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 Pyrates of the Karribean VI.a--Dead Man's Hand

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DeafNala
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 11 May 2018 - 14:22

That is one nasty looking Little Girl. Her father probably didn't want her back; ergo, the cheapo reward.
It was a GREAT LOOKING game! VERY WELL DONE once more! thumbsup
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 12 May 2018 - 3:32

Von Kurst wrote:
The Karribean used to be much deadlier, but I've had to tone it down in recent years. Ah well...

The mind boggles.

Great looking battle -- &, given the sulky look on her face, Gertrude just didn't appreciate it at all.
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 1 Jun 2018 - 11:10

Belated thanks for the kind comments gents.

I have been on vacation in the wilds of South Dakota, but games have gone on...
_________________________________________________________________________________
Sundayheim--The Yeggmen
John and I got in a game right before I left.  The Undead versus the White Skullz

The White Skullz were attempting to burgle the Undead's treasure stash and they would have pulled it off, too. Except that a stupid humie shore patrol event blundered into the middle of the job and ruined everything.


The shore patrol is represented by the Old Guard models


Here Marglush da Brute (a LGT hero) is charged and taken OoA by a lowly ghoul


Many of the White Skullz wuz rubbed out (but I forgot the casualty list at home).  Da Undead win and become rich (I think they gained a free hired sword or something disgusting like that).

_________________________________________________________________________________
Dead Man's Hand--The Adventures in Port
Since the ladz I game with don't much talk to each other, the games that happened with me out of town pretty much happened between Jim L and Chris.

Defend the Find in Port Sigmar

Jim L wrote:
Or Rock the Boat
But I didn't think to bring a boat [ship] so we used the church as 'the find'.




Chris & I both had 17 warriors, so we just rolled off. We rolled a tie.  So I just let Chris defend since he was low warband.

15" range of vision at night, so my shooters were not doing much.

Range of vision went to 8" after the crowd panicked. (Campaign rule)

Chris chose to fight in Port Sigmar, so town guards came in on 2nd or 3rd turn.

As it turned out the guard went after the Witch, but I left before she got hurt.


Chris had terrible dice rolls so he didn't smear me outright.

I rolled event and got an assassin charging Bruno 2 (with the flag).  Bruno 2 causes fear which saved him.


Dancia, the witch, cast Warrior's bane on the assassin, so he was out of luck.  The 1st blunderbuss guy fell down charging the assassin but the 2nd one made the charge. Goodbye assassin.


Chris' 1st blunderbuss shot took out 2 of my crew.

I think his 2nd took out 1 more.

I shot his ogre and took 2 wounds off before he charged Mrs Wolfgang and took her ooa.  




Then he charged my boss in Lenge's doorway.  Captain Flashy took the ogre ooa because the ogre missed all 3 attacks

Chris has 2 guys laying down near the back of the church close to my hero Bruno 2 with the Friendly flag. The (invisible) crowd knocked Bruno 2 down and Chris' guys both fell down in the dark trying to charge him.


I routed when we both had 5 out.

Post Battle
I lost a crewman, Chris rolled well and pressed him as crew

I lost Junior 3 (maxed out henchman) with blunderbuss. Chris rolled poorly and sold him as a galley slave.

I lost The Kid (maxed out henchman) with blunderbuss. Shark Bait looted his body.  

Chris lost a handgunner. I pressed him as crew.

Chris found a Treasure map


I found Loose Lips (Exploration result) again.
_________________________________________________________________________________
Jim L (May 24th) wrote:

Hijack

I was low warband at 390, so I chose to be the Defender.

LGT Critter had to miss this game.

The ship came in on turn 2.  The North wind was against me.  Begger Tom 2, piloted the ship.

Witch Dancia and henchman Marvin carried the treasure.  


They ran along the far South edge but Chris’ long range hunting rifle still reached them and knocked Marvin down.  That set off the crowd for 2 turns and knocked Dancia down next turn.  So slow going.


Anyway, even though the ship sailed against the wind and only moved, 5" then 5'" then 7” then 7” then 6”, it still got to the dock before the chest.

With the seawall blocking sight on the north water’s edge, the cannon only tried one shot at the building the snipers were on.  It hit but did not bounce or wound.  After that no shots were available for gunners or cannon until it docked.

The only other cannon shot missed the ogre at the back corner of the Port Authority by about ¼” too much and only bounced 2”.

The ogre was my downfall.  


In just one turn he took a blunderbuss, pistol, and 3 crossbow bolts but was not wounded.  

LGT Bruno, with blunderbuss & Friendly flag causes fear but that did not help against the ogre and a fearless hero when they charged.  His saving grace was that when he was knocked down he fell off the riser.  


And once the ogre was finally knocked down I had 3 failed charges due to fear and the one henchman that did charge could not wound with his 3 attacks.  








With Chris’ warband coming at me full strength (only -2 henchmen) and having 9 or 10 ooa, I passed my 1st rout test with the Unholy Relic but failed the next rout test roll.

POST BATTLE:
Henchmen:
Junior 3, gunner w/blunderbuss, died

Traitore’ Too, handgunner won from Chris last week, died


Finn, handgunner, died

Crewman Bear 2 was captured

Crewman Mobly was captured

Hired Sword:
Begger Tom 2 died.

Hero:
My Cabin Boy, Little Billy III, had his other leg blown off and now has movement of 2”.  He will be retired when I can afford to hire another.
_________________________________________________________________________________
Jim L (May 31st) wrote:

Last Orders in Torktuga
We played two bar fights back to back.
1st game:

LGT Critter got caught trying to sneak in a dagger, boom, 1st roll.  Suspect

I was evenly distributed on the floors but outnumbered.














After 1st game, Mrs. Wolfgang became frenzied.

After 1st game I captured one of Chris’ blunderbuss guys as crew and gained a swabbie from exploration.
_________________________________________________________________________________
2nd game:

Snuck in 5 daggers but LGT Critter got caught again.  😖. All of which I promptly forgot when I went 1st and had everyone search instead of charging. 😣😣😣

I only had 3 on the ground floor so they got cornered in the privy to keep from getting ganged up on. All 3 still went ooa.


Bruno 2 (with flag) fought Chris’ leader.


In the end I had 9? Ooa

the new blunderbuss guy died and the swabbie ran off.

Also Floppy 3 AND Bruno 2 both rolled:

Old battle wound or Robbed.  

I’m not rich like Chris so I chose old battle wound for both. Probably bite me in the butt later.


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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 1 Jun 2018 - 13:09

My habit of late is to read the text THEN go back & take in all the LOVELY terrain & miniatures. GREAT LOOKING STUFF! thumbsup
I hope you enjoyed your South Dakota vacation. There really is no place like home.
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 2 Jun 2018 - 3:32

Whew, quite the update there! & some bloody battles -- nine out of action? That's a rough night out.
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 9 Jun 2018 - 12:30

Thanks for the comments my friends.

It seems outlandish losses for the Bay Watch are the norm (although the New Estalians may feel they are catching up after this week.)

Naturally, now that I am back from vacation, I had to work on game night.  So... I have gone quite awhile without a game.

In the mean time the carnage in Torktuga continues:
_________________________________________________________________________________
An Ambush in Torktuga
The Undead return, though having an 'ally' doesn't stop the Bay Watch from bleeding
Jim L wrote:


John's Undead were the low rated warband. He rolled his choice of scenario. He chose to Ambush Chris' New Estalians (the highest rated warband).

Night time: 18” range of vision to start.

Floppy3 decided his Old Battle Wound needed rest and stayed home [see last weeks report for predictions about the probable consequences of this injury].

The Bay Watch came in from the north in two groups.  One through the tower and one up the rampart.




Legless Little Billy III failed to climb. I had forgotten to buy him a rope & hook.  So, only Captain Flashy and L.G.T. Critter made it up on the rampart.  Three henchmen went for the rampart stairs on the West.  Wolfgang 2, the Warlock, flew to the base in the center.

Chris came out of Lenge's Emporium on the south & west.


Wolfgang II the Warlock [who I have been calling Marvelous Marvin II] flys up on to the roof of Lenge's


John’s group were in the South centered around the Officer’s Quarters.


My 1st or 2nd turn I rolled event of a pack of 5 wild dogs.  The dogs came in from the South and went after the undead.  When the dogs could see someone they failed fear tests or were knocked down by the panicked (invisible) crowd.








Little Billy III made it up onto the rampart on his 2nd turn but the crowd up there knocked him down next turn.  He fell off and the injury took him OOA.

Chris’ ogre charged into the Undead’s pack of ghouls and what not.  He got charged by 3.  1st one took 2 wounds and the 2nd stunned him leaving the diving charge guy to get the experience of taking him OOA.

My blunderbuss fired and took a couple of Lucky Charms.  They’re magically delicious.


Chris sent his red Captain Crunch guy to back up the ogre but he didn’t last long against the Vampire.  The ghouls made short work of the dog pack also.


L.G.T Critter (armed with a crossbow) got too close.


So he got charged and went OOA.




Capt. Flashy tried shooting the assailant but did nothing.
 

Capt. Flashy got charged [by the hated Julio] but held on.  


Wolfgang 2, (again flying more than the 7” sight after the crowd was gone) charged to save the Capt.  With his 3 attacks he took the enemy OOA (who dropped 2 treasures) only to be taken OOA right after.


Capt. Flashy was then shot and stunned and he fell off the rampart but suffered no additional injuries.


As this was going on Bruno 2 and a henchman made a drive towards and through Lenge's.  Mrs. Wolfgang and a henchman backtracked towards the back of the rampart.  Of the 3 henchmen on the West, after shooting the blunderbuss Bratz2 was charged by 2 Estalians as was Bear 3 (with club).  Both went OOA.  Henchman Mobbly 2, who had gone into the building on the NW tried to charge for revenge but tripped in the dark and was easily taken OOA on Chris’ turn.  


Handgunner Traitore' tried to charge up the back of Lenge's but tripped and was also easily taken OOA next turn.


With 8 OOA out of 12, I had enough and routed.

New Estalians kept going North.




The New Estalians got all their heroes but one off before an undead wolf charged him.




So Chris dropped the treasure and routed.

John wins.

Chris had 6 die including the ogre.



One hero had a pit fight but he won the charge and so won the fight.








For me, Little Billie III died, Blunderbuss wielding gunner Bratz 2 died, and the clubber Bear 3 died.  Chris captured both henchmen sold one to the galleys and the other became crew.

Beardy 2 got Lad’s Got Talent and replaced  the deceased Little Billie III.

I only had 2 heroes to explore with.

I hired 3 henchmen back and still dropped again.  This time from 375 to 336.

John D wrote:
Chris was trying to break out of the middle by going through Jim L...sending chaff down my way to hold me up while Chris tried to get his heroes off the board.

Between the pack of dogs and several of Chris' henchmen, I got a lot of easy kills and managed not to have anyone from my team taken out. I think I ended up with 3 wyrdstone/treasures from downed heroes when Chris routed. He was about to get ganged by a lot of my guys on the edge of the board. I got an underdog bonus and almost everyone gained a level so am now right around 400 rating.

Also, that Imperial assassin HS is deadly!!


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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 9 Jun 2018 - 14:31

WONDERFUL scenery AND some BEAUTIFUL miniatures with nary a bare plastic piece in sight. FANTASTIC STUFF!  thumbsup



The Piano Player is my favorite.  clown
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 9 Jun 2018 - 17:02

The piano player is a really nice little touch, adding to the spirit of anarchy that infuses all these reports. As does the crates of squid, actually. Great stuff!
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 16 Jun 2018 - 10:18

I think the piano players name is Frank. He used to have a little post all his own, but Photobucket has taken care of that.

Thanks again for the kind comments.
_________________________________________________________________________________
Dead Man's Hand--Jungle Boogie

I was able to make a game night! I usually don't miss a month of gaming, so I was in withdrawal.
John was able to attend as well, so we had 4 players for the first time in weeks. Since Jim L and Chris had played 4 games in a row against each other, the only requirement was that they did not face each other this week. After a bit of negotiation, I drew a fight with Chris.

Now it turns out that Chris has been finding a bunch of Treasure Maps. He has had good fortune with each of them (We use StyrofoamKing's Sartosa rules for Treasure Maps or at least we used to, and now that I have missed a month, we do again, apparently... Suspect )

Anyway, the upshot is that in addition to making loads of cash last week as a consequence of the Ambush scenario, Chris has also cashed in a bunch of Treasure Maps, so he has a stash of 21 cargo/treasures/wyrdstone. The New Estalians are rich! And being rich, he prefers that no one else be rich, so Chris chose to roll on the Jungle scenario table in hopes of rolling a scenario that would not have any extra treasure for me to win. (I had a special scenario to play that would have allowed both of us the opportunity for extra cash, but Chris rolled higher than I for right to choose scenario...)

So we played:
Jungle Skirmish--The Fog of War
This scenario is one the original Cities of Gold scenarios. The premise being that the warbands encounter each other in a foggy jungle. We added a river to make the location a foggy river valley.


We forgot the special campaign rule about Curses (I have a feeling that it has been forgotten for at least a month and I didn't even think of it. But we did play with the Random Happenings rules. Al Bobo encountered a mysterious pool--
Quote :

5. A slender pale arm reaches up from the pool, leaving no ripples in the smooth liquid, and pale, delicate fingers touch the hero's chest. The soft caress causes a faint glow which spreads throughout the hero's body. Though the glow fades as the arm disappears back into the pool, a feeling of strength and vitality remains behind. The hero gains one additional wound for the rest of the battle.

Thus, Al Bobo took the lead crossing the tree-bridge


He was met by three blunderbuss blasts. Which he and the rest of the Old Guard absorbed without damage


The battle for the bridge. That Ogre in the water is actually on the bridge (except that he wouldn't stay there so...) The die represents my Captain (who wouldn't stand either).




The end is near. Al Bobo has defeated the Ogre and a henchman on the bridge. The fog has hidden the Old Guard from the enemy snipers. The Old Guard is across!


[img][/img]



The New Estalian Captain finds herself alone after her bodyguard is cut down by the Old Guard who forded the stream.


The New Estalians flee with the Ogre and five henchmen (last weeks butcher's bill) out of action. Only one warrior is captured. He gladly joins the Old Guard. The New Estalians trade with a friendly merchant and find a brace of pistols in a cargo crate.

The victorious Old Guard return to civilization to trade where they stock up on Bugman's Ale and Blessed Water. The Old Guard open a crate of alcohol. Then they surprise a group of lizardmen in Exploration and gain Hunting Arrows and Black Lotus.
Diego de Avila is pressed as a crewman. He replaces Jorge, who was shot to death by the enemy Captain. (I only lost one warrior in the fight, so he died.)

Coming next--The Signpost (A battle between the Undead and the New Bay Watch)

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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 16 Jun 2018 - 12:37

ANOTHER SPLENDID LOOKING GAME! thumbsup
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 16 Jun 2018 - 20:49

Ok... the best part of the whole post is the tree bridge: BRILLIANT!!! cheers
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sun 17 Jun 2018 - 11:49

Thanks very much for the comments.

@Codsticker--there used to be a post in the inspiration thread about organic bridges in India.  Wink  
_________________________________________________________________________________
The Signpost
The Undead and the New Bay Watch race to find a lost road...

Jim L wrote:
John’s vampire found the signpost on his 1st move.

18 undead vs 13 New Bay Watchers


My 2nd turn I rolled event of Minor Mutiny.  [We had joked before the game that because the Bay Watch were the lower rated warband, they would roll a horrible event.  Actually it was a sure bet.]



Only failed 2 times on 1st turn.  I was pretty clumped up around my boss thankfully.


The crossbow firing line failed miserably.  




The vampire was only the closest model on my 3rd shooting turn. He took no wounds.






The thin pyrate line


His ogre has 4 wounds, I took 3 off but that’s all.


Mrs. Wolfgang almost had a dreg but the sucker was toughness 5 in HTH and Mrs. Wolfgang is only strength 3.

Floppy III stood up to the vampire’s charge but could not wound toughness 6.


Wolfgang II the Warlock made a flying charge at the dark elf but failed to hurt him. Then a dreg came to kill Wolfgang II when he was knocked down.

John's Imperial Assassin and my Warlock (Mr Wolfgang II) are the only 2 who died in the fight.

I routed with 7 OOA.

I found a blunderbuss at the Colonial port and Greatcoat in a crate of clothing.

John found a crate of clothing (1 Toughened leathers).

Mrs. Wolfgang has 2 hand injuries now.
I am going to hire one more Warlock.

Interestingly, the only debilitating wounds the Undead have taken have been inflicted by the Bay Watch or the Mary Anns.

The Undead became lost in the jungle for the 3rd time in the campaign.  (I think the Undead have become lost in at least half of their games set in the wilds of the Karribean.)  This sets up the conundrum that the Undead have 'found' the Lost City of Tlax by winning 5 Exploration scenarios, but the warband is also 'lost' themselves...
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sun 17 Jun 2018 - 12:32

Von Kurst wrote:


@Codsticker--there used to be a post in the inspiration thread about organic bridges in India.  Wink  
_________________________________________________________________________________
Yes I remember seeing that . I think your post is the first time I have seen one incorporated on a games table.
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sun 17 Jun 2018 - 17:27

HOORAY FOR THE DEADITES...lousy sense of direction or not! Undead
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 22 Jun 2018 - 14:42

And Now for Something (almost) Completely Different--Tlax, the City of Ghosts

John couldn't make game night, so the Undead are left lost in the jungle while the living advance to the fabled City of Ghosts.

A Treasure Hunt in Tlax
A multi-player Wyrdstone Hunt

The Old Guard lead the way (despite not having a Friendly Flag and setting up last).


Only the Old Guard are feeling the weight of the Pirate Curse--Hadj must miss a game with a mysterious illness.

The Western Front--New Estalians


All is clumped on the Eastern Front--The New Bay Watch stick together (and ignore the high ground...)


The deadly tower--Guido II and his 'protectors' anchor the Old Guard's right.


End of turn 1--the Old Guard threaten the center of the table.




The hired Ogre anchors the New Estalian left.  I don't wound it in turn 1, but I certainly annoyed it.


The Bay Watch prepare for the worst (out of range and out of sight of their enemies).


Second turn--a lone blunderbuss steps forward to shoot 4 New Estalains (3 heroes and the ogre.  A hero is wounded)


The Ogre charges Emilio II (who somehow lives).




The event Twisting of the Air is rolled.  Usually this event doesn't really affect our games.  This time it determined the Battle of the Ogre would go on and on...

Then I rolled the event Ghost Wind.  All living creatures must pass a Leadership test or flee 2D6 toward the nearest table edge.  The Ld 9 Leviathan Hunter and Ld 5 goblin flee from the Old Guard's line.

Big Belly II the pressed goblin flees from the event Ghostly Wind. (He will be shot in the back before he can rally)


Mrs Wolfgang flees the Ghost Wind and plunges into a spawning pool, making her pistols useless for the rest of the game.


5 Bay Watchers fled the Ghost Wind.  These are the henchmen...






Third turn--Captain de Guzman, Francisco and a handgunner draw their rubber swords and charge the ogre...


Turn 4--Everyone is within charge range at the beginning of the turn when I roll a 6 for how much I must add to the distance moved...  So everyone shuffles forward 2"


Turn 5--Al Bobo ends the Battle of the Ogre (only Al Bobo's sword is real apparently).


Everyone steals treasure but Old Guard--in this case New Estalians


Late game--Flying Wolfgang III grabs the last treasure


Skirmishes to the south


End game.  The New Estalians flee with 2 treasures when the ogre falls.  The Bay Watch has been waiting




Waiting too long.  The ambush fails


The New Estalians fled first with one hero, the ogre and lots of henchmen out of action.  (The New Estalian's Tilean fled from the Ghost Wind earlier...) Kapitain Krunch and his blunderbuss are captured by the Old Guard.  Another random crewman is killed outright by the Bay Watch.  The pesky New Estalians gain 2 extra treasures.

The New Bay Watch broke when Bruno II and Mrs Wolfgang fell.  Despite expectations, both heroes fully recovered and gained like +3 Underdog bonus (with the rest of the warband).  The Bay Watch claim 3 treasures and would have won if Juan and Francisco did not have the skill Resilient.  (Strength 3 heroes struggle to when reduced to strength 2...)

The Old Guard win the Battle of Rubber Swords (mostly by not fighting for the treasure in the scenario.)  Instead the Old Guard became obsessed with stopping the ogre (which is apparently Al Bobo's job). Captain de Guzman fully recovered, as did all the henchmen and hired swords injured in the fight.  With 22 bodies on the table, there were too many Old Guard, even if they seemed unarmed and unarmored for most of the fight.

A Witch, who had somehow become trapped by Lizardmen, joins the Old Guard as a result of exploration.
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 22 Jun 2018 - 15:19

Fun to read, as always -- & an especially nice battle-scene today! Partly it's good to see all painted models, but that's also a grand lay out of terrain they're fighting across. Not just the grandeur of some of the buildings (though they are grand), but also the lovely water effect and detail on that spawning pool.

& boy oh boy, but that ogre really held his own.
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 22 Jun 2018 - 15:54

As always, the photos & narrative are WONDERFULLY entertaining. GREAT STUFF! thumbsup
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 29 Jun 2018 - 11:35

Thank you for taking the time to comment gentlemen.  Stupid ogre

I think this is the second campaign to have painted warbands as the norm (out of the many campaigns reported on this forum).  Of course it also reflects that we have fewer players (and that Chris already has a painted warband available for pirates).
_________________________________________________________________________________
Dead Man's Hand--The Cursed

Three of us failed our 'curse' roll this week.  Naturally Chris rolled a result that did not apply to his warband...

The Bay Watch and the Old Guard faced off in:

A Cursed Chance Encounter in the City of Ghosts
The Bay Watch suffered the temporary loss of 1 attack for Bruno II (which likely spared him further injury as warriors with multiple attacks lead from the front in Jim L's warbands, warriors with multiple wounds lead from the rear).

The Old Guard, appropriately enough, rolled the result Curse, which allows the opponent to cast the Witch's spell Curse once per turn if any of the opponent's warriors are within the spell's range of any of the cursed warbands' warriors...  In our campaigns this result is only rolled if you are playing against Jim L, as he will forget all about it.  But, since I wrote the silly rule, I reminded him...

When the two warbands blundered into each other the Old Guard were carrying 2 treasures.  The Bay Watch had only one.

The Bay Watch chose the south west corner of the battlefield.


The Old Guard kept some buildings between them and the Bay Watch crossbows.


The Bay Watch threaten the detachment near the small temple (I should really name these buildings, too.)  (You may also notice a familiar gold trimmed black tricorn in the Bay Watch mob.  Mrs Wolfgang got an updated model with a zwei-hander.  Mr L was not proud of the conversion though, so no close-up.)  


Cautious moves to the south


Dijin Katal the notorious Dark Elf assassin appears behind the Old Guard.  He secretly allies with the Bay Watch.


Bold moves in the center. (Desperation)  The Old Guard heroes rush the Bay Watch attack on the small temple.  Mrs. Wolfgang charges Al Bobo.  Francisco is ganged up on and Cursed.


Mrs Wolfgang is taken ooa.  Francisco is still Cursed.


End game.  Dijin Katal eliminates a goblin then attacks Diego de Avila (who has no chance).




The Bay Watch flee with Dijin Katal, Mrs Wolfgang, Mr Wolfgang III, and five henchmen out of action. (Also a pair of ravening cold ones appeared behind the survivors right before their turn...)  The Bay Watch had risen to a warband rating of 404 and fifteen members at the beginning of the evening...

One henchmen and Mr Wolfgang III die, two henchmen are captured by the Old Guard and Mrs Wolfgang suffered Multiple Injuries (6!).  The Bay Watch gain 8 gc by selling an artifact they found in exploration.

The Old Guard lose no one, despite having five out of action. The Old Guard gain +3 treasures (by taking Mrs Wolfgang out of action.)


Last edited by Von Kurst on Fri 29 Jun 2018 - 12:27; edited 1 time in total
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 29 Jun 2018 - 12:18

YET ANOTHER fine narrative, BEAUTIFUL scenery, AND WONDERFULLY painted miniatures. Of such things dreams are made. What a Face

Von Kurst wrote:
Three of us failed our 'curse' roll this week.

...Pirates should know how to curse...it's part of the sailor requirements. clown
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 30 Jun 2018 - 10:59

Agreed, great stuff as ever!

Von Kurst wrote:
I think this is the second campaign to have painted warbands as the norm (out of the many campaigns reported on this forum).  Of course it also reflects that we have fewer players (and that Chris already has a painted warband available for pirates).
I understand; the Paint Gods have struck down those players that used bare warbands. We mock the Paint Gods at our peril!

My only complaint here is that I keep being tempted to start a bunch of pirate warband projects each time I see your pictures...
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sun 1 Jul 2018 - 11:18

Thanks for the kind words amigos.

Quote :
My only complaint here is that I keep being tempted to start a bunch of pirate warband projects each time I see your pictures...


Jim L's comments on the last game:
Jim L wrote:
Gunner Bratz III was captured (6 exp)

Traitore' died (14 exp.)(I captured from Chris a long time ago) (I looted his sword & handgun)

Randy the new gunner was captured on her 1st game

Mr Wolfgang III died

Mrs. Wolfgang is really pissed at her 3rd hand injury !!!  She REALLY hates Al Bobo !

Can I hire someone to do recovery rolls for me?

Found and bought some Healing Herbs 20 gc + 2D6 gc and with Haggle Captain Flashy cut the price down by 2 gc.

What a leader!
_________________________________________________________________________________
Demz My Gubbinz!
A night-time search for Da Sacred Gubbin

The Undead may have found the Sacred Gubbin on the first turn (with the sprinting Vampire).
Reports were that they spent the rest of the game fading into the night haunted jungle...


With New Estalians in pursuit. (Hidden counters represent gubbinz wot iz not sacred.  Deyz wort 2D6 gc.)


John D wrote:

I lost a dire wolf and a ghoul but came out with the sacred gubbin after 6 turns.  The Undead traded at Port Sigmar. Both henchmen were re-hired and I picked up another imperial assassin, because I love them Smile

The defeated Estalians traded at the Cheating Merchant.
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sun 1 Jul 2018 - 13:19

The game may have been anticlimactic, but the scenery & minis are as SPLENDID LOOKING as ever...the little native huts are cool. thumbsup
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 6 Jul 2018 - 11:50

Thanks Al!
_________________________________________________________________________________
Dead Man's Hand--The End May be Near...

John is enjoying a vacation trip, so Chis, Jim L and I ground each others' warbands to dust...

Ambush
In which the Old Guard must transport a hoard of treasure from the Temple of Transcendent Hummingbirds

The Old Guard were completely out maneuvered.  Not only were they surrounded, but they blew the initiative roll and moved last as well.  As a result four warriors were out of action before the Guard could even move.
Bay Watch snipers to the south.


An assault in the center reaches the temple base.


New Estalian hordes to the north.


Beginning of the first Old Guard turn. In addition to the models shown a goblin, 2 handgunners and a swordsman are already out of action.


The Old Guard break to the north (because there are only 12 Bay Watchers).


Bay Watch targets and a charge


Al Bobo is shot down in one round. Jaun cuts down his opponent.


The bald crossbowman is possessed by a minor daemon.  Take that Floppy III!


The poor crossbowman regains his soul, but collapses out of action due to the strain...

The New Estalians surge up the north stair


Esmeralda the Witch (far right under my elbow) is shot in the back by the guy in the blurry black hat...


Juan and Bruno II clash


Almah defeats a crewman (already removed) as Captain de Guzman is attacked by the oft widowed Mrs Wolfgang and Beardy III.


A great deal happens.  Captain de Guzman falls to the combined attacks of the Bay Watch heroes.  The event Storm of Chaos happens.  Francisco, Bruno II and one of those New Estalians all become champions of the gods.  

Bruno II defeats an already wounded Francisco (already removed) as Almah fights off the victorious Mrs Wolfgang and Beardy III


The slaughter on the north stair continues.  Mrs Wolfgang is taken out of action by Hadj, who is then shot down by the firing squad.  Ali bin Ali also falls to missiles. (not pictured)

Beardy III falls to the Man With No Name and Almah.  Almah is now carrying 9 treasures.


The Clash of Champions.  Bruno II defeats the New Estalian champion (whose name I do not know).


Two Swords defeats Bashful the Pathfinder


Holding the stair.  The New Estalian champion has just been removed.  Two Swords attacks Heinrich the former Nordland Marine.




A thin line of gunners hold back the surviving New Estalians to the north


Running for their lives.  Almah survives 6 crossbow shots


Juan flees to the east.


Mopping up.  Bo'sun Critter kills the Man With No Name.


Almah flees


Last chance.  3 throwing knives and one crossbow shot.  Almah takes her first wound of the fight, then escapes!


Bruno II fell to the New Estalians Captain, who also did for Heinrich.  The thin line of Old Guard gunners eventually cut down most the New Estalian crew.  The last Old Guard survivor lay bleeding from a crossbow wound when the New Estalian Captain was shot down in one volley from the Firing Squad that was not shooting at Almah.

The New Estalians flee after rolling an 10 for their subsequent rout test.  At the time they had 4 surviving warriors. (Out of 18)

Almah, Juan and the last gunner escape.  (Out of 23)

The Bay Watch hold the field, but the Old Guard manages to get 12 treasures off the table to win!

Highlights not pictured.  Gomez y Gomez fired his blunderbuss into the mass climbing the stairs and shot 3 of the New Estalians out of action!  You might remember him as the poor fool squashed by the New Estalian ogre two weeks ago. In the Battle for the North Stair, Gomez threw his body between the charging ogre and Guido the Marksman.  Gomez was dashed to the ground, but survived to rise and slay the foul beast! Huzzah!

The New Estalians flee with one hero and three henchmen still standing.  
They lose one crewman captured by the Old Guard and the ogre killed.  A hero will suffer an Animal Attack at our next meeting.

The Bay Watch hold the field with Captain Flashy, Bo'sun Critter, Floppy III and the lone handgunner still standing.  Bruno II the Champion of the Gods is killed.  The Bay Watch recover the two treasures stolen from Francisco...

The Old Guard lose Al Bobo captured (and pressganged) by the Bay Watch, in addition Bashful the Pathfinder, The Man With No Name, Gnob the goblin swab, Diego de Avila and Yusef the Merchant's Bodyguard are killed or captured.  Francisco de Gama is robbed.  Hadj becomes hardened.  

The Old Guard are rich, but have high expenses.
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Fri 6 Jul 2018 - 13:23

The blood bath was at least attractive. Remembering ALL those names is quite a feat. GREAT STUFF! thumbsup
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PostSubject: Re: Pyrates of the Karribean VI.a--Dead Man's Hand   Sat 7 Jul 2018 - 4:16

& what a bloodbath it was! Your gods are whimsical it seems...
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