasher" moves and reacts to sounds from the cover of bushes.
Move =6, Fight +2, S=0, A=12, W=0, H=1.
All creatures "Double Move", as there is no combat yet.

Clubber is attracted by movement and closes in on Ginger, who takes up a ready stance.

Turn 2.

Haviskan First Action - Group Move forward 6, taking Jac, Happy with him. 
Haviscan Second Action -  tries to cast SHIELD on self - (9+4) Success. 10 XP.

Eric splits from the group and climbs past the spiky barrier onto the piles of rubble inside, disturbing a nest of small creatures in the process, who flee into burrows. Move=3 and 3.

"Beware, we are observed! Make less noise, Eric," reprimands Haviscan. 

The Harvester begins to shuffle in their direction. 
"It may not have been my fault", Eric thinks, "They were standing in the open, after all. That's bosses for you, always ready to dish out the blame when it is their fault."

An overview of the battle area.

Eric explores the ruin and will later climb the ladder and find the attic bridge to the
 other ruin, with the treasure token on it.

William's First Action is to move right 3.
William Second action -  casts ARMOUR on himself. 10 XP.

SOLDIERS MOVE

On the other side of the ruin, Ella has moved to the side of the hovel, trying to get
 inside, so that she can spring a surprise attack later.

"Get away, you filth !" yells Ginger. Sticking to his ground.
Ginger moves to attack Clubber.
Ginger Second Action -  Fight - Roll 14 +4=18.
Clubber Fight - Roll 20 (Critical Hit - Double damage) +2 = 22 hit.
Clubber wins the attack - 22-10 (Ginger Armour) = 12 +12 =24. Damage to Ginger.

With two swipes of his bony weapon, Basher disables Ginger. Health = -14. He is "Out of Action".
Basher's second action - Move to attack Ella. (They will be In Combat next round).
Slasher and Chopper move 9 on the right flank.

Harvester moves up to the tree.
"Stick it now! While it is an easy target !"
 
Ella gives out a war cry, hoping to frighten the beast, but it keeps coming towards her with no sign of slowing down. She readies her weapon.

Redblade appears on the scene, attracted by the noise of battle.
 Move = 9. (Random Direction = Forward).
(The creatures appear at random spawning spots around the board, 1d8 roll.)

Overview - You can see where everybody is at the end of turn 2.

Turn 3.

First Action - Move forward 6. 
Second Action - Haviscan tries to cast SHIELD on Jac -  (9+4) Success. 10 XP.
--------------------------
William Moves Forward.
William tries to cast SHIELD (5+2) Fail. No Damage, so Health still = 9. 5 XP.
------------------------------

SOLDIERS MOVE

First Action - Move forward 6. Jac nimbly leaps onto the tree.
Second Action - Jac shoots at The Harvester.
Jac Roll 17 +2 (Shoot) = 19.
Harvester - Roll 12 +2 (Fight) +1 (Hasty Shot by Jac) =15
Damage 19 -15 = 4.  Health = -3.. The Harvester is Dead.

Ben First Action - Moves 6, Second action - Goes into Combat with Slasher.
Ben Rolls 3 + 4 =7
Slasher Rolls 17 + 2 =19. 9 points of damage to Ben. Health = 1.
--------------------
Ella moves into Combat with Clubber.
Ella Rolls 1 + 4 -1. (Dagger) = 4.
Clubber Rolls 18 + 2 =20.
Damage 20 - 10 (Ella's armour) =10. Health =0. 
Ella goes "Out of Action". Chopper comes into viewm top right.

Muddy Shoots a bolt at Clubber.
Muddy Rolls 18 + 2 (Shoot) = 20.
Clubber Roll 3 + 2. (Fight) = 5. Muddy Hits.
Damage 20 +2 (Crossbow) - 12 (Armour) = 10.Health =-9. Clubber is Dead.
Second Action - Muddy reloads her crossbow.
------------------------------
CREATURES MOVE

Chopper First action - Moves 6, Into Combat with William.
Second Action - Attack - Chopper Rolls 14 + 2 (Fight) = 16.
Will Roll 10 +0 (Fight) = 10. Chopper wins the round.
Damage 16 - 13 (Armour 10 +2 Shield Spell +1 Will Staff defence) = 3. Health = 6.
(Continue in Combat).

Slugger comes on the board at point 4 = North.


=========================

End of part one of three.


Regards all,

Ivor Cogdell


Frostgrave by Joseph A McCulloch.
 (C) Copyright 2015 - 2026. Joseph A McCulloch.. Osprey Games Ltd. All Rights Reserved.
Osprey Publishing is part of Bloomsbury Publishing Plc.


 This blog is not intended to infringe any Copyrights.



Saturday, 6 June 2020

The Battle for Dirk's Compound - Part 5

The Battle for Dirk's Compound - Part 5 - All on edge.

Previously
Pt 1 The cast.
Pt 2 - Pre game Info, House rules.
Pt 3 - Mission Briefing 
Pt 4 - The scrap starts.

Hi all,
         A bit more to my battle. It would have been more, but I banged my foot and could not put any weight on it, so moving around the board was a non starter. Here is what I had left over from the other day to keep you going.

Turn 3



Activation (PEF Rep 6 NW)
Roll 1 successes - Move towards Rep5, at minimum range so stays still.

Activation (PEF Rep 5 - Middle)
Roll 1 successes - Move 8” towards enemy through cover. (Checked when he broke cover, Hank was looking the other way).

Activation (PEF Rep 2 - Right)
Roll 1 successes - Move 16” towards enemy through cover. (Checked when he broke cover, Hank was looking the other way and still raining cats and dogs).


Activation  - SA
Major Vance gets cover behind some cargo. Wanda moves right to cover the lake and Landing Pad. Andy comes out of the Habitation module. Vicky moves forward and left on the catwalk. I checked her movement inch by inch and both forces were still in cover, although it would have been close at times, if not for the storm going on. Thumper waits at the corner.

Turn 4
Activation  - SA = 15, O = 4.  - SA  go first.
Turn 4
Major Vance checks out the Cargo. Hank moves forward. Thumper moves towards the ruined wall. Andy covers the water.

Suddenly Wanda’s voice comes over the Com. ”Contact ! Contact ! I have movement at the end of the road.”

Vicky “I have Negative contact, repeat Negative contact. It was the trees swaying in the storm casting shadows, Wanda. In this storm you can hardly see past the end of your arm.”

Major Vance - “Hank, move up to the left gantry and watch with Vicky, stay alert and observe.”

An ork looks down the road
"Can't we go down that nice flat road?"

"You just want to keep your boots clean so you don't have to polish them tonight."

"So.... is that a yes ?"

"No, get back in line. and for asking dumb questions you are on cook duties as well."


The Orks to activate next.....


Sorry it was just a short post. I put together what I had from before, minus the stuff that was not applicable  due to the first contact that did not count due to the weather. I left it in so you could see where it was originally going to happen.

Regards all,

Ivor Cogdell


Monday, 14 October 2019

A Mordheim four way rumpus.

A Battle Report

A four way scrap from Mordheim



Hi all,
           For your delectation, here is another Mordheim Brawl for you, with not two, not three, but four gangs eager and willing to make a mess of the place.

I have just found my notes for this scrap, so I have updated them to the game's conclusion, I thought it was high time I posted a battle of some sort anyway, so I described the action from what I could see, but they are slightly sketchy in one or two places.

This battle features His Right Royal Majesty, King Charlie V, who is the rightful ruler of Mordheim and its environs, or so he claims.....

King Charlie V is pitting his mighty force against a bunch of disloyal upstarts, those being - ( temporary names - The Marauders, The Gangsters, and The Looters. - actually, they were;

                                                                      Rated        Corner
Mikes Mad Manglers (Richard)                       109           NW
The entourage of Geoff Botkham (Steve)        68            NE
Marrianberg Marauders (Martin)                      90            SE
King Charlie V  (Ivor)                                       86            SW


Tonight's Scenario: Breakthrough.


Here are King Charlie and his men.

King Charlie's Starting point - SW corner. Giving his men a pep talk.

Mikes Mad Manglers / Gangsters to the NW.

Geoff Botkham  How quickly can they flee?

Turn 1


Move

Marrianberg Marauders begin to move from the SE.

Marauders appear from the SE.

A rough-looking lot.

King Charlie's brave boys move out.
Turn 2

Move

King Charlies forces move out

More brigands from the NW.

Geoff Botkham in the graveyard, being very cautious.

The Marauders advance past the graveyard.
Shooting

Dave in the Botkhamites Shoots Sgt. Ernie. A Hit, but no wound.

Turn 3

Move

King Charlie checks out the opposition

He can see some Gangsters in the open.

The Looters move through the graveyard.

The Marauders move into cover from the Looters.

The Looters planned to attack from the rear.
Shooting

Four of Mikes Mad Manglers Shoot at the Botkhamites, one Hit, but no wound. The others missed.
The Botkhamites return fire, 2 misses.

Turn 4

Move

The looters are poised for action

Marauders move to counter-attack

King Charlie Looks set for action

The Gangsters charge King Charlie
Shooting

The Botkhamites fire, 2 misses.
 Mikes Mad Manglers Shoot at the Botkhamites, Oscar shoots Bernie, Hit, wounded, failed to parry, Knocked Down.
Tom shoots at  Mikes Mad Manglers. Critical Hit, Wounded, Captain Insane Mike Out Of Action.
Charlie shoots Ted, Ted returns fire, both miss.
                                                                         
Turn 5

Recovery


Bernie recovers and gets to his feet. (Half move available.)

Move


The looters start digging up bodies while they can.

The gangsters, noticing the Marauders, pepper them with arrows.

King Charlie is wary of an ambush

A lull in the fighting
 Shooting

Charlie shoots at Mike. 5, a hit, 2 Glancing blow off armour.
Bhothkam shoots at Mike. 5, a hit, 2 Glancing blow off armour again
.
Turn 6

Move

The marauders charge the Looters
Shooting

Bhothkam shoots at Mike
Bhothkam shoots at Mike. 6, a hit, A critical wound. Holibut is   Out Of Action.
Mike shoots at Prince Eric, missed him.
Combat

Charlie charges the Marauders.

The gangsters want a fight

Charlie gives them one.
Spotty rolls 3 miss.
Speedy Hit, Critically, but it was parried, so no wound.
King Charlie missed.
Ginger and Kung Po hit, but it was a glancing blow, no wound.
Archer hit Kung Po, wounded, Knock Down.
Archer Tom Auto hit Kung Po, Automatic Out Of Action.
Archer Tim hit Ginger, 6 critical, 5  Out Of Action.
Simon Hits King Charlie with his two attacks, 3 + 3, both miss.
Archer attacks Speedy with 2 attacks, Both hit, but glancing blows.
Will attacks Spotty Hit 6, Crit Wound 6, no armour, 6 Out Of Action.


Turn 7

A Rout Test


King Charlie passed with 8.

Move

King Charlie is charged.
The Bothamites move to the west.

                                                                       
Shooting
King Charlie's crossbowman misses.
The Bothamites shoot three times and miss every time

                                               Combat
Ted and Neo scrap.
Pete and Ted ? scrap. 6 hits, 5 wounded, Parry failed to stop the blow. Knock Down.
Ted is auto-hit and goes  Out Of Action. Someone gains 1 xp.
Prince Eric is Hit. He fails to Parry, is wounded, he fails his Armour save and goes Out Of Action. 
Happy hits 6, no wound.
Happy's second attack with dagger hits, wounds, and Stuns Tom.
King Charlie Hits an Archer, critical wound, Knock Down.
Dave hits King Charlie, wounded him, Knockdown, the second attacker renders him Out Of Action. 
Bernie is hit and wounded, fails his armour save.5 Out Of Action. 
A right Royal scrap. 4 Out of Action, what a bloodbath.

Turn 8

Rout Tests

For King Charlie's Forces - (Voluntary fail the rout test). Since King Charlie and Prince Eric have both been captured, their forces just melt away into the rubble. They are hopefully going to get some ransom money somewhere in the ruins.
One Knock down.

Turn 9

Move


Mikes Manglers go SE, the Bothgamites go South and the Mariembergers go west.

Turn 10

Move

 The Mariembergers continue west, get off the board and win the game.
.
Looters I Think after the Marauders
                                                          Shooting

Mad Mike's Manglers and the Bothkamites peppered each other with arrows to no avail, a few hits but no wounds.

  Turn 11

Move

Mikes Manglers went NE by the middle wall.
The Manglers head NE by the middle wall.
The Botkamites made a pincer move, the Warriors went North, the Archers went west.

                                                         Shooting

Mike's manglers shoot at the warriors, all miss

  Turn 12

Move

The Botkamites Warriors went SW, the Archers went west.
The Manglers move against the middle wall.


  Turn 13



Move


Both teams make it off the table.
                                   Game Over

                                   Aftermath

The Botkamites get 17 xp, Captain gains +1 on Initiative, 1 Henchman gets promoted, with 14 xp a Crossbow and +1 Initiative. Gains 3 Wyrdstone. Rating = 85.

King Charlie and his men all recover, but Kung Po gets robbed of all of his kit. Sold 1 Wyrdstone and saved one. Bought a sword, light armour, dagger. 35 Gc for everybody.

Mike's Mad Marauders, Neo recovers, Captain Mike now immune to Fear.A well was found, Marksmen +1 initiative, Swordsmen +1 to Ballistic skill. Dick gains auto step aside. Rating 127.

Marriamberg Marauders, 3 wyrdstone found, plus a halberd in a smithy. Bought Marksman Dick. 2xp for each man +1 xp for Tom. Rating = 111.

We did have a good time. Thanks again to Richard for his hospitality.

Ivor Cogdell