Thursday, 15 February 2024

Making and painting a Barricade / Shelter Base - Updated 23/02/2024.

 Hi Everyone, 

                     I was flicking through my photos and came across these photos of a scratch-built barricade part shelter I had thrown together, which would be suitable for most settings and I thought you might like a look.



I could have added more roof cover, but then it would have been harder working out the line of sight.


It was constructed from a bit of curved plastic I had found lying about and leftovers
from a laser-cut building project and some model sprues, clay was added around the
base with a bit of moss thrown on, and then painted in post-apocalypse style. Add a
bit of debris on the floor, sand mixed with a light wash of dark paint. 

That is how the barricade remained, for a while. Then, on reflection, I decided that the
defences needed to be beefed up slightly, as the side did not provide enough protection. I
grabbed a few more planks and lolly sticks and away I went again.

I added another front panel.


Plus a support made from a lolly stick.



I added some protection at the windows and some battle scars on the sides.


Someone is doing lone sentry duty. Who did he annoy? Are the survivor numbers getting low?


"I might as well get comfy in here".

"A board to stop critters climbing in easily. That's good".



A bit more paint and blood on there.




Finally, I added a removable barricade for good measure, just in time. He has visitors.

"What's this? What's your business?"




"ALARM ! ALARM!"

Lizard Folk are on the attack.


Will he survive? I leave that up to your imagination to decide.

Here I prepare the base for it.


A painted hardboard base. Smooth down the edges with a craft knife.

 

These are hardboard Laser Cut walls, available at hobby shops. The same effect can be
achieved by sticking two strips of foam core together, scoring them and painting them.
The Square blobs are foam-core, for supports. Foot traffic has churned up the ground.

The glue should be covered with sand while wet.

The Barricade in its setting.




Stepping stones at the back.




The Barricade in action.

I hope it gives you an idea of what you can make with your leftovers. Keep all of your offcuts in a container for use later.

Regards all,

Ivor Cogdell
(C) Copyright 2024 Ivor Cogdell.

Sunday, 11 February 2024

Warhammer Mighty Empires Turn1 Month 00 - Generating Tribes and 01b - Updated 09.03.2024.

 Hi everyone,

                      I am trying out Warhammer Mighty Empires, (C) Copyright 1990 Games Workshop, to flesh out one of my early "Nations" continents Bjantfass. I may mix in with it the "Countrycraft" rules, from Dragon Magazine # 293, (C) Copyright Wizards of the Coast. I tried to load a spreadsheet with my info in, but it was no good. I will just have to be descriptive.

                      I was using a 29 tall x 18 wide Hex map to begin with, but decided to use a 62 x 56 hex map instead to get finer detail. This works out to 50 miles across the face of a hex. I have a rough map to give me an idea of the general large-scale contents of the landscape, as shown in the preview. I plan to colour a second Hex map to show the conquests of each tribe over time.

House Rule - I have introduced Bandits, Pirates and Monsters to inhabit wasteland areas and some of the islands. Their territory will be a d4 or d6 depending on intelligence.

The army represents a quarter of the population of the tribe.

Map Key - I have split each Hex into 6 to represent the resources of the land and then added any features that may be generated by the game. Each Capital has a castle, except Bandits which have a fort.

Br = Bridge or Ford, C = City, D = Desert Tile, F = Forest Tile, Fo = Fortress, HA = Harbour, H = Hill, L= Lake,

J = Jungle, MG = Mine Gold, M = Mountain, N = Necropolis, Number = Tribe number Capital,   PL = Plain, PT = Plateau, S (1-6) = Ships in Port, T = Temple, Vo = Volcano, W = Wizard's Tower.

                    NW        NE

              W            1           E

                    SW         SE

Turn 0 Setup.


Tribe 01 Skularn Dark Elves. Alignment - Chaotic Neutral.

Resources = Capital, Built on a Ruin. (x = 25, y = 27) M5 D1 (e.g Mountain 5 Desert 1) - River, NW = F1 H5 - Barren, 

NE = PT5 D1 - Barren, E = M3 D3 - Barren, SE = H2 D4 - Village in a Cave, SW = H2 D4 -Village, W = PT3 H3 - Fort & Lookout Tower.

Army = 588 Total. (Not sorted into Banners yet.)

Tribe  3 Halflings. Alignment - Neutral Good.

Resources = Capital ( x = 28, y = 33) PL3 L3 , NW = PL3 F3 - Village, NE = PL2 L4 - Barren, E = L6  - Barren, SE =  M2 H2 L2 - Village & Necropolis, SW = M2 H4 - Fort, W = H6 - City.

Total Army = 633.

I have been adding monster lairs and bandits randomly over the map and two of them have landed close to some of our tribes already generated, so there will soon be friction in the air. Such as this one coming next.  Unless they talk it out and have a party.

Tribe  3a Lizard Folk Alignment - Neutral.

Resources = Capital ( x = 31, y = 30) PL6, NW = PL3 L3 - Fort, NE = PL3 L3 - Fort, E = PL6  - Village, SE = M1 PL3 H2 - Village, SW = PL4 F2 - Barren, W = PL6 - Village River.

Total Army = 648.

Tribe 7 Hobgoblin Raiders. Alignment - Chaotic Evil.

Resources (1d4 Hex) = Capital, actually it's just a Large Fort. ( x = 24, y = 34) F6 - Hot Spring. E = PL5 F1 - Village, SE = PL4 F2 - Village.

Total Army = 377.

Tribe 14 Elves - Alignment - Chaotic Good.

Resources = Capital (x = 29, y = 17) PL6 R, NW = H6 - Village,  NE = H4 J1 L1 - Village, E = H2 L4 - Fort, SE = H6 - Fort River, SW = H2 J4 - Village, W = H2 J4 - City.

Total Army = 909.

Tribe 16 Elves - Alignment - Chaotic Good.

Resources = Capital ( x = 31, y = 30) M2 PL4 Necropolis, NW = M2 PL2 F2 Fort Barren, NE = PL6 - Fort Hot Spring, E = M3 H3 Village River, SE = H3 L3- Village in a Cave, SW = M4 H2 - Village Lookout Tower, W = M2 L4 - Fort.

Total Army = 636.

Tribe 22 Human Bandits - Alignment - Chaotic Good.

Resources  = Large Fort. (x = 26, y = 11) PL3 F2 S1 River. NW = PL6 - Fort, NE = H4 F2 Village Lookout Tower,  E = PL4 F2 Village, SE =  M3 H2 F1 City & Lookout Tower.

Total Army = 649.

Tribe 30 Bosh Goblins - Alignment - Chaotic Evil.

Resources = Capital (x = 21, y = 06) H6 Built on Ruined City Lookout Tower, NW = P6 - Village  & Necropolis,  NE = PL3 F3 City, E =C4  City Port (No ships), SE = Lowland 5 F1 Castle, SW = C4 Village, W = PL5 F1 Village.

Total Army = 1197.

Tribe 34 Snotlings - Alignment -Neutral.

Resources = Capital (x = 19, y = 13) Lowland 4 Lake 2 , NW = PL6 - Fort,  NE = PL6 

Village & Temple to Neptune, E =PL3 L3 Village, SE = Lowland 1 Lake 5 Barren, SW = C4 Fort, W =PL6 Ruin.

Army = ____ Total.

Tribe 35 Bash Orks - Alignment - Chaotic Evil.

Resources = Capital (x = 26, y = 07) Lowland 6 Wizard, NW = PL5 F1 - Fort & Necropolis,  NE = PL5 F1 Castle & Road NE, E =PL4 F2 Village, SE = Lowland 5 F1 Castle & Wizard, SW = C4 Fort, W =PL6 Ruin.

Army = ____ Total.

Tribe 62 Orks - Alignment - Chaotic Evil.

Resources = Capital (x = 46, y = 20) C6 Built on a Ruined town -  W, NW = PL6 - City,  NE = PL6 -  Village, E = H2 L4 - Fort, SE = L3 F3 - Fort, SW = C4 - Barren Port, W = H3 F3 -Village.

Army = ____ Total.

There are armies to add next and then I will start them off scouting in nearby Hexes.

Warhammer Mighty Empires by Rick Priestley and Nigel Stillman. (C) Copyright 1990 Games Workshop Ltd. All Rights Reserved

Warhammer Fantasy Battle Original Game Design by Rick Priestley, Richard Halliwell and Bryan Ansel. 

Third Edition:  by Rick Priestley and Jim Bambra. 

Additional Material: Richard Halliwell and Bryan Ansel. 

Copyright (C) 1987 Games Workshop Ltd and Citadel Miniatures.


Regards all,


Ivor Cogdell

Web Page Copyright (C) 2024 Ivor Cogdell.



Warhammer Mighty Empires (C) Project Preview

 Hi Everyone,

                       I have just started my draft of  Warhammer Mighty Empires (C) Campaign Turn One, set on my continent of Bjantfass, roughly 2571 years ago. The idea is to work out the kingdoms and provinces, put a name to some locations and battles, flesh out my timeline and work out who were the dominant players in history. This will be my first time using Mighty Empires.

Warhammer Mighty Empires by Rick Priestley and Nigel Stillman. is Copyright (C) 1990 Games Workshop Ltd. All Rights Reserved. 

Here is a look at the continent of Bjantfass. Copyright (C) 2024 Ivor Cogdell. It may not be geographically accurate and subject to change, but that's why it's a fantasy.



Some of the names are the current sector colour designations and other countries. I may be tweaking the border of Ellrostanne and other Sectors as events unfold. I may add settlements to the left and right areas too, as my timeline unfolds.

The continent of  Drennas is to the West, Jelv, Bretonia and Cathay are to the East. I have no plans to expand into those areas as yet.

I have not made up my mind whether to just use the ME points system to resolve battles on all conflicts or occasionally convert to Warhammer Fantasy Battle (C) armies and fight it out on the tabletop.


Warhammer Fantasy Battle Original Game Design by Rick Priestley, Richard Halliwell and Bryan Ansel. 

Third Edition:  by Rick Priestley and Jim Bambra. 

Additional Material: Richard Halliwell and Bryan Ansel. 

Copyright (C) 1987 Games Workshop Ltd and Citadel Miniatures.


Regards all,


Ivor Cogdell

 Copyright (C) 2024 Ivor Cogdell


Friday, 2 February 2024

Thoughts On - Alien RPG 7 (No Spoilers)

 Hi all,

           Just to put your mind at ease regarding our cliffhanger that occurred last week (See Alien RPG 6). One of our heroes was bleeding out with a gashed leg, or so we thought. But no, it turns out that our Junior member had a saving throw that was triggered (roll twice and use the lower damage) and he turned out to have actually suffered a crushed hand and a slashed tummy, so he was wounded but it was not terminal. He was dragged off to the lair of one of the aliens. After some planning, we managed to rescue him using some robotics and a bit of alien tech. That was the good news.

              The bad news is that he had picked up some sort of contagion from the alien gloop when they were using it to stick him to the roof. He and the doctor came down with some nasty disease. We threw them both into a large airlock, which was the closest thing we now had to a quarantine area since our original medical room and Autodoc Pod had been shot full of holes during the previous episode fighting the silver alien. Their stress went through the roof again.

             On top of that situation, we have just received a report that a group of renegade Sinth robots had landed at our main base and it was under attack with very few people there to defend it. We have still not had news of the other spaceship that crashed in the badlands. Yes, it's all go on LV 426.


Regards,


Ivor Cogdell

Friday, 26 January 2024

Thoughts On - Alien RPG 6 (No Spoilers) - Updated

 Hello Everyone,

                           Thanks for joining me tonight. Richard, our GM has just got the Alien Colony expansion and recommends it to all GMs. It certainly got his creative juices flowing. He was on fire tonight. 

The episode begins as one of our NPCs had been infected by something nasty, it was gradually coming on over a few days, but we could not find the source of the problem. We popped her into the Auto doc, just to make sure. When she came out of the auto doc, she was silver and proceeded to wipe the floor with us. She killed one NPC and very wisely, four of the party fled. 

                            One of the scientists put the research Lab's nuclear power plant into critical mode, with a 10-minute countdown. The two of us fighting this critter reached record stress levels (14 and 17) before we finally took her down with three minutes to go before the reactor was due to go BOOM. We are now permanently at stress 1 and have a phobia of the colour silver!

                             Later, two of our party working outside got jumped by a silver face-hugger-ish thingy, as I was watching in horror on the monitor. Our Marine went catatonic, due to the phobia he had just received, and the other junior party member drove off in a buggy, with this thing as a passenger. He went into shock and froze at the wheel, crashed the buggy, as you would expect, slashed his leg open and is now bleeding out. That is where the episode ended.

               Side note: This was a three-hour session as opposed to our usual two-hour sessions. Thanks as usual to Richard (GM), John and Kitty. I hope you are having as much fun in your game as we are.    


Regards all,


Ivor Cogdell

Tuesday, 23 January 2024

Nations Battle Report No 1 Part 2 - Updated 16 April 2025.

 Hi Everyone,

Nation's Battle Report Number 1 Part Two

This should not be confused with my Mighty Empires campaign, which is set in the past of Bjantfas.

This is in the present day.

Here are the stats for the warring nations.

Sector Red

Silver Elves            Align  0      Tech  +1      Morale  0           Defence   1            Realm - City States     P
                               Colony Morale   3          Tactics   C          War       +1            Recruit 6
Units War Rating        Range        Class        Rep.    AC      SP    Figs    Cost    Rolls  Move      Points
           3
1x Guard - Elite                 -          Foot                6        4       1       4         44    2,11,12    6            44

3x  Archers -Elite               6"        Foot Missile    5         4      0        3         27     3,4,7      8            54

1x Marine - Dual                3"        Foot Melee     5        4        1       3         30        5,10     8            30

9x Soldiers                          -         Foot                5        4        0       4        44      6,8,9       6           288

Scout Value = 0.                                                                                                                  Total = 416                                                                                                                                                    Points

Goblin Warband    Align  -1      Tech  -1        Morale    1     Defence  2      Realm - Tribal    S
                                   Colony Morale   1        Tactics    A     War     +1        Recruit     6
Units War Rating           Range        Class      Rep.    AC    SP    Figs    Cost    Rolls     Move
      2 +1 Capt
4x Archers                           3      Foot Skirmish    3      2      -2        2         6       6,9           8           24
13x Goblin - Frenzy, Undis.  3      Foot Melee       3      2        0        4        20   2,5,7,11      6         260
1x Wolf Riders - Terror        3    Mount Skirmish    2      0       2        2        10       4            16          10
2x BM Goblins - Frenzy       4      Foot Melee        2      0       4        4        28       8             6           56
5x Ogres - Terror, Undis.     4       Foot Melee        4     4       0        1         8    2,10,12       8           40
Scout Value = 1.                                                                                                                  Total = 410                                                                                                                                                   Points

 The Field of Battle (Version 2, Added background)


Colonel Hacket and his men.

Elven Stats.

Boss Neckbreaker (Black)

Goblin Archers.

Goblins (Frenzied).


Boss Man, Main Goblin Force
Reserve. 

Goblin Wolf Rider Unit.

Figures representing Ogre Forces.


Elven Forces on the plain (Top Left)

Goblin forces on top of the hills (centre and right concealed by a wood)
Reserves (Lower rear and right, in a gully between the two hills).

TERRAIN LAYOUT - It was randomly generated on a 3 x 3 square grid.
Clear,   Clear,   Clear and Lake.
Clear,    Hill,    Clear and Lake.
Hill,     Gully,   Gully strip.
The Setup
 
Colonel Hacket and his men have finally caught up with the cowardly Goblin raiders that they have been tracking for the last few days. The goblins have just been spotted desecrating a shrine on a hill. The ground to the Colonel's left is the shore of the Lake of Nitan's Tears, which was formed from the stream running off from one hill of "Nitan's Fingers", with another hill and a Ferryman's cottage, close by the ferry beacon.

                                                          --==--
Commander Neckbreaker looks down the hill at the formation of Elves in the distance.
"Don't they look pretty, all in those nice green tunics? Well, they will not look so pretty when we get finished with them. An extra 50 gold pieces to whoever brings me the head of their boss, with or without the hat !"

"Archers, form up on the left flank. Black Fingers, form a line in the middle."
The soldiers form a rough line, facing him.
"Don't face me, you idiots. Face the enemy!"

Shuffle, clank, squeak, "Ow, that woz my foot!", Punch, clang, shuffle. Silence, almost.

"No, no, no, not bent like a rat's leg! Straighter! Straighter! Or the lot of you will get fed to the Ogres.  A bit better. Spread out a bit. Yes, stop there. Now we wait."

Initiative - The elves are attacking, and so are the active agents.
 

View at Turn 1
The Elven Force looks at the enemy goblins up on the hill. (Version 2 view).

Initial Formation

The Elven archers and double line of the Grembling Rangers move towards the enemy, who seem to be scratching goblin faces into the shrine with their daggers.  (The Archers move 8 cm, Soldiers move 6 cm). No other Elven forces have moved yet.

Shooting Phase

The Elven archers are not in range of the enemy, so do not fire yet.
-------------------------------------------------------------

Commander Neckbreaker sees some of his troops twitching with tension.
"WAIT,  you dogs, until I say so. The first man to move forward will get stabbed! Understood!"
"Yes, boss!"
"But, since I like your keenness, you can shout and make evil faces at them".

The Goblins immediately began making an awful din, clanking weapons on breastplates, yelling, stomping feet, and generally getting themselves worked up.

The Goblins hold their position for this turn.

Bossman is looking down on the enemy.


Elven forces await orders.

Colonel Hacket gave out his orders.
"Archers, form up on the Left flank. Grembling Rangers, Double Line. Form up!"
"Rangers - Engage the enemy - Advance!"
"Archers - When in range of the enemy, Halt.

 Turn One

The Elven archers and double line of the Grembling Rangers move towards the enemy, who seem to be scratching goblin faces into the shrine with their daggers.  (The Archers move 8 cm, Soldiers move 6 cm). No other Elven forces have moved yet.
The Elven archers are not in range of the enemy.
-------------------------------------------------------------

Commander Neckbreaker sees some of his troops twitching with tension.
"WAIT,  you dogs, until I say so. The first man to move forward will get stabbed! Understood!"
"Yes, boss!"
"But, since I like your keenness, you can shout and make evil faces at them".

The Goblins immediately began making an awful din, clanking weapons on breastplates, yelling, stomping feet, and generally getting themselves worked up.


The Goblin Aechers hold the position for this turn and give Cover fire, even though the elves are out of range  - "Advance!"

Turn 2

The Raiders and Archers Advance.

 The Grembling Rangers continue to advance, as the noise from the top of the hill continues to grow louder as they get closer. The Elveb archers form into a square as the ground gets narrower.

The Elven archers are still not in range of the enemy.

-----------------------------------------------------

Commander Neckbreaker turns to the Goblin, carving the commander's face into the column holding up the roof of the shrine, "That looks nothing like me. Start again over there. No, wait. Climb up and do an evil grin on her booby first, that will annoy them for certain, as the next lot of pilgrims that come along  will have to carve a new statue then as well."
"Yes, Boss. Very good idea, Boss."

Goblin Archers Move Out.

Turn Three




The Grembling Rangers continue to advance to the foot of the hill, and the archers advance again. The Elven archers are still not in range of the enemy.

Colonel Hacket orders the rest of his men to Advance at a slow march. "Look, men, they quiver in fear at our approach, the battle is won before we have struck the first blow!"

-------------------------------------------


Commander Neckbreaker decided they had come close enough. "Black fingers.  You may advance!"
A mighty roar went up at this order, "OOWWwww.." They moved forward as one, and then the line started to bend again.

"Straight.....Oh, never mind. Just go down and kill them."

"Red Cresters, Advance!". His bowmen moved forward as commanded.

Shooting Phase

The Red Cresters had to make an Involuntary Halt and fire a volley at the Grembling Rangers.
Rolled 2d6 = 5 and 3. Modifier +2 for 4 figures shooting  = 7 + 5. Result = 2 HITS.

The Grembling Rangers take a Received Hits Roll  = 6 and 3.
The Rangers are Rep 5 +1 (For Unit Support) -2 (Hits received) = 4.
Result = Grembling Rangers. PASS 1 dice. HALT.

Turn Four

The Grembling Rangers are activated again and are given the order to "Engage the enemy".  They advance 5 cm and prepare to "Charge".

Black Fingers roll for an "Enemy threat" = 6 and 5.  Rep 3 +1, (Unit Support), +1 (Uphill) = 5
Result = PASS 1 dice. HALT.

Grembling Rangers - "Wanting to charge" -  Roll  = 1 and 3. Rangers are Rep 5  -2 (Hits) = 3.
Result =Grembling Rangers. PASS 2 dice. They CHARGE.

Black fingers - Roll "Being Charged" = 6 and 6.  Rep 3 +1, (Unit Support), +1 (Uphill) = 5
Result = PASS 0 dice. Status  "ROUTED" = 64 VP for Colonel Hacket. They run away from the Rangers.

The Red Cresters roll "Enemy threat" = 5 and 5.  Rep 3.  
Result = PASS 0 dice. Status.  "ROUTED" = 24 VP for Colonel Hacket. Seeing their mates run away, they do the same.

(Actually, due to poor rolls on my part.)

The Elven Archers moved forward into position beside the Rangers, having now nothing to fire at.

Colonel Hacket signalled the rest of his men to proceed at Marching pace, "We want to be there at the end. I want their leader taken alive!"
-------------------------------------

                                                             --=====--
The ROUT of the Goblins.

The Colonel is pleased.






The Goblin Archers are routed, too.

The Rout from a different angle.

Da Bossman is not happy at all.

Commander Neckbreaker was not happy to see what was unfolding before him. "Where are my wet-nosed little troops going? Cowards!. Curs!. "

"Archers, kill them! Archers? Archers, what are you doing?  Where are you going? Da enemi is over dere not that way. Your mothers were frogs and your fathers were rats!"

He blew two blasts on his horn and then, when he realised how close those cursed elves were getting to him, three more. He waved to his reserve guards/

(I did a random attack roll for which force would attack next.) Part two of his dastardly plan had begun.

                                                             --=====--

Force Two - Showing in the distance, by the hut, 
Imagine a wooden cover.

Force two - (Roll fog of war - 5) They suffer a "Slow start" for this round, also being in a wood. (Move 1 1/2) .

The Corporal in charge of Force Two in the woods listens to the horn blowing. "One and one....then.a gap and one and one and one. Err, that's not us, is it?. Let's see. One and one. I've lost count. Start again. One and one.  Ah, oh, yes, that means us. Oh, Oh, OH... THAT'S US! THAT'S US!"
He kicks the nearest goblin in the side. 
"OW!".
"On your feet, you lazy slugs. Grab your weapons too, you are going to need them soon."

He saw one Goblin with a nest on his head. "Well done, Smudge, for using that bird's nest for sneakiness."
He nodded back.
Smudge whispered to his mate, "It made a good pillow too. I'm glad E' did not notice I 'ad lost me 'Elmet in them dark caves we were in."

Another goblin nudged his neighbour, "See, I told you the daisy-picking outing was the other line."

Force three moved forward swiftly in a single file through the gully between the two hills, eager for bloodshed.

                                                             --=====--

Force four (Roll fog of war - 5). The guards also forgot what the signals were - Slow start (Move 3) .
Commander Neckbreaker heard a squeaky voice from the back of him, "Err, is that us, Boss?"

"Yes you fools, get up here now!"  (Move 4).

"Sure, Boss".  They struggle to find a semblance of a straight line.

ScRITitch, SCRitch, Clank, squeeak, Clank, SCRrritch....Tink, Tink, Tink, Tink.

He turned round to see a slacker, "You with the hammer and dagger, that means you as well."

"Ok, Booo.. aaahhhh.". He slips from the statue and hits the ground with a thud and a louder clanking. 
"OOOFF"

"Don't just lie there loafing, go over there and kill something Elf-shaped!"

"Y...Us......Boss..."

He limps over to join the others, shaking his head, trying to clear his blurred vision without much success. He gives the nearest one a nudge.
"Hey, 'ave I missed much ?"
"Err, well, let's see, we moved from ova dere to ova ere.........no, you idiot."
"Aah, U say de most nicest fings."
"Ow dere U" He kicked his shin.
"Ow."

The Boss looks around.
"You again. I did not say you could yell yet, did I?".
"No, Boss."
"Well then, Shoosh."
"Yus, Boss."

Two seconds later.
"You may yell"
A lone voice rings out, "Ta, Boss. Yaaaaa...  Cough Cough. aaaaaa"
"That means all of you can yell!"
"YAAAAAAAAAAAAAAAAAAAA"
"Now Kill them....Charge!"

"Er, all of us, Boss or just some of us ?"

"ALL OF YOU....NOW!."

Turn Five

The Grembling Rangers are activated again and given the order to "Engage the enemy".  They advance halfway up the hill - 3cm. (Difficult Ground - half speed.)


View just as Force Two is about to emerge from the wood on the left.

As the horn blasts echo around the hills and over the lake, the Elven archers become more alert and soon spot movement on top of the hill to the left. "Enemies on the left!". They wheel 45 ' to the left from a line and ready their bows. (A Full Move).

(Note: The Goblins on the left hill are just outside the 4 cm "Enemy Threat" distance and also out of range of the Elf bows.)

ALARM! Look to your left.

Colonel Hacket surveys the new threat. "Steady, archers. Make ready".

More of them!

He continues to march forward with his men.

                                                             --=====--


Force Two - The Goblin Archers on the left hill move forward from their position, 1 cm down the hill, generating an "Enemy Threat" test against the Elves. 
RESULT 4+2 = Pass 2d6.

Colonel Hacket yells. "FIRE!".

The elite Elven archers let loose a volley. Roll 4+3 (Modifiers +1 ELITE) = 8.
1 HIT = -1 to Goblin Archer's Rep.

This triggers a "Received Fire" test by the Goblins. Roll 2 + 4. Rep = 2 +1 (Uphill) - 1 (Hit) = 2.
RESULT  = Pass 1d6 =  All will retire 1 cm and take 1 hit.   Hits =2.

They are forced back by the hail of arrows coming towards them.

The Goblins are forced back up the hill by a hail of arrows.
(The cone is where Force Three will emerge.)

Colonel Hacket yells. "Another Volley and then change to swords".

                                                             --=====--

Force Three quietly emerges from the hidden gully between the two hills and quickly advances towards the Elven Archers' flank, as they concentrate their fire upon the Goblins charging down the hill at them.

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It has taken me a while to put all of this together. I hope you enjoy it. Part three should be coming soon, with improved paintwork on some minis.

Ivor Cogdell

Saturday, 13 January 2024

Thoughts On - Alien RPG 5 (No Spoilers)

 Hi Everyone,

                       I just thought I would give you a quick report on the Alien RPG. It is almost one year since we started the game and apart from the odd week here and there due to work commitments, we have been playing it on a weekly basis on Friday nights, two-hour sessions of mayhem. This goes to show what the GM has at his disposal in the way of terror and shock tactics. We keep coming back for more.

                            This week, one of the party (not me) attempted to take out a face-hugger type alien attacking a party member who was wearing a spacesuit, with his flamethrower, the fact that three other Colonial Marines were in the line of fire and coming to help their buddy did not seem to bother him. RESULT - Three almost unconscious Marines, one with a broken leg. The Alien was weak, but still up and battling. I finally managed to bag it with a pistol shot. SPLAT! Just a day in the life of a Colonial Marine.

        We are due to have some colonists arriving soon, I'm not too sure what they will think of the amenities that we have here, or rather what's left of them after all sorts of critters have been rampaging through them.

Thanks again to Richard and John for a great game.

Watch your six!.


Ivor Cogdell