Showing posts with label YOBS. Show all posts
Showing posts with label YOBS. Show all posts

Thursday, 7 November 2013

Night of the Living Lead 2013. Part Two.

Missed Part One?

As we left the action, The Undead right flank was shambling into a trap set by the Bishop of Keinetotehierstadt while far to the south the Bishop's own right flank was cut off and surrounded by Kraust's unearthly forces. What will be the outcome? Read on to find out!

Satisfied that the trap in the landscape gardens is well laid, the White Wolves turn aside to reinforce the Bishop's centre which is sure to be overwhelmed shortly.

The trap is sprung as a furious fusilade begins, skeletons disintegrate and are replaced by puffs of smoke as a rain of magic fireballs does the worst damage.

The magically enthused rabble of Kraust Market mill around, jeering at the departed Halberdiers. "You're going home in a healer's handcart!" They cry jubilantly. They are, however, unwilling to leave behind the perceived safety of their hamlet.

The second group of rabble join in the singing and jeering. (Note; an Undead army summoning Humans was too good an idea to turn down).

Meanwhile, on the outskirts of Kraust Market, the Bishop's right flank secures it's defences as best it can. The light cavalry dash from left to right to plug gaps as they appear and are able to shoot down the carrion which had been dive-bombing the Halberdiers. In the end, Halberdier casualties are light while the carrion are wiped out. The fight between the skeleton cavalry and the Dwarf irregulars degenerates into an attritional struggle which surely favours the stunties.

Further along, the retained Knights are winning against the chariot. They kill both crew and it looks as though the Bishop's right will prevail in spite of being surrounded.

The Good Alliance centre begins to retreat in good order, leaving the depleted Halflings to act as a rearguard. Cries of "Racists!" leave no impression on the Humans.

As the White Wolves threaten a skeleton archer wedge and the Wraiths, the Zombie Dragon senses an opportunity to feast on horseflesh.

The skeleton cavalry and infantry assaulting through the landscape gardens towards the rotunda are subjected to a withering hail of fire but so far their progress has not been halted.

The skeleton cavalry make it to within an easy charge of the archers, the Bishop's men will have one last chance to make their missiles count before they are speared like fish in a barrel.

Whoosh! The skeleton cavalry survive the crossbow fire and bow fire, only to be completely destroyed by fireballs!

The light cavalry finally begin to tire as they fail to redeploy effectively but the Dwarf irregulars now have the death riders encircled and are lashing out uncompromisingly with their iron-shod boots.

The retained Knights have destroyed the chariot and charge the skeleton infantry beyond it.

Kraust's centre is finally brought to bear against the Bishop's screen, the Undead Cyclops crashes through the wattle fence and slaughters the Halflings while the Manticore ploughs through the militia's ranks, snapping and snarling. The light cavalry are forced to charge some skeleton infantry in a desperate attempt to rescue their comrades. "Wooo'ait for me!" Says the Ghost.

The supposedly 'elite' White Wolves decide that discretion is the better part of valour and perform an abrupt about face as they weigh up the odds stacked against them.

The trap by the rotunda is having a real effect now, the death riders are all gone and barely half the skeleton infantry remain.

Perhaps too late, the folk of Kraust Market form up into ranks in the hope of attacking the Bishop's men from behind. 

The situation for the Bishop's right seems very secure though, the way to their objective is almost cleared except for some Ghouls and death riders in reserve. The Dwarf irregulars have redressed their ranks after crushing the last of the death riders attacking them.

The Ghouls, perhaps unwisely, leave their fortified position and advance towards the enemy. They are at least supported by a fresh unit of death riders.

The retained Knights are winning the fight against the skeleton infantry. Bobmore Timos begins to cast some devastating combat spells upon himself in order to come the the rescue. As Baron Kraust's accountant he knows how expensive corpses can be to come by!

At the rotunda, the pitifully small number of skeletons that make it into combat are swiftly destroyed by the archers, but not before they kill the wizard who tormented them with his fireballs! The Bishop's army is now without any magical protection, what will this mean?

The Bishop shows complete disdain for his own safety as he leaps over a wall into the pack of Ghouls. He lays about him with blade and staff, forcing the cowardly cannibals to flee back to the graveyard.

This allows his men time to form up in preparation for the battle with the Undead reserve cavalry which is the only thing between them and the vulnerable graveyard.

Though he is unable to prevent the destruction of the skeleton infantry, Bobmore kills a Knight with his bare hands as a nimbus of dark energy plays about his fists and the shock of being attacked in the flank causes the Knights to recoil.

The Zombie Dragon shrugs off the storm of bolts and arrows as if it were summer rain, the previous loss of the wizard is now keenly felt as the crossbowmen levy is torn to shreds without the Bishop's forces being able to provide an answer. (Note; as GM I was horrified upon reading Mr Priestly's 2nd edition stats for the Zombie Dragon in the issue of White Dwarf  Thantsants brought along and  I promptly cut them all in half. Even so, the poor crossbowmen were no match for this Undead horror.)

Kraust is close to completing the ritual now, yet still the Bishop's forces have a long way to go. It is a time for reckless heroism and desperate risks.

The light cavalry of the Bishop's right clash with the Undead reserve cavalry in a mismatched fight that could buy enough time for the Bishop to consecrate the graveyard which is a source of power for Kraust's ritual. The Bishop himself cleaves his way through the Ghoul pack scattering them to the wind and makes it to the Graveyard!

The Knights recover from their shock and cut down Bobmore, leaving the Undead short of control cover on their left. The way is clear for the priests to make a dash to both graveyards and aid the Bishop in his work.

Though the Bishop's centre is easily crushed, too late the Undead realise it was all a feint. The Ghost turns back in an attempt to reach the central graveyard before the priest does. The presence of the Cyclops and the Zombie Dragon has caused the White Wolves to flee unceremoniously, their reputation is taking quite a beating even if they don't seem to want to themselves.

Now outside Victor Reaver's control, the Zombie Dragon feasts on the flesh of the crossbowmen and settles into the defile for a snooze. (Note; the Dragon's 'infinite control' rule was also nerfed.)

With the Zombie Dragon occupied and the Wraiths badly out of position, the way is clear for an assault on Kraust's tower!

The conflict between the opposing cavalry forces drags on and the Bishop abandons his attempt to consecrate the graveyard in order to help out. Once more, skirts flowing, he leaps heroically over a wall and brings his sword down on a skull.

The Ghost is losing the foot race to the graveyard and now the retained Knights have diverted to help out the priest.

Some skeleton archers are thrust into combat in a desperate attempt to slow down the assault on the tower. A risky Skull-Chucker shot is taken, the chances of accidentally hitting the tower and instantly ending the game in a defeat are calulated at 15%! The dice fly, and a 19 is scored, perfect hit! The foot knights are almost wiped out.

The Zombie Dragon remains in a slumber while the White Wolves have fled the table but will be allowed to return if they can rally in their next phase.

Having taken to the air after the defeat of the Bishop's centre, the Manticore is now able to plunge into the Bishop's right near the graveyard. This creature seems unstoppable but the intervention may be too late.

Indeed, the Bishop returns to his work with the help of one of the priests.

Though they kill all the skeletons facing them at the base of the tower, the archer's only reward is to be pulverised by another deadly accurate catapult shot. They panic and flee back to safety.

The archer wedge from the Undead centre reform and charge the two remaining foot Knights, they get extremely lucky and kill them both, ending the threat to the tower! The ritual is very close to completion!

The Wraiths have fallen back to prevent any sudden moves from the Knights by the central graveyard.

The Ghost is going to be too late to stop the priest, the Knights ride out to take revenge on the catapult for the terrible toll it inflicted throughout the game.

Eureka! One of the priests uncovers Baron Kraust's Phylactery of the Trick Back in a tomb! The Baron's back is notoriously unsound and he relies on this magical macguffin to be able to overcome his awful sciatica, by destroying the phylactery the priest is able to cause the Baron's back to lock up completely and stop the ritual at a stroke! The game is won by the Good Alliance!

Annoyed and embarrassed at the weak performance of his White Wolves, the Good Alliance player is allowed to play on just long enough for the Knights to return to the field and win a round of combat against the Cyclops, huzzah! "I just want a photo of them doing something other than running away" he says, pleadingly.

And lo, the clouds did part and a ray of sunshine split the heavens to bathe the Barony of Kraust in glorious light for a single hour, causing the Undead to recoil and retreat, allowing the Bishop's battered army to recover their dead and wounded before returning to their homes. Though most of the world will never know it, there will be a tomorrow after all thanks to the heroism of the brave Men, Dwarfs, aye, even Halflings, of Keinetotehierstadt.

Thanks for stopping by!

Wednesday, 6 November 2013

Night of the Living Lead! 2013. Part One.

In an attempt to channel the enthusiasm generated by the Bring Out Your Lead weekend, hosted by Wargames Foundry, the idea of forming loosely affiliated 'chapters' of archeo-gamers and retro-gamers was bandied about. This led to the formation of the Yorkshire Old Boys Society (currently eight members and growing) who, along with a few southern chapters, decided to coordinate their first 'official' meeting with the other groups around Halloween and thematically link their games. After a bit of discussion the over-arching background narrative (here) was put in place and with a bit of local tweaking the ball was well and truly rolling. The tales of this dark and terrible time are gradually starting to emerge and below is the contribution of the YOBS, the story of Baron Kraust and the Phylactery of the Trick Back.

As GM, I used Warhammer 2nd edition as a starting point and borrowed rules from 3rd edition when it suited me. I told the Good Alliance (deploying from the left of the 1st photo) that they had to stop the Necromancer, Baron Kraust, from enacting the Ritual of Nagash as their primary objective but gave them a pair of priests and the option of consecrating two graveyards to weaken the Baron. I told the Bad Guys to defend Kraust's tower and the graveyards at all costs.

The Barony of Kraust, a dark corner of the Sylvanian borderlands of the Empire. There is the hamlet of Kraust Market (bottom left), a few scattered farms, the Baron's landscaped garden with it's rotunda and streams full of colourful Carp and of course, numerous ruins, graveyards and barrows.

The Hobbit's Ruin Tavern, a potential cause of problems for the Good Alliance which included some alcoholic Halflings.

The vile Baron Kraust in his tower, preparing to enact the 'Great Ritual' that will damn his neighbours to a fate worse than death.

The Good Alliance begin to deploy onto the field of battle after the short march from Keinetotehierstadt. The rag-tag alliance consists of all those who heeded the desperate call for aid which the Bishop of Keinetotehierstadt sent out upon learning of his neighbour's nefarious scheme. Here we see Kraust Market occupied by the Bishop's light cavalry, Halberdiers and Dwarf irregulars.

Beyond the Dwarf irregulars can be seen the Bishop's retained Knights. As they pass by a dark, spooky cave entrance their leader mutters to himself. "I hope there's nothing lurking in there."

What a good idea! Thinks the GM.

Beyond the barrow lies the Bishop's centre, merely a screening force to protect the flanks of the two main thrusts and consisting of more light cavalry, the Halfling archers (wisely deployed far away from the tavern) and some militia infantry.


The Bishop's right is made up of trained archers, crossbowmen levy, foot Knight retainers and an elite unit of the famed 'Knights of the White Wolf' that fortuitously happened to be in the area.

As the Bishops' army deploys onto the board, Baron Kraust's loathsome minions begin to creep out of their dark hiding places. A mob of depraved, cannibalistic ghouls emerge from the catacombs of the southernmost graveyard and a rotting regiment of death riders appear on the road behind them.

Yet more death riders appear from the east, this time accompanied by three carrion. A creaking rumble heralds the arrival of some Undead chariots. This section of the Undead army is led by Bobmore Timos (the accountant of doom, one of two lieutenants serving Kraust) and has been joined by an ethereal Ghost.


A closer look at the second unit of death riders and their carrion escort.

The very ground shakes as a colossal, Undead Cyclops strides forth from the central graveyard. 

A moaning sound is torn from the lips of every soldier of the Bishop's army as a mighty Zombie Dragon appears alongside skeleton infantry, death riders and wraiths.

A Skull-Chucker catapult is deployed next to the Wraiths.

Skeleton archers take to the field and a second Skull-Chucker is deployed by it's cackling crew.

The game is afoot! Battle is joined in earnest as the Undead react to the Bishop's surprise attack, tea is drunk and the pizzas go in the oven. The Kraust army advances and the shooting of the catapults goes very wild. Kraust himself is busy enacting the ritual and so is not allowed control over nearby Undead units but his tower counts as a sort of 'wi-fi hotspot' for control purposes because of the enchantments laid upon it to keep the zombie butler and his staff operational. As Kraust only has two lieutenants, one casts an extend control spell to help prevent stupidity.

In response, the Bishop's right pours into Kraust Market as the light cavalry seize the crossroads.

Ever eager to give the crowd what they want, the GM has a stinking, Undead Werewolf appear out of the barrow to interrupt the progress of the retained Knights.

The carrion begin to position themselves for an aerial assault on the Bishop's right flank.

There is a heavy Undead presence around the tower, the master must be defended at any price!

Two Wight guards appear on the tower steps to defend Kraust. The living shall have to pay dearly if they are to fight their way past!

The Bishop's centre occupies a small farm, hoping to take cover from the deadly payload of skulls dropping all around them.

On the left the Bishop's forces begin to close on the enemy as they negotiate the stream and woods of the expensive-looking gardens near the rotunda. Victor Reaver the Landscape Gardener of Undeath, and the second of Kraust's lieutenants, commands the section of the Undead army that will defend the gardens. And the master's tower of course! Victor only wishes the Baron would heed his requests to evict the tenant farmers and replace their hovels with a lake of harmonious aspect.

With Kraust Market firmly in the hands of the Bishop's Halberdiers, the dastardly Undead spellcasters Victor and Bobmore think of a use for the otherwise pointless 'Enthuse' spell they rolled up. If double magic points are paid can we ensorcell the locals into an uprising against the occupation? Why yes of course! No less than 44 villagers with makeshift weapons begin to pour out into the streets looking extremely upset.

No doubt anyone who has ever looked up Werewolves in the Warhammer 2nd edition rulebook will understand the disappointment of the GM as he battles the retained Knights. Even with a couple of last-minute buffs the Undead creature is swiftly ridden down by the triumphant horsemen.

The Halfling regiment 'The Prowde Cockes' are suddenly devastated by a direct hit from the previously woeful skull-chuckers. Their numbers are drastically reduced and where previously they were all bawdy songs and leering snarls they now leap over the wattle fence to cower and find desperate cover.

The Undead cavalry and chariots crash onwards with spells of stability laid upon them to prolong their usefulness.

Screaming their eerily silent hatred at the foe the death riders plunge towards the Bishop's ranks.

The terrifying Ghost glides down the path from the central graveyard towards the enemy. He absolutely does not rattle any chains or go wooo.

Perhaps more terrifying, a vicious Manticore swoops down to the battlefield, attracted by the promise of slaughter and a good feed!

Undead infantry clank, grind and grate as they close the distance.

The zombie dragon's tongue lolls from it's gaping maw as the memory of hunger flickers across it's rotting brain.

The Bishop's right flank abandons Kraust Market as the threat of the enchanted villagers begins to coalesce.

The Halberdiers situation doesn't appear to be improving however! They face the carrion and a unit of death riders.

The Manticore and Undead Cyclops converge on the enemy centre with some support from skeleton infantry.

Over by the rotunda, the Bishop tries to set a cunning and deadly trap for the forces of Undeath as they charge heedlessly on.

At long last, the lines clash together as a wave breaks upon the shore. A unit of fearsome death riders slams into the Dwarf irregulars but the doughty fellows take nary a step back as they face down the foe with stern determination. 

Having cleaned the chunks of rotting Werewolf from his hammer, the leader of the retained Knights prepares to confront an Undead chariot.

The Undead patiently build up their strength in the centre, perhaps unaware of their overwhelming superiority. The screening force is doing it's job so far. Could the rumour also be true that the Baron Kraust has a crippling phobia of Halflings?

Over by the rotunda, death riders and skeleton infantry march into the V-shaped trap and face a coordinated volley of crossbow bolts, arrows and fireballs!

To find out if the Undead right flank survives the trap or are destroyed and if the Baron is able to complete his evil ritual or the Bishop lays him low: Tune into Part Two of 'Night of the Living Lead!'

Thanks for stopping by!