Category Archives: Two Hour Wargames

The Purging

I had an idea for a half-orc on a mission to free the Orcs from the bondage of evil so they could return to their earlier tribal ways (it’s my fluff, okay?).  I’m playing this one out in Warrior Heroes: Armies and Adventures by Two Hour Wargames.

Name

Loretha Gnutharsdottir

Employment

Adventurer

Race

Nation

Alignment

Class

Notes

Social Standing

Human(?)

Border Kingdoms

Twilight

Warrior

Elite Trained

3

Stats

REP

Hardiness

Weapon

Armor

AC

CV

4

1

Mixed

Half Plate

5

3

Weapons

Name

Impact

Range

F. Room

2-H

 

Long Sword

5

1

Short Sword

5

0

Long Bow

7/5

48

Y

Gear

Followers                                                                      Total CV:   9     

Type

Class

Weapon

I

R

2H

REP

AC

Mv

HD

Notes

CV

Retinue Cavalry

Mtd Melee

Spear

5

1

5

3

12

2

Retinue Cavalry

Mtd melee

Spear

5

1

5

3

12

2

Skirmisher

Missile

Long Bow

7/5

48

Y

3

2

8

1

Borderer

Melee

Spear

5

1

4

2

8

1

Borderer

Melee

Spear

5

1

4

2

8

1

Borderer

Melee

Spear

5

1

4

2

8

1

Adventure Journal

Strategic Turn 1:

The daughter of a Setting Sun priestess raped by an Orc war chief, Loretha has lived a tortured existence, never fitting into any society.  Her goal now is to destroy the influence of the ­­Black Moon, returning the Goblinoid and other races to their ways of life before the evil influence swayed them to darkness.  Her first goal is the eradication of the Dark Elves because they are the original source of evil in the land.

January: No encounter

Strategic Turn 2:    Loretha leads her warband towards the border from the Kingdoms to the nation of the Orc tribes.

February: No encounter

Strategic Turn 3:  Loretha’s advance skirmishers report an Orc hunting camp just inside the borderlands.  Quickly, Loretha decides to ask them for a guide to her estranged father’s winter camp so that she may make a war council with him, enlisting his aid against the Dark Elves.  She is quickly spotted by an Orc warrior, Talking the Talk begins.

March:  Raid (attack, target – a guide to Gnuthar Klugarsen’s winter camp) on an Orc hunting camp just inside the Orc lands border.

Translated from Orcish:

Orc: Who dares approach?

Loretha: I am a warrior from the Border Kingdoms seeking a war council with my father against the Dark Elves <spit>

Orc: <spit>  and who is your father, halfbreed?

Loretha: I am Loretha Gnutharsdottir of the Hill Mob Boyz

Orc:  Wait and I shall bring he who shall judge you worthy

The Orc enters one of the camp wigwams and is only a short while before another larger Orc burst forth and confronts our heroine.

Lothar: What manner of refuse is this bitch before me?  On your knees and service my war spear, half human!

Loretha: I am Loretha Gnutharsdottir, warrior of the Hilly Mob Boyz and will neuter you before you take another step!

Lothar: Gnutharsdottir?  You are NOT spawn of Gnuthar or I would mark you, for I am Lothar Gnutharssen, first spawn and first nob of da boss Gnuthar!

Loretha: I choose the trial of bloody teef!

Lothar:  WAAAAGH!!!

Talk the Talk did not go well, Lothar scores 3 successes to Loretha’s 1, so now is time for Walk the Walk.

Lothar’s Hunters

Type

Class

Weapon

I

R

2H

REP

AC

Mv

HD

Notes

CV

Lothar Gnutharssen

Mtd Melee

Spear

5

1

5

2

16

Terror

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Bugbear

Melee

Ball and Chain

2

5

2

8

Frenzy

1

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The Montagnards

Somewhere in Cambodia….

Wait!  Nope, you can’t be in Cambodia, the US never leaves Viet Nam.

Trust me, it’s all good.

Are you sure?

Positive.  Now, where were we?  Oh yes… Somewhere in Cambodia, a platoon of CIDG Motagnards lead by US Special Forces is performing surveillance on a village looking for PAVN troops.

The platoon was hidden behind a ridge line waiting for the NVA to appear.

 

 

 

 

 

A Leiutenant and his platoon HQ appear

 

 

 

 

A mortar team appears from inside the village

 

 

 

 

 

The mortar begins to fire as the Montagnards pour rifle fire at them.

 

 

 

 

The Lieutenant leads his troops into the treeline possibly seeking his platoon.

 

 

 

 

 

Wounded
Two Montagnards go down Out of the Fight under the mortar fire

 

 

 

 

 

Bravo squad begins the pursuit of the Lieutenant

 

 

 

 

 

Two of the mortar men are killed Obviously Dead and the third is wounded Out of the Fight

 

 

 

 

 

 

The Lieutenant makes his way up the ridge line under fire from Bravo squad

 

 

 

 

 

The Lieutenant goes Out of the Fight, wounded

 

 

 

 

 

The last of the HQ section is wounded, Out of the Fight

 

 

 

 

 

The final tally is 2 CIDG wounded, 4 NVA KIA, 3 NVA wounded or stunned and captured.  A major US victory.  This was played using FNG from Two Hour Wargames and the game lasted only about 45 minutes.

Dungeon Crawling

We got to talking on the Two Hour Wargames Yahoo Group about the differences between Warrior Heroes: Armies and Adventures and Warrior Heroes: Legends.  Here’s a very short dungeon crawl using WH:AA with some editorial comment about how Legends would handle it differently.  As always, images are clickable, but in this case, why?  I was in a hurry and used unpainted plastics from the WotC D&D game, Castle Ravenloft.  Same with the tiles (until this fall and my Dwarven Forge Kickstarter tiles come in.)

In this case, we have a typical D&D style adventuring party (Fighter, Thief, Magic User (called caster in WH) and Cleric (called healer in WH)) entering the suspected crypt of a vampire.  I pre-loaded three PEFs (Possible Enemy Forces) and would be randomly placing them as the dungeon is explored.

Fast forward one game turn.  The entrance is a passageway with more passageway around the corner; the thief has checked for traps twice without finding any.  One difference is that the second section of passage does have two doors, and the “south” (facing you, the reader) door is unlocked.  In WH:L terms, this is equivalent to drawing two non-face cards from the deck.

The thief cracks open the door and sees a group of Kobolds inside a fairly large chamber (randomly generated with 3 doors in total).  While their caster is investigating a coffin, the others appear to be trying to leave the room.  Basically, to speed things up, I generated three sets of “monsters” before the game to be encountered; this one was my comic relief – a group of Kobolds lost in the crypts trying to find their way out and home.  In either AA or L you could randomly generate the monsters as needed, but most all of us find it much easier to pre-generate them and then just randomly (or not so randomly) select one as the encounter.  In this case, the thief has opened the door right into one Kobold, so we roll insight tests for everybody.  In this photo, I have just rolled and the die next to each figure indicates the order in which they will take an action.

This is another bit of fast forwarding.  What has happened is that our brave fighter rolled the most successes on the insight test and gets to take the first action, so she charges the Kobold into whom the thief bumped.  Step 1 is a Charge into Melee Test.  The fighter rolls 4d6 (a Rep 4 character) while the Kobold, being only Rep 3, rolls 3d6.  We’re looking for “successes” here; a roll of 1-3.  As to be expected the fighter rolls so many more successes than the Kobold that the Kobold attempts to flee the area by hiding behind the Kobold Sorceror.  Following through in her charge – chasing the little bugger – I decide that the fighter will run smack into the Kobold Caster and attack there.  As both figures in this case are Rep 4, they each roll 4d6 and in curious fashion, the Kobold somehow manages to bring down the fighter in one blow!  I was so amused by this that I decided not to use any THW Star Power rules to keep the fighter on her feet.  Now, keep in mind that since this is a THW CR game, this is still turn 2 of the game.

Second to take action from the insight test are Kobold Caster and the Healer, who has temporarily traded in bandages for a big-ass war hammer.  I decided the Healer would attack the Kobold Caster while the Caster would attempt a Dazzle spell (in Legends this is also the Dazzle spell) on the Healer.  A charge test put them evenly matched, but a botched (and opposed) roll by the Caster resulted in that model being unable to cast any more spells during this encounter.  The Healer headed in with his attack and the Kobold once again had tremendous dice luck.  The combat result was Evenly Matched, so they stay locked in combat.  Quite a feat for a Kobold.

Next up we have the Thief and two Kobolds.  One of those Kobolds was the first to be charged, and it panicked and ran for cover, so that one is no longer a factor.  I roll a charge test between the bloodthirsty Hobbit and the enraged Kobold and being evenly matched I decide they countercharge each other.  Being bloodthirsty, as Gollum will tell you all Hobbits are, the Thief easily kills the Kobold, triggering a Man Down Test on our remaining unactivated Kobold, who fails miserably and I decide begins attempting to dig an escape tunnel.  The final figure to act is our magic user, who moves to a protected position from which he can attempt to cast the Steel Wind spell (in Legends, this is Damage) on the Kobold in the corner.  As our heroes are not having the best of days, the spell has no effect.

New activation, the adventurers go first.  Right away, I attempt to resolve the combat between the Healer and the Kobold Caster – the result is that the Caster is pushed back 1″.  Next, the Thief charges the panicked Kobold in the corner.  Feeling merciful, I decided that the Kobold would get to counterattack at minus one die.  My mercy was predictably not-so-rewarded by a result of Evenly Matched.  Finally, the magic user moved around the pillar and cast Steel Wind successfully taking the remaining Kobold Out of the Fight.  Now for the Kobold turn:  The Kobold and the Thief and the Kobold Caster and the Healer all get the result Evenly Matched.

A new turn, and I roll doubles for activation, which in AA means a Chance Encounter.  (In Legends, this is a little bit like a Random Event: Monster, except that in Legends, those only happen during the exploration phases and never during an ongoing combat.)  Now, in AA a Chance Encounter is always a monster, so having two pregenerated parties ready to go, I rolled high-low and rolled for my Big-Bad, the vampire and his retinue of ghouls.  (In Legends, Random Event: Monster can never be the Big Bad)

Now, the way I see it, and Ed from THW may see it differently, having just placed a new group on the table, I have two options for determining the way things go down right now.  On one hand, I’m rolling activation for a new turn, so I could just see who gets to go first.  On the other hand, when a PEF is resolved, as the Chance Meeting has done, I could roll an insight test for all the figures on the table.  I decided that since everybody except the newcomers were in combat, or had LOS to the new group blocked, the simple thing was to roll activation; one die for the adventurers and one die for all the monsters. I rolled a 2 for the adventurers and a 5 for the monsters, meaning that the vampire went first, then the adventurers, and the Kobolds could only react.  So, the vampire decided to send the ghouls to perform overkill on the Thief and Kobold-in-the-corner, while he would investigate the ruckus behind the pillar himself.  The ghouls did in fact perform overkill as ordered, and when the vampire rounded the pillar and the magic user had his back to him, I decided he would get a free attack – resulting in one very dead magic user.  Then, something that made sense happened:  the healer finally knocked the Kobold Caster OOF.  Of course, at this point the Healer was the only adventurer left on his feet, and he was very much outnumbered.

Now, since the vampire had already seen the Healer, and it was time for a new activation, I decided once again that an activation roll was more appropriate than an insight test.  Not surprisingly, the vampire won the activation, and with a simple flick of the sword, dispatched the Healer.

Several caveats about this “game” I just described:  first, this was more of a work of reference so that I could note the differences between the two versions.  Second, I did NOT calculate the combat values of the monsters vs the adventurers; I just grabbed some minis and played.

The Adventures of Pete Poharsky, Polish Pirate!

I got my hands on some pirate rules, ‘And a Bottle of Rum’, from Two Hour Wargames, and after taking way too much time painting figures and building scenery, finally started a campaign.  I’ve decided to play the career of a young Pole who has left Europe for adventure in the Caribbean.

Week 1:  Seeking a Ship

Pete, having freshly arrived in Kings-port, is attempting to buy a ship and gather a crew intent on plundering treasure ships bringing gold and silver from the new world.  Unfortunately, he finds that the only ship available for sale is far more expensive than his meager funds can afford, so he does the next best thing and goes carousing.  While slaking his thirst at the Salty Bitch Tavern, he meets Ubuntu Linux, an escaped slave currently signed as first mate to a 4th rate merchant ship captained by Sir Reginald Twat, a man notorious for the unfair mistreatment of his crew.  Ubuntu recruits Pete as a carpenter loyal to himself rather than to Sir Reginald.  Mischief is afoot!

Pete enters town.  Ships are from Raven’s Blight printed at 200%, figures are Freebooter’s Fate, buildings are scratch built using plans from Matakishi’s Teahouse jungle huts.

 

Week 2: Sailing to Montezuma Bay

Ubuntu’s plan was simple:  Deliver the supplies to Montezuma Bay and then throw Reginald Twat overboard on the return trip!  Sea travel in this system is a simple dice mechanic; throw out some Possible Enemy Forces on the seas and roll for everybody’s movement.  As this is an established trade route, I decided on an Area Activity Level of 4 out of 5.

Rolling for the first PEF, it moved parallel to me; must be another merchant on the same run.  The second PEF was a different story – it moved straight towards me, so now I had to roll 2d6 to determine it’s class, it came up as a 3rd rate Merchant.  That meant a 1d6 roll on which a result of 1 would be pirated.  Naturally, as I had a simple plan to go awry, I rolled a 1.

I moved to the chase tables.  Twat’s ship, Priscilla, rolled 2 successes and the pirates only 1, so the pirate ship moved (away) from “Ship bearing down on us, sir!” to “Sail on the Horizon!”.  Rolls for turn 2 were identical, so the pirates lost contact with Priscilla and the voyage continued.

The next turn saw 2 PEFs sail within sight, but turned out to be “Empty Seas!”.  Finally, the voyage was complete.

Week 3: In Port at Montezuma Bay

Pete’s only trip ashore was as part of a work gang retrieving lumber for ship repairs.

Week 4: Sailing back to Kings-Port

To be continued…

Assassination by Democracy

Inspired by the threats of riots just before the US Presidential election, I decided to play one out for myself.  I used primarily the rules 5150: New Beginnings from Two Hour Wargames, and thanks to THW owner Ed Texiera, I added in the mob rules from the All Things Zombie supplement Haven.

Jerry Rivers reporting for The Wolverine News Network
This is Jerry Rivers reporting for The Wolverine News Network from just outside the Aquaport Hotel in downtown New Hope City where we are awaiting the arrival of the controversial Governor of New Hope, Barry Kony, here to deliver his victory speech following his unexpected re-election. The crowd is quiet, but there is a heightened police presence following threatening Tweeter messages from suspected members of the Coffee Clash movement.

 

The motorcade is arriving
The motorcade is arriving, interrupting the entrance of spectators to the speech.
The Secret Service is leading in the Gubernatorial party.
The Secret Service is leading in the Gubernatorial party. Governor Kony and his wife Michelle, followed by Lieutenant Governor Clinton Kerry and his wife Hillary. The crowd's reaction is rather mixed between cheers and boos.

 

As the Governor enters the building, a section of the crowd surges forward!
As the Governor enters the building, a section of the crowd surges forward! Special Agent John McClain is the first casualty as the crowd approached, he drew his weapon but it was out of ammo. As McClain was piled on by three rioters, an improvised weapon penetrated his rib cage and he fell, 'Obviously Dead'. At the same time, Second Lady Jill Clinton was knocked down by rioters attempting to attack her husband and she fell 'Out of the Fight'.

At this point, I realized that a crowd of 72 potential rioters against 18 law enforcement officers is a load of bookkeeping, even with the simplicity of the THW reaction system.  I don’t particularly recommend using ‘immersion game’ rules for this scale.  YMMV.

Simultaneous with the southern indoor crowd erupting into violence, the northern most crowds outside also went into action, attacking three police droids.  Failing their reaction tests, none of the police droids were able to offer resistance to their attackers.

Special Agent McClain's final moments
Special Agent McClain's final moments.

 

The police react by firing tear gas.
The remaining Secret Service agent activates first, sweeping the Governor and Vice Governor both towards their transportation for a quick escape. The police react by firing tear gas towards the outside crowd. The rioters react to the tear gas by showering the escaping politicians with a mix of verbal abuse, beer bottles, bricks, rocks and anything else at hand. Clinton Kerry is struck on the head, falling 'Obviously Dead'. Special Agent William Foster is unable to protect the Governor and both fall 'Out of the Fight' under the barrage of improvised missiles. The indoor crowds begin to chase the politicians outside while the northern crowds move to attack Police Support Droid 0U812 to prevent it firing more tear gas.
The indoor crowd overruns the police droids inside the hotel and tramples the Governor to death.
The indoor crowd overruns the police droids inside the hotel and tramples the Governor to death. Police support droid L33TZ0R is faced with a dilemma in his programming between 'Justifiable Force' and 'Lethal Force'.

 

With the Governor and Lieutenant Governor both dead and my character, reporter Jerry Rivers, a non-combatant, I decided to call the game and let Jerry finish his live feed.