Introduction2 battle reports back-to-back? My last posting was also a battle report, so you may be wondering what's going on. Well, last Saturday my friend Steve came over for the day. As well as the Napoleonic game that we played in the morning, we had time in the afternoon to play Song of Blades and Heroes.
We debated briefly whether to use my Robin Hood warbands in our game, but in the end we went with the Witch Hunters. This was mainly because I was keen to try out the Song of the Ancient Ones scenario from the Song of Wind and Water supplement. The scenario revolves around magic users from one warband attempting to summon something supernatural from a shrine in the centre of a stone circle. Sounds like a job for the witches!
|The witches Meg and Agatha prepare to summon a demon from the circle of power. Giant rats and ghouls accompany the hags, whilst a ghost drifts around nearby.
Roughly speaking, the witches have to build up 9 "power points" of magic in the circle and then cast a summoning spell to bring forth a demon. This doesn't automatically grant them a win, but will add to their victory points and will (probably) give them a useful ally.
One thing that we found slightly confusing was the scenario's description of what happened if someone entered the ring of stones. In the setup part of the scenario, it suggested that such an act would dissipate all the stored power and therefore the ritual would have to start again. However in other parts of the description, one power point would be lost if someone stepped into the ring. We went with the latter and further stipulated that each further activation by a character inside the ring would lose another power point.
The troopers who had been with him followed cautiously. They hadn't seen what lurked on the other side of the trees, but they were still uneasy and nervous.
both backed away from the ghouls that were in front of them, but neither man was able to get close enough to hinder the black ritual. Instead, Major Fairfax came running through the night. He dodged past the waiting ghouls and stood defiantly in front of the runestone at the heart of the circle. "Hah!" he cried. "Foul hags! Your filthy work is undone!" One power point was dutifully removed from the ritual.
This took the human side perilously close to half their starting strength. They had lost all bar 1 of their special characters as well as several unnamed soldiers. If they suffered even 1 more casualty then they would all take a morale test; this would probably destroy any hope they had of continuing to fight. On the other hand, the witches had only lost one ghoul and a single hellhound!
Colonel Brandon retreated a little, but not from fear. Rather he was now encouraging his troops; the musketeers fired as they advanced.
ConclusionThat was a fascinating and very eventful game! It went very much in the witches' favour to start with, but the humans made an amazing comeback. When we added up the victory points at the end, we came up with these totals:
- Witches: 12 VPs for kills + 3VPs for a successful summoning = 15VPs
- Humans: 15VPs for kills = 15VPs
- Man of the match was definitely Colonel Brandon. He destroyed the demon and slew one of the witches personally, as well as coordinating his men in their final attack.
- On the evil side, the ghost was possibly the most fun. It scared 2 musketeers so much that they are still running and frightened several more pretty badly. In return it seemed invulnerable to all the shots that were fired at it.
- Most useless: probably Brother Matthew, although the witch hunter John Sterne didn't accomplish much either. Mind you, the giant rats were worse than useless for the evil side...