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Our warbands are not this cool yet. |
A chaos warband game had been on the
cards for some time. Weeks in the planning a friend from High School, who
remains obsessed with little men, had volunteered to game with us. He’d rolled
up two warbands both of which seemed far too randomly powerful. I think he had
a giant in one warband and a vampire in the other. Warbands is nothing if not
random and the furthest thing from fair possible. That’s a feature though and
not a bug.
Warbands, like early versions of Warhammer,
works best with a GM adjudicating and throwing curves balls at the players to
spice the game up. Early Warhammer scenarios felt a lot like role-playing games,
which was no doubt intentional. With three of us someone could serve as a GM.
This would be awesome. Sadly our friend was a no show. No idea why but what can
you do? We could still get a game in we but would have to come up with the
story ourselves. Optimus Prime made the point that the more random you put into the
scenario the more you ‘simulate’ a GM. He’s right. Ogres arrive, demons are
summoned and the scenario spiced up all at the whim of the dice.
So robbed of a GM, Optimus Prime and I sat
down with the Realm of Chaos books, turned to the narrative generator chapter
and rolled a d100. The result was a fight in a chaos shrine set in a cavern,
which simply wouldn’t do. Optimus had headed to the shed and pulled out his old
cardboard buildings, it was clear we would need a scenario involving a village.
The next scenario was a fight in a fort that one of the warbands had
infiltrated disguised as nuns. This sounded fun but was too silly for Optimus so
we gave up rolling and just read through the entries looking for interesting
missions. It wouldn’t be long before we found a suitable plot and formed a game
around it.
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Lum the mad, summoner of demons and caster of random spells. |
Lum the mad was a powerful sorcerer
whose mind had long since fled. Banished from the Empire he now roamed the
wastes wreaking havoc. Warblegut and Doomgrab Ripflesh had been charged by their
respective demonic patrons with ending Lum’s life. The rogue sorcerer had
erected a series of magical barriers at twenty, ten and five inch radii. He
then stood in the middle of an abandoned village and began a ritual to summon
demons. It is always good to have ‘ticking clock’ in a scenario whether it’s a
regiment of Knights Panther, a tribe of ogres or an imminent demonic incursion.
Lum’s defences could only be lowered by the spilling of blood. Each death would
lower a barrier meaning it would take three deaths before one of the champions
could strike at the sorcerer.
|
Both warbands on the outskirts of town. |
|
Warblegut surrounds himself with beastmen. |
We randomly determined where our warbands
would start the battle. Fortunately we started close to each other. Warblegut
now sought safety amongst the herd of beastmen. His solo career ended thanks to
too many brushes with death. His hobgoblins and beastmen limped across the
battlefield due to various leg injuries. They rounded the houses and edged
around the board towards their rivals, eager to spill blood.
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Doomgrab Ripflesh prepares an ambush for his slow moving rivals. |
Doomgrab had the advantage of maneuverability
and used it to charge the beastmen herd. Perhaps he feared Warblegut’s crossbow
or the historically inaccurate archery of the hobgoblins? Either way he issued
a challenge to his rival, gambling on landing a hit with his sucker tentacles
and finishing his foe nice and early. The dice gods were cruel to Doomgrab and he missed. With his retaliatory stroke Warblegut sliced the tentacled freak
in two. Blood for the blood god! Toad-spike the orc had also charged into the
fray along side his master and thanks to the momentum of his charge held his
ground.
|
Doomgrab gambles and loses while his sorcerer buddy Slashbite watches on. |
|
Toad-spike the orc is surrounded and dragged down. |
Slashbite Venomfist unleashed a torrent of
stones at the herd but did little damage as beastmen in 3e have a mighty two
wounds. The hobgoblins charged for the first time and promptly failed their
cool test. This is a good thing! They flew into a frenzy and started hacking at
the orc who was pushed back and then torn down as the units he was holding off swarmed
him thanks to the wrap around rule.
|
Did someone call for some Bloodletters? |
With two creatures slain Lum’s magic
defences were looking shaky. Unfortunately the two warbands had given him
enough time to complete his summoning. Bloodletters appeared at the far end of
the village and while they were demons of Khorne Warblegut knew they would show
him no mercer. Backing up to the edge of the board, ready for a quick exit,
Warblegut’s band drew their missile weapons and prepared to pepper their foes
with bolts and arrows. Warblegut lined up Lum with his crossbow and planted a
bolt in the fool’s belly. The hobgoblins let fly with an ineffective volley of
arrows at the Bloodletter that stalked them.
|
Slashbite tries to blast Lum with magic. |
Slashbite began to cast assault of
stone at Lum but failed to summon enough magic power to do so. We had decided
that Lum the mad would cast a random spell each turn from all available spell
lists. Often this produced a pointless spell but sometimes it would produce
something cool. First up was leg breaking, we figured that given that Warblegut
had hurt him he would be the target. It seemed poetic really given that the
champion of Khorne had already suffered a crippling leg injury. The chaos dwarf
resisted the magic with a successful will save sparing his other leg from
snapping.
|
Wind of death takes its toll. |
|
Slashbite hides in a cottage. |
Slashbite needed a place to hold up
and meditate as he had run out of magic points. He chose a building and ducked
inside just as the Bloodletters were closing in. There was a chance the Bloodletters
would go after easier targets (my hobgoblins) so we diced for it. The dice
decided that the demons would continue to hound the mage now hold up in the
cottage. Lum let loose a wind of death spell that causes a strength 3 hit on
every living thing on the board including the caster. I died a little inside as
I thought ‘here we go Warblegut is going to die again!’ Luck was with the
champion but not with the rest of his band who suffered terribly. The
hobgoblins panicked from the spell inflicted casualties and Warblegut’s band of
beastmen joined them and fled from the board.
|
Slashbite flees to the tower but is trapped and hacked down. |
Slashbite hung in there for a while
escaping the cottage and fleeing to the villages tower. He had meditated enough
to cast one more assault of stone spell at Lum but failed to hurt him. Lum had
managed to roll up vanish which allowed him to teleport into the tower on the
back of a demonic steed. Once there he threw the barred door open and the
demons swarmed in. Slashbite was slain soon after.
Warblegut had killed a wizard,
which netted him 5 victory points. He had accumulated enough victory points to
be rewarded by Khorne and received the gift of regeneration. One of his
beastmen followers received the gift of a giant head, which does nothing except
make you look stupid. He had also earned a bit of extra loot that I used to
grab a horse for my crippled leader. This may turn out to be a terrible idea as
it’s safer for him to hide amongst the herd rather than stand out on the back
of a horse. We’ll see next game. Doomgrab, Slashbite and Toad-spike the
orc all survived their casualty rolls unscathed. I lost a hobgoblin and a
beastman ended up with crappy toughness going forward. The gradual crippling of
Warblegut’s warband continues.
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