Saturday, 17 August 2013

3rd Faction + ship for 5150: Fighter Command

Introduction

I had intended to post something a few days ago, in order to keep to my rough schedule of 2 updates per week.  However, a combination of things has delayed this.  Firstly, I had a cold and was feeling a bit washed out as a consequence.  Secondly, our computer was playing up and would shut itself down at seemingly random intervals.  This has been traced to an intermittent fault in the keyboard, so trying to type anything was interesting!

Space Fighters

Previously, I showed you my first 2 sets of painted fighters for "5150 Fighter Command": here .  Later on, I bought some "Space Battleship Yamato" plastic kits and asked for help to decide how to paint my 3rd faction of fighters: here.

Well, it should be obvious from the pictures that I decided to go with the yellow and black scheme for these models!  These are light interceptors from the 5th Chutai of the Frontier Pacification Force, belonging to the Empire of 1000 Suns.

Minotaur

I've also completed one of my "Space Battleship Yamato" plastic kits.  This is definitely my favourite vessel of the ones I have, so I painted it first.  The colour scheme is loosely based on a real-life airline's livery (from memory, it was some Chinese freight outfit?).  Anyway, here is the spaceship "Minotaur"!

I haven't yet decided whether to use here as a capital ship in "Fighter Command" (at around 5"/12.5cm long, she's out-of-scale with the fighters, but then so is pretty much any practical model).  Alternatively, I could use Minotaur in Full Thrust - she's got "bulk freighter" written all over her, I think.  Perhaps I'll use the ship in both games.

That's all, folks!  Hopefully I'll have something a bit more interesting next time...


Sunday, 11 August 2013

SAGA: Vikingar!

Introduction

Some time ago, I became interested in the SAGA rules by Gripping Beast/Studio Tomahawk.  They seemed to fit my idea of a quick, fun, narrative game very well.  Despite not knowing anything much about Dark Ages warfare, I ordered myself a 4pt starter warband of Vikings.  This was back in February 2011, so about 2.5 years ago!

I painted up the Vikings quite quickly (for me) and in 2012 I ordered a Scots warband as well so that I could field both sides and actually play the game.  These have taken me much longer to paint, though I'm making some progress now.

In order to try to keep my enthusiasm going, I thought I'd show my Vikings today and see what all my readers think of them.

The Warlord

Here is Leif Gunnarson, the leader of this small band of raiders (and yes, I do see this warband as raiders rather than as settlers, merchants or anything else).

Someone has been shooting arrows at him.  That's just not on; I think he's in a hurry to show the perpetrator how a real warrior fights!

Hearthguard

Leif's trusted lieutenants are well-equipped, with mail shirts, spear and sword.  They also have ornate shield designs.


Berserkers

Whether historically accurate or not, these frothing, unstoppable fighters are colourful for SAGA.  They certainly make the Viking warband a little different from any other force!


Warriors


The less well-off members of the band aren't as heavily equipped, but they're still good at fighting.

Typically, they don't have a sword or armour.  Only a few have helmets.

They're more numerous, mind!  Each warrior has a sturdy spear or axe and a big, round shield.






Conclusion

So there we have it: 4pts of Vikings.  I'm probably 1/2 of the way through painting their Scots opponents; if I can keep up the current flow then another month should see them finished.  Then I'll have to see about setting up a game...

Of course, by the time I'm finished I'll probably find that everyone else has moved on to something else that's even more "shiny".  Ronin, anyone?

[Update: my starter Scots warband can now be seen here: http://colgar6.blogspot.com/2013/08/saga-macbheathas-scots-warband.html]

Thursday, 8 August 2013

Building Disaster

Introduction

We often use blogs to show off our best work - I suppose that's to be expected - but rarely do we exhibit our mistakes.  Here's an example of something that has gone very wrong...

The Build

For a large part of Spring this year, I used my evenings to construct these buildings.  They're from Stoelzel's Structures and would have formed part of a car dealership, along with the garage that I haven't yet printed out.  On the left is the showroom (the shell only; I hadn't got as far as fittings & furniture).  The other, less complete, model is the carwash.

Now, I'd intended that these models would be built to a very high standard.  They'd have opening doors, transparencies for windows, no exposed foamcore edges and so on.  I spent a lot of effort to get to the stage you can see here.

Summer Heat

I had been making the dealership in my conservatory, where there was a great deal more space than on my overloaded workbench.  However, something distracted me for a few days and I didn't make any progress on the builds.  This coincided precisely with the start of one of the hottest summers on record for this part of the world.

The conservatory on my house is south facing (northern hemisphere) and it can get very hot if not opened up during the day.  Indeed, some years ago we were out for the entire day; when we returned we recorded a temperature of 50 degrees Centigrade!

When I next looked at my models, I was horrified to discover that the foamcore had started to delaminate.  This isn't a case of my printed paper sheets coming unstuck, but rather the outer card of the foamcore coming away from the inner foam.  Oh, bother!


Attempt at Recovery

At this point, I took a deep breath and thought about what I might do to fix the problem.  My first attempt to stick the card back to the foam (using white PVA/Elmer's) didn't really work; the glue wouldn't adhere to the inner core.

So, I tried again with a contact adhesive.  Initially, I thought this had been successful, but it soon became obvious that the glue had melted the inner core.  Even though I'd spread it as thinly as I could, the foam had collapsed and left a very uneven wall.

In despair

So there you have it - a sorry tale of woe!  It's been a couple of months now since this disaster occurred and I cannot figure out how to fix the models.  They're quite unusable as it stands, in my opinion.

It would probably be less effort to just start over rather than attempting to patch up all the damaged parts.  On the other hand, I put a lot of effort into these and I cannot bring myself to just chuck them in the rubbish bin.  Not quite yet, anyway...

Monday, 5 August 2013

We're all going on a Summer holiday...

If you've been wondering why I've not published anything of my own or commented on other people's blogs recently then that's because my family and I were away on our summer holiday.  Of course if you hadn't even noticed that I was gone then that's good too... :-(

We spent 2 weeks in a cottage on South Uist.  For those of you who don't know much Scottish geography, South Uist is one of the Outer Hebrides; an island chain off the north west of the British mainland.  It's fairly remote, though they do have electricity, postmen, shops and so on.  Also, it's one of the last places where Gaelic is still spoken in the home.

Me and the dog on a beach, South Uist, 2013
I did take my model-making "travel box" with me, fully intending to make up a load of card models (mostly furniture &c this time).  However, I just didn't get round to doing anything with it this time.

To try to keep this article at least somewhat focused on a history and military theme, I did take a picture of a ruined iron age wheelhouse (circa 200AD):
Prehistoric wheel house, c. 200AD
Actually, this ruin was rather more impressive in real life than it appears in the photograph.  It's basically a big hollow in the ground with radial stone partitions (like the spokes of a wheel) and a central hearth.  It would have had a mound (of stone and turf?) to cover the building and had a "tunnel" entrance facing away from the prevailing wind.  Quite cosy, I imagine.

Part of the rocket range, purpose unknown
During the Cold War, parts of the northern 10 miles or so of South Uist were used as a rocket test range.  Apparently, some bits are still used for that purpose, though only infrequently, I think.  Anyway, this installation is obviously abandoned.  It could date to any time from 1958 right up to 1990 or even later.  I don't know what it would have been used for, but my guess is that it held some kind of tracking device, either radar or optical.  It would be interesting if anyone else knows what this structure housed.

Castle, South Uist, 2013
We did see a few castles on the island.  This is one of the more impressive ones.

Seals, Eriskay, 2013
Now I'm stretching the gaming/military theme past breaking point, I think!  Above is a picture of some seals on the neighbouring island of Eriskay.  Just after the photo was taken, the mid-sized seal (in the water) landed near the small one (left of picture) and, not to put too fine a point on it, pushed it into the sea.  I'm guessing that this was a bit of sibling rivalry, though the large seal on the right (mum?) didn't intervene.

Normal service will be resumed soon.  In the meantime, I'm feeling very relaxed :-) ...

Thursday, 18 July 2013

Full Thrust: Return of the Spider!

Introduction

Some time ago, I published a scenario entitled 'Arachnophobia', about an alien race of bio-ships with unknown motives invading a Federation star system.  This was, I thought, quite an interesting challenge for both sides, but 2 things didn't go quite right:
  1. There was no option in the scenario for peaceful contact (and therefore no reason for the defender not to start shooting as soon as possible).
  2. In the game we played previously, the intruder player was unfamiliar with the capabilities of the Sa'vasku bio-ships and tried to simply blast his way through the defenders' line.  That reflected poorly on the effort I'd put in to the game's design.
So, I thought it would be interesting to refine the rules a little and replay the scenario.  I present to you: Return of the Spider!

Updated Scenario Rules

  For the most part, the scenario works as before.  Here are some adjustments to the intruder's special rules, though:
  • Objective A: It's spawning time!  Additional rule: only 1 bioship may spawn in the planet's atmosphere per turn, though there's no limit to the number that may orbit the planet simultaneously.
  • Objective B: Curious.  No changes.
  • Objective C: Hungry!  No changes.
  • [New] Objective D: Friendly!  The intruder must 'visit' each defending ship and station [including the bulk freighter] by ending a turn with a bioship within 6" of it.  Additionally, a bioship must enter the planet's orbit to 'visit' it.  These targets don't all have to be visited in the same turn, but the game ends with friendly contact when all ships have been investigated in this manner.  Victory is determined by any shooting, thus: if neither side has fired then both sides win a major victory.  Otherwise, any side which damaged any opposing ship loses the game - a major loss if they damaged an enemy vessel or a minor loss if they fired and missed.  Any side that was fired upon but did not shoot back can claim a minor victory.
    Note that for these purposes, the spilled cargo from the bulk freighter counts as Federation items; the Sa'vasku may not fire on it without incurring a loss.
    Note also that the intruder player may not reveal his/her chosen victory conditions to the other side in any way until the game is over.  Absolutely no dropping hints!
Well, I'm not completely happy with these, but let's see what happens.  On to the game!

The Game

For this game, I played the Sa'vasku intruders and my sons took the defenders.  They chose a slightly different mix of ships in the Federation fleet from the previous game, with a wider range of sizes and capabilities.  The heaviest unit was the battlecruiser Invincible, stationed near the planet.  Assisting the distressed freighter were the frigate Trout and the corvette Betelgeuse.  Various light cruisers and destroyers made up the rest of the defending force.

Straight away, before the first turn, I played a "V.I.P.s" card on the opposition.  There were some important alien guests visiting the Caledon system; the Federation players decided that they were currently on the M.D.B. Space Factory.  Although this facility was only lightly protected, it was extremely massive and would give them many places to hide, should the worst happen and the intruders attempt to take hostages!

For the first couple of turns, the Sa'vasku intruder ships performed a series of high speed passes and turns, showing off their extreme maneuverability and attempting to confuse the defenders.

The Federation battlecruiser and one of the light cruisers approached cautiously, while most of the rest of the fleet moved only very slowly, unsure how to react.

While they were trying to make up their minds, I played another event card.  This was a busy day in the Caledon system, as a previously undetected comet suddenly appeared.  I was hoping that it would hit the space factory or the bulk freighter (neither of which had much capability to dodge); at least the comet did appear on the Federation side of the table.

Sadly (for me, at least!), the comet missed all the Federation targets.  The Sa'vasku ships continued their high speed posturing, resulting in the 3 smaller ships heading for the planet while the battlecruiser Cisplantin was at the far end, approaching the spilled cargo from the freighter.

This was too much for the Federation admiral.  The corvette Betelgeuse was ordered to transport the V.I.P.s off the space station and take them safely away, warping to another star system if necessary.  No doubt the alien dignitaries weren't too happy about being hustled onto an uncomfortable little ship and taken to who knows where, but Starfleet security personnel were very insistent!

At the far end, the frigate Trout was the only Federation vessel nearby as the huge alien battlecruiser started to cut up the precious spilled ore with pulses of fire from its stingers.

At the same time, one of the younger Sa'vasku ships (Rituxan) reached orbit around the planet of Caledon.  It started to lay eggs, while the larger cruiser Carboplatin approached not far behind.
"Right, that's it.  We've been patient enough!" snapped Admiral Jeffries.  "All ships, open fire - nearest targets.  These guys don't want to be friends!".
The Invincible and the Toronto immediately targeted the other small intruder (Zofran) and, despite the range, hurt it quite badly.  The startled Zofran was already traveling fast; it now fled at top speed and vanished into the night!

Near the debris field, the Trout nobly obeyed orders and fired on the Cisplatin.  The frigate inflicted only a minimal amount of damage, then sat back and waited to be annihilated.  The great beast was focused on splitting open rocks to look for the munchy bits inside, but it did divert some of its energy to swatting the small Federation vessel.  Trout survived the Sa'vasku ship's return fire, but only just - her life support was failing and the ship-wide intercom was stuck on high volume (see non-critical hits).  Her captain ordered the now-deafened crew to abandon ship, hoping that the alien star-creatures didn't eat escape pods!

The Federation heavy units tried to catch the Sa'vasku cruiser, but were frustrated firstly by the comet  and then by the planet - they couldn't get a clear shot at the intruder.  Carboplatin used this opportunity to brush the planet's atmosphere, laying eggs as it went!

After spawning, the Sa'vasku cruiser and destroyer accelerated out of orbit and raced towards the MDB space factory, leaving the Invincible and Toronto struggling to keep up.  As she passed the station, the aliens fired upon it - doing moderate damage and (more significantly) hitting with a couple of the dreaded leech pods.  Both leeches then gnawed on the factory for several rounds before being hunted down and dispatched by factory workers with improvised weaponry.  This was more a means of unsettling the Federation players, rather than a serious attempt to destroy the facility.  It succeeded admirably in that!

Near the spilled ore, the other Federation squadron attempted to confront the Sa'vasku battlecruiser, only to find that the beast had accelerated straight past them far quicker than they had imagined possible!

Now the lighter Federation squadron found itself in trouble, as all 3 remaining Sa'vasku pounced on them (the battlecruiser executed another extremely high-G turn).  Fortunately for the defenders, the bioships had spent a lot of their power on manoeuvering and so their firepower was light - this turn.  Still, enough damage was done to the Los Angeles to reduce her thrust; she actually had to fire on one of the rocks that was directly in front of her in order to scatter it and avoid a fatal collision!
Endeavour suffered the indignity of a non-critical hit on her grey paint locker.  The atomised paint was then sucked into the life support systems and sprayed as a fine mist over much of the ship's interior!
Not everything went the Sa'vasku's way, though.  Return fire from Federation vessels did serious damage to the second alien destroyer, Rituxan.

The next turn should have been the Sa'vasku's finest hour.  The cruiser Carboplatin diverted virtually all its energy to stinger weapons and aimed at the destroyer Antelope.  However, the Federation admiral played a quick Targeting Glitch card.  The massive salvo from the intruder was instead directed on to the stationary and abandoned frigate Trout!
The bioship had taken light damage from the Federation heavy units whilst racing past them at long range, perhaps this caused the problem.  Or maybe the animal was just tired after spawning - who knows?  Whatever the reason, the derelict frigate was completely obliterated by the misdirected fire, while the Antelope then punched more damage onto the hapless cruiser!

In the final moments of the game, the Cisplatin tried to return to feeding on the debris from the freighter's cargo.  It managed to consume 1 rock, but was moving too fast and in slightly the wrong direction to be able to overrun any others.  The damaged Federation light cruisers and destroyer were fleeing, but the almost untouched Invincible and Toronto were approaching fast.  Weighing up the odds, the Sa'vasku battlecruiser gave a metaphorical shrug as it accepted that it and its consort cruiser wouldn't be left to their meal in peace.  Instead, the 2 remaining bioships used their superior speed to race off the board and out of reach of the human ships.

Conclusion

As the Sa'vasku player, I tried to draw the Federation fleet away from the spilled cargo that was my goal.  In this, I was partly successful, but at very high speeds it was difficult to manoeuvre so as to scoop up the small, tasty chunks.  At least all my ships escaped in the end, though the smaller ones were quite badly damaged.

The Federation were indeed confused by the intruders' antics.  Indeed, they may have been too confused because rather than attempting to chase the Sa'vasku ships, many of their vessels simply sat still and waited for something to happen.  This made it relatively easy for them to reinforce any given area, albeit after a slight delay to build up speed.

Moving the party of alien V.I.P.s onto the small police corvette was probably a big mistake.  The Sa'vasku could easily have targeted this ship before she reached safety.  Even though the range would have been long, the corvette would have been very easy to destroy or cripple.  However, I played in character - the intruders had no interest in the small lifeforms - and let them get away unharmed.

Saturday, 13 July 2013

Zombies at the beach

It's Summertime!

In honour of the heatwave currently sweeping through the United Kingdom, I decided to put together a few shots of my zombies at the beach.  It's a bit hard to tell if they're enjoying themselves, mind.  Still, why shouldn't they have a day out?

Surfer and Lifeguard
The surfer is a Hasslefree model (HFZ208), while the lifeguard comes from Wargames Factory's Zombie Vixens plastic box set.

Beach Games
This pair are playing with a beach ball.  At least, there's a ball there; I'm not sure if they're actually playing with it or not.  She is BH07C "Salma" from Tengu Models, though I've sculpted a swimsuit on (the model came naked).  He is another Wargames Factory model, this time from their original Zombies range. 

Beach Shorts
Finally, the guy with the fancy shorts is looking for the bar.  I think.  Or maybe he's looking for brains...  Either way, he's another Wargames Factory zombie.

A Grand Day Out
It's a shame that I didn't base all of these figures for the beach - but most of my zombie games are set in the city and sand isn't really appropriate.  Still, they'll do well enough for a spur-of-the-moment idea like this.

Enjoy the sunny weather while it lasts, unless you're a gardener, work in a stuffy office, suffer from hay fever or are just a miserable git - in which case pray for rain!

Wednesday, 10 July 2013

HOTT: The Dead Marshes

Introduction

The air was hot and heavy as the Knights of Lyonesse trekked through the wilderness.  Flies buzzed around the horses' heads, pestering them mercilessly.  Even though it was the height of summer and the sun had been blazing down from a cloudless sky for weeks, the ground on this desolate plain felt spongy and damp.  Every so often, one of the men-at-arms or an animal would stumble and grunt as they caught a foot on a muddy tussock of rank-looking weeds.

"Remind me why we are here, please?"  The speaker was Henri, Duc D'Alençon - a short man, though broad and muscular.  He was the leader of the expedition and, all things considered, was quite calm.

"My lord, we are following the foul necromancers of the Cabal.  All the indications are that we will catch up with them very soon.  And this time, they won't give us the slip!" replied Sir Guy de Lusignac, his lieutenant.
"At least," Sir Guy thought to himself "I really hope so.  Then we can finish them off and return to where we can get a decent meal and a drink.  I can't stand much more of this!"

An hour later, just past noon, the lead cavalry stopped and gave a shout.  When their commanders galloped to the head of the column, they saw the reason why: a line of armoured, skeletal warriors stood facing them, completely immobile in the typical fashion of the true undead.  But there were so few of them?  Even the more experienced knights were grinning broadly - this shouldn't take long at all!

The Scenario

This is, on the face of it, a straightforward battle using the Hordes of the Things rules.  The Knights of Lyonesse are attacking, whilst the undead army of the Cabal of the Black Hand are defending.  We used 48AP on either side, divided into 2 commands of 24AP each, though there's no reason why the same scenario couldn't be played with more or fewer troops.  So, what's the catch?

If you are regular readers then you'll know that I often like to shake things up a bit!  So, here are some scenario-specific rules:
  1. The Cabal are defending a small shrine, which acts as a stronghold if attacked or for the purposes of housing ensorcelled enemy heroes.  It may be small, but it's full of powerful black magics!  If the shrine is captured then the Knights win instantly.  Otherwise, either side wins if all the opposing commands are demoralised and at least one of their own is not.
  2. There are 2 large patches of fetid marsh on the field.  They are difficult terrain for movement and combat, but don't block line of sight.
  3. All the Cabal's horde elements start off the table (this is why they appear not to have as many troops as the knights!)
  4. The undead hordes can be summoned for the usual cost of 1 PiP each, anywhere within either patch of marsh (as the dead from a long-forgotten war are commanded to rise again).  This could even be in contact with an enemy element, flanking them or behind them - as long as the summoned horde is completely within the marsh.
  5. As is usual with horde elements, they may not move on the turn in which they are summoned, though they may attack if placed in contact with an enemy.  Of course, if a horde is destroyed then it becomes eligible to be summoned again in the Cabal's next turn; there is no limit to the number of times they may return.

The Game

The knights advance cautiously, trying to stick to the drier patches of ground.  As they passed some of the softer parts of the bog, the ground heaved and clods of dirt were thrown aside as numerous long-dead soldiers rose from their mass graves!  [The knights started with exceptionally poor PiP rolls, whilst the Cabal had very high rolls.  Indeed, the southern command of the knights didn't roll higher than a '3' for command points - and that only occasionally - until the game was all but over!]

Quickly, foot soldiers from the northern knight army moved to intercept the newly-arisen undead...

...and in the south, halberdiers fought the nearest skeletons whilst lines of archers slew many more of the risen undead.

So far, so good.  The cavalry in the centre advanced, trying to avoid the messy swamps and come to grips with the evil magicians around the shrine.  A magical assault caused their first casualty, however.  Two necromancers teamed up to target the Red Knight: one wizard used phantom marsh lights to distract the hero whilst the other entrapped him with sticky stuff!

In the northern swamp, the foot soldiers found it relatively easy to destroy each undead horde as the corpses rose from the waterlogged soil.  However, it was whack-a-mole: each time they dispatched a horde, another would just pop up to replace it, often behind them.  Worse, one of the stands of knights from the flanking force was attacked by a band of skeletal warriors.  The proud nobles couldn't refuse a fight and found themselves unable to disengage from the constant supply of enemies.

The archers were doing a good job of clearing the southern marsh.  Anything which appeared within their range was quickly dispatched back to its grave.  Even so, some of the passing knights were sucked into fighting the undead hordes.  Their impetuous nature drew them further and further into the bog, away from the protection of their friends, until one stand was overwhelmed and dragged down into the muddy pools [not a good place to be for impetuous troop types!].

Despite all the delays, magical and otherwise, the faster-moving northern knights were first to reach the main lines of the undead army.

The outnumbered forces of the Cabal tried desperately to hold on as the fighting quickly turned into a confused melee.  Troops from both sides fell, but overall the knights had the upper hand.

Not wanting to be left out of the fighting, Saint Florence (the paladin) charged the magician at the southern end of the undead line.  He had plenty of time to see her coming and her aura of faith meant little to him here, so close to the unholy shrine.  His lightning bolt hit squarely on her armour, knocking the damsel off her horse and leaving her flapping and tasered on the dirt.

Even though his command was beating back their enemies, Sir Guy couldn't shake a feeling of trepidation and impending doom.  It was almost as if something terrible was creeping up behind him!  A pair of brave young squires saw the marsh vapours start to coalesce behind their general and, without thought for their own safety, they charged the forming apparitions [sneakers].  The ghosts couldn't stand against such brash recklessness; they fled off the field like a sudden breeze.

Casualties for the northern commands Casualties for the southern commands

Up to this point, the casualties on each side had been fairly even.  However, now the forces of Lyonesse started to get decent command rolls and the Cabal didn't...

Suddenly, there were knights all over the defender's core forces.  First, one of the magicians fell to the Duc D'Alençon's skilful lance.  Then, the Cabal's heavy infantry - the Grave Guard - started to take losses.  The dark vampire knights were also wiped out by the determined chivalry of Lyonesse. Evil bat swarms hovered overhead, watching the battle unfold below them - but they were too indecisive to make any contribution [too few PiPs to move them!]. The evil shrine looked under real threat as the Cabal's lines contracted!

A last ditch piece of necromancy from the Cabal saw skeletons, ghouls and zombies arise on all sides of the archers, who had advanced into the swamp in a belated attempt to help with the assault.  However, the stout yeomen could sense a victory; they laid about their enemies fiercely with clubs, daggers and rocks.  The undead hordes wilted and crumbled back into the marsh from which they had come.

Then, quite suddenly, it was all over.  Both undead commands passed the demoralisation threshold and collapsed.  The remaining warlocks fled, leaving a few of their troops (and bats!) in a vain attempt to distract the victorious knights.  Mind you, it then took the forces of Lyonesse a considerable time to counter all the evil protections on the shrine in order to finally pull it down...

Conclusion

Well, that was interesting!  The "hordes from the swamp" idea worked well and seemed reasonably well balanced.  If anything, the value of the infantry and cavalry who were distracted by the ever-returning hordes was slightly greater than that of the hordes themselves, but against this the forces of darkness used a lot of command points to keep that threat going.  Mind you, I think that you'd need to be careful with the way the terrain was set up; it would be all too easy to create a very unbalanced game.

The same idea could extend to some other types of horde armies.  I could easily imagine masses of goblins boiling out of broken ground riddled with tunnels and holes.

Man of the Match

  • For the Cabal: tricky, but I think it has to be the hordes,  They distracted a sizable chunk of the opposing army and even managed to sucker some hot-headed knights deep into the swamp (where they were dragged down!).
  • Lyonesse: also tricky.  The regular Knight elements swept all before them, but the halberdiers and archers fought countless hordes of newly-risen undead in the sticky swamp and came out victorious.  On balance, I think I'd give it to the halberdiers, though they could probably all do with a good bath now.

Biggest Disappointment

  • Cabal: I think that the bats win this accolade quite easily.  There never seemed to be enough PiPs available to move them, especially just when it mattered towards the end of the game.  At least the sneakers tried to ambush the enemy general...
  • Lyonesse: The Red Knight (hero) and Saint Florence (paladin) were both pretty ineffectual.