On Monday, Ann & I finally got round to starting our Burrows & Badgers campaign. This was our very first try out of the rules, but the campaign aspect of the game looked so great that we wanted to get stuck into it straight away. As it was our first game, we decided to try to keep it simple, so we played the 'Open Battle' scenario, and both just rolled for a single secondary objective. Coincidentally, we both rolled 'Showdown' which means extra experience for wounding or killing enemy leader with your own leader. Neither of us managed to pull it off though. We set up a 3' square playing area using some 1'x1', 1'x2', and 2'x2' Terra-Former terrain tiles. The battlefield featured a stream flowing from a rock pool / waterfall which had a number of fords and a lattive work bridge across it, together with a wooded area and a rocky depression. The tower is our dice tower and is not actually on the terrain board!
My Warband is the Royalist - Long March Patrol led by Sur Davros du Long March. You can check out the full details of the warband on an earlier hobby blog by clicking here.. As both forces were Warband Rating 40 with 5 models each we rolled off to see who choose sides. Ann won and chose the forested edge. I won the roll off to see who was attacker, so I got to move first. The Long March Patrol deploys using the lattice bridge and the nearby ford.
Ann decided to deploy Rufus' Roughcoats in an extended line in the forest. The Roughcoats are a spiffing bunch of likable 'Rogues' led by Ruffus (a well tooled up cat, sporting heavy armor and shield and skilled in the 'Killing Blow'). You can see there character cards in an earlier hobby blog by clicking here.
The encounter opened with some long range missile fire. The Roughcoats archer, Darley was first to open fire with him bow. Ann checks the range carefully, 17", that will do nicely!
Tantotalos, the otter is by archer. In first turn I decided to have him swim up stream (mainly because he's an otter and therfore can swim) to get into position behind the big boulders top left in photo.
Sur Davros, Hector the hound and Frances the fox advance cautiously round the edge of the dark forest.
It's not long before a scuffle breaks out when Sur Davros is charged by Ramus wielding a huge two handed war hammer, it looks like the fight is going Ramus' way, until Frances, leaps over the rickety fence and stands shoulder to shoulder with his liege lord.
Before long the scrap has escalated to a major melee with flailing steel and claws everywhere. The Ruffian Centus and the Royalist Hector get stuck into the action.
Combat in Burrows and Badgers is handled well, Characters have different dice (D4, D6, D8 etc.) for abilities. When you attack you roll your strike dice vs. your opponents block dice. There are a few, very intuitive modifiers (you get a bonus to strike if you charged 2" or more and you get a negative modifier to block if you are in base contact with multiple opponents). If you beat your opponent, the amount you beat them by modified by your strength and your opponents armour is the amount of damage you do. However, what makes it exciting is that if you roll a perfect roll, i.e. a 6 on a D6, a 8 on a D8, for example you get to add 7 to your dice score, which makes a big difference and represents that lucky, critical hit. At this point in the game Rammus the second in command or the Roughcoats has gone down as has Red Claw the second in Command of the March Patrol.
The game concluded with high drama. Sur Davros had been in the thick of the melee from the start, Centus had landed a perfect blow on him that had reduced him to 1 wound, he had somehow managed to withdraw from the melle and was rushing for cover of the rocks as fast as you can with 5 wounds. He did not make it as Darley the Roughcoats archer struck him down mid-flight with a lucky arrow shot.
In the previous turn, Centus had also fallen in the melee, meaning that both sides were now at 2 casualties per side, however the end came quickly, Tanotalos retaliated to the shot that had brought Sur Davros down with a well aimed volley that felled Darley. As the Roughnecks had 3 casualties at the end of the turn (above 50%) they had to take a rout test, which they failed, leaving the field to the 'March Patrol'.
This was a great game, I love the rules and we are looking forward to the next game in the campaign. The game was part of the campaign, so what was the impact of our first game?
The Royalist won so they got to roll 4D6 for pennies and 1 D4 for materials, gaining 18 pennies and 2 materials, however all of the characters that went down failed to avoid injury so Sur Davros suffered a head injury that throws him into violent rages (Beserk ability) and Red Claw suffered an arm injury so can now only use a single handed weapon.
The Rogues got to roll 2D6 for pennies and gained 12! All characters that went down failed rolls to avoid consequences so Darley picked up a leg injury, Rammus a hamstring injury and poor old Centus was taken captive.
In this game, victory comes at a cost. It reminds me of a quote from Waterloo,'the only sight sader than a battle won is a battle lost'.
The miniatures that we used are conversions using plastic bodies from Frostgrave, Perry Miniatures, Saga Plastics and Fireforge that we had left in our bits box from earlier projects, combined with Albedo Miniatures Critter Conversion Kits (metal heads and tails for converting miniatures to anthropomorphic versions).
The terrain boards are all made from Sally 4th Terra-Former kits, landscaped with scatter materials from Lukes Apps / Geek Gaming.