Showing posts with label Little John. Show all posts
Showing posts with label Little John. Show all posts

Tuesday, 26 June 2018

Batrep: Robin Hood and the Tax Collector

Introduction


Time for another 4-player game at the Helensburgh games club.  This week it's a large Song of Blades and Heroes game, with 2 players on each side.  So..

Robin Hood and his merry men have learnt that a particularly noxious tax collector will be carting his ill-gotten gains near the forest.  It's an easy place for an ambush and the outlaws have never been known to pass up an opportunity to strike at the oppressors of the poor.



Of course, it's a trap!  The Sheriff of Nottingham and his forces close in from one side...



...whilst Guy of Gisborne leads more knights and men-at-arms in from the other side.  Can Robin and his men escape?  If they do, can they take the treasure cart with them?  What do you think?


The Game

The 2 (4?) forces quickly formed a confused melee, so I won't attempt to describe all the ebb and flow of the battle.  Rather, here are some little vignettes:


The very first character to activate was one of Robin's men.  He immediately shot the tax collector dead [so I don't really know why I bothered painting that model and putting it on the table, mutter, grumble...].

The Sheriff of Nottingham crept up behind one of the outlaws and knifed him in the back, scoring a particularly gruesome kill.

Guy of Gisborne ran ahead of his men, eager to engage the outlaws.  Much to everyone's surprise, he ran straight onto Robin's sword and was felled instantly.

More knights charged in, but this time it was one of the Merry Men who scored a gruesome kill.  Nottingham's forces were losing all their best fighters really quickly!

Just one of the original wagon guards was left, but he was close enough to prevent the outlaws from leading the treasure away.  Little John attempted to dislodge him, but in a show of stunning bravery, the lone guard knocked down the giant in green.  He failed to finish him off, though.

An outlaw stepped forwards, giving Little John some much needed respite.  It didn't look so rosy for the archer though: two of the Sheriff's men grabbed him whilst their boss stepped forwards to finish the outlaw scum.  However, the tables were turned unexpectedly as the merry man knocked the Sheriff over, into the mud!

While the Sheriff was engaged in slaughtering some of his own men who turned and fled (after Will Scarlet inflicted a gruesome kill on a nearby man-at-arms), one of the outlaws managed to get the wagon moving.

The Sheriff and several crossbowmen ran after the treasure, but Will Scarlet got in the way.  In yet another very quick swordfight, Nottingham was killed.

For much of the game, the Black Knight had been wrestling with Friar Tuck.  On the face of it, this should have been an easy win for the knight, but the doughty friar was giving it all he had; the knight was only saved by his heavy armour on more than one occasion.  Eventually, the combatants stepped apart.

Where was the treasure cart in all this?  It had almost left the table at the outlaws' exit point (which would have won them the game immediately), but it had outrun the outlaws who were guiding it.  Now the wagon was stuck in the ford; the carter wasn't going to try to move it on his own.

It was a race to see who could get to the treasure first; all the players were making risky attempts at 2- or 3-dice activations in an attempt to gain an edge.  One of the Merry Men was in the lead, hotly pursued by a man-at-arms and followed - slightly further off - by the Black Knight [who had left Friar Tuck to the tender mercies of a trio of spearmen].  Trailing the knight, just out of this picture, was Will Scarlet...


The Merry Man arrived first, but was unable to get the cart to move before he was set upon by his pursuers.  Between the two of them, Guy's men cut down the outlaw.

Before the authorities could turn the wagon around, Will Scarlet came running up.  He shot an arrow as he approached and it struck the man-at-arms for another gruesome kill.  This was too much for the Black Knight; he turned and fled off the board.

Will Scarlet may now have had possession of the treasure, but the rest of the field was a confused melee.  Most of the authorities' named characters and superior fighters were down, but they still outnumbered the remaining outlaws.  Not that this mattered, since the treasure was lost...

What of Little John?  He had drifted away from the main fight, but a couple of have-a-go men at arms tried their luck and attacked the giant outlaw.

Against the odds, the pair actually managed to wound Little John.  [I think this is the first time that has ever happened in one of my Robin Hood games!  Most characters are knocked out after a single hit, but Little John has the tough attribute and can take multiple hits.  He's never had his own blood shed before...].

Finally, with Will Scarlet encouraging him, the carter drove his wagon over the ford and into the forest, thus securing a win for the outlaws.

Conclusion

The Sheriff's side lost most of their big men/named characters very early in the game and I think we all believed that the outlaws would then find it easy to escape with the loot.  Nothing could be further from the truth!  Interference from multiple minions (including the heroic last man of the caravan guard) prevented Robin's men from moving the wagon until fairly late on.  Even then, it was pursued with vigour and could have been recovered, if a few die rolls had gone the other way.

Once again, the players all got into the spirit of the game and (I hope) enjoyed it thoroughly.  There was heroism, skullduggery and a finely-balanced finale - what more do you want?!

Sunday, 31 December 2017

Batrep: Robin Hood and the Abbot of Newstead

Introduction

There's time to fit in one more battle report in 2017 - it's the holiday season and Steve (my regular opponent) has given up some of his family time to come and play games with us instead.  This time, it's a Song of Blades and Heroes battle featuring a certain 12th century English folk hero...




The Scenario

I thought long and hard about creating a novel & interesting scenario for this game (in other words, I left it until the night before and then scrambled to come up with any ideas).  In the end, I picked the "Magical Cattle Raid" scenario from the Song of Arthur and Merlin rules.  Of course, Robin Hood wouldn't usually be found chasing magical cattle, so I changed the story a bit.  Here's how it goes:

The Abbot of Newstead is visiting a small shrine near to Sherwood Forest.  This shrine is situated at the spot where Saint Alban performed one of his miracles several hundred years earlier (restoring to life a man who had been cut in half during a fight with his visiting relatives).  In reality it's not a very significant shrine; it is to be found at a river fork in a remote and somewhat inhospitable location.

Both the forest outlaws (led by Robin Hood) and the authorities (led by the Sheriff of Nottingham) have got wind of this expedition.  Both groups would like to lay their hands on the Abbot and his monks, either to rob/ransom them or to petition their support for/against the outlaws' cause.  Or to rob them and petition for their support.

Each monk can be led to "safety" by any of the players' models, though at a reduced speed:
  • There are 4 senior monks/civilians in the party (the Abbot, the abbot's secretary, a lay treasurer...); these are worth 4 victory points apiece (4VP) for the player who controls them at the end of the game.
  • There are also 8 regular monks, worth 2VP each.
Here's the catch: the abbot and his important colleagues have suspected that this form of treachery might occur.  They have (or at least, may have) changed clothes with the lesser monks.  It's up to the two warbands to try to identify the real abbot, secretary &c.  This is implemented by the following scenario rule:
  • A player may use 3 activation successes for any model to switch that model's captive monk with another monk model, as he discovers the "true" identity of the captive.  Of course, there's nothing to stop the same monk being switched again later on by someone else...

The Forces

Authorities

Sheriff of NottinghamSir Walter, Yorik the Jester, 3 crossbowmen, 6 men-at-arms.
Guy of Gisborne, Sir Stanley, the Black Knight, the White Knight, 9 men-at-arms


Forest Outlaws

Little John, Friar Tuck, 7 outlaws

Robin Hood, 7 outlaws


The Game


Predictably, both sides used their first turn to advance.  In most cases, the players moved their main heroes ahead of the pack, mainly to try to close the gap with the bulk of the enemy and thus deny them a free "long range" activation for the bulk of their figures [In Song of Blades and Heroes, a model which is more than a certain distance from any enemy can take a single activation per turn without having to dice for it - this is very useful for marching bodies of the less resolute soldiers towards their objectives].



Seeing that Sir Guy was ahead of his troops, Robin Hood ran forwards and shot an arrow at him [in game terms, Robin rolled 3 dice for activation and achieved 3 successes.  He used one to move and the other two to take an aimed shot at medium range].  The missile was perfectly on target and Guy of Gisborne fell, pierced by an arrow.

As the leader of the bad guys, this was a disaster!  Our best fighter, shot down in turn two without having even engaged an enemy?  Of course, it was very heroic and cinematic for the good guys, if you like that sort of thing...



In response, the White Knight ran forwards to engage Robin Hood.  Various monks were seized by both sides (though mostly by Robin's men) and the Sheriff of Nottingham hid behind a tree.

There was a lot of dawdling and hanging back by Guy's minions...



Guy's knights continued their flanking manoeuvre, though this didn't work quite as hoped.  Sir Stanley found himself engaging an outlaw in the middle of a gorse thicket, whilst the Black Knight ran into a pair of ruffians and was promptly pulled down and knifed!



On the other flank, Little John strode forward with a view to whacking the Sheriff's men with his huge quarterstaff [Hmm.  I think it must be at least a half-staff; it's a lot bigger than a regular quarterstaff].  Before he could engage anyone, a couple of the sheriff's crossbowmen advanced, shooting as they moved [in an act of desperation, I was rolling 3 dice for activation for just about everyone.  Miraculously, this pair both passed with 2 successes].

Little John ignored the first bolt, but the second one was a lot closer.  He dodged it, lost his balance and fell over.



This was the cowardly Sheriff's kind of fight!  He raced forwards from where he had been hiding and stabbed the fallen giant.  Before Little John had struck a blow, he was out of action.



After a prolonged fencing match, the White Knight defeated Robin Hood and knocked him out.  The major characters were dropping like flies!  [As I recall, at this point in the game not even a single unnamed minion had become a casualty - yet the three supposedly best fighters were all gone].



Friar Tuck charged forwards to avenge his friend - straight on to the Sheriff's blade.  The Sheriff didn't even have to move and another outlaw character was down!



On seeing Friar Tuck's gruesome death, some of the outlaws ran back towards the river, full of horror.  Seeing this retreat, one of the sheriff's more enthusiastic spearmen charged forwards to try to save the abbot's treasurer from a brigand who was leading him away.



The White Knight followed up his success against the outlaw leader by running towards the riverbank where several brigands were towing away reluctant monks.

It was about this time that Sir Stanley was killed by a couple of ruffians whilst trying to untangle himself from the middle of a gorse bush...



The outlaws had almost taken one important-looking monk off the table when Yorik (the jester) took a closer look at his own captive.  "Just a moment!" he exclaimed, as he pulled the hood from the "monk's" head.  The man didn't have a tonsure; he wasn't one of the monks after all.  "You're their treasurer, aren't you?"  [Of course, as the models were swapped there was a simultaneous cry of despair from the other end of the table when an outlaw realised that his captive was a simple brother monk and not one of the important inner circle as had been thought!]



Things seemed to be going very well for the Sheriff; his troops were closing in on a leaderless enemy and it looked as if it wouldn't be long before the rebel scum were given their just deserts!  Of course, in Song of Blades and Heroes, little things can cause huge ripple effects.

In this case, the trigger was simple: the remaining outlaws all mobbed the spearman who had run on ahead.  Between them, they scored a gruesome kill.  This would cause all of the Sheriff's men who were within 'L' distance [i.e. Sir Walter and two more spearmen] to take a morale check.



The problem is that the Sheriff has the Evil attribute.  Amongst other things, this means that he will slay any cowardly underling who tries to run away [and is foolish enough to run within the Sheriff's reach whilst doing so].
  • First, the two spearmen ran from the horrible gruesome kill.  The Sheriff knifed them both.
  • Then, Sir Walter broke and fled.  The Sheriff killed him.
  • The two retainers standing nearby saw this.  They turned to flee, but the Sheriff executed them as well.
D*mn it - he's done it again!  Almost every game where I play the Sheriff, he ends up killing most of his own men for cowardice [see the various other "Robin Hood" battle reports on this blog].  The man's a grade I psychopath!  And we were winning, at that...



The final blow of the game was struck on the other side of the river, where the White Knight and his minions slew one of the outlaws.  With that, the rest of the foresters slunk away, taking several monks with them.


Conclusion

The remaining outlaws did briefly consider having a go at the Sheriff, but he retreated before they could organise themselves.  In any case, pretty much all of the forces [apart from Guy's, oddly enough] were now below 50% of their starting costs and therefore didn't have many men to commit - they were too busy escorting monks to "safety".

Instead, we called the game and worked out the result.
  • For the outlaws, they scored 5VP for kills and had control of 5 monks for another 10VP.  Total for the outlaws: 15VP
  • The authorities scored 6VP for kills and had control of 3 monks and 3 important monks [the treasurer slipped away when Yorik ran from the Sheriff's wrath.  The jester was far enough away from his boss to avoid summary execution, though]. 3x2VP + 3x4VP = 18VP for captives.  Total for the authorities: 24VP
Therefore it's a solid win for the Sheriff and his followers!  The outlaws are chased off and the Abbot & his entourage are (mostly) saved.  I'm sure that the Sheriff will be magnanimous in victory and not tax the abbey too heavily...

Thursday, 8 December 2016

Robin Hood and the Forest Road, part 2

<==  Part 1 is this way

Introduction

In the first installment of this tale, we left the Sheriff of Nottingham about to knife a pinioned outlaw, whilst Robin Hood was beset by the Black Knight and distracted by Yorick the Jester.  What happens next?  Read on...


Ups and Downs


As the Sheriff stepped forwards, the desperate outlaw struggled violently with his captors.  His sudden energy took the soldiers by surprise and the forester broke free [Well, I didn't expect that!  As the Sheriff, I was fairly confident of winning this fight.  Nottingham had a combat score of 3, versus the archer's C2 - reduced to 0 by the presence of 2 extra enemies.  With a d6+3, all I had to do was score double the outlaw's d6+0 for him to be killed.  But it wasn't to be...].



Annoyed, the Sheriff lunged at the archer again.  This time, he didn't have his 2 crossbowmen to aid him, but even so the odds were still in his favour.  We threw the dice; the outlaw rolled a '6' (C2+6 = 8) and the Sheriff got a '1' (C3+1 = 4).  The Sheriff's combat score was doubled and so he fell down, dead.

There was a moment of stunned silence, followed by the (muted) singing by the outlaw players of a well-known Bob Marley song: "I shot the Sheriff!  But I didn't shoot no deputy..." .

As the Sheriff was a Leader, his force then had to take a morale test.  This scattered them even further than they were already; one or two ran away for good.  And it was all going so well for the authorities before that!

To cap this, the Sheriff's band was reduced to half strength very soon afterwards (next turn?), resulting in another morale check and a thinning of the ranks of those left.  At least Yorick and the Black Knight didn't run away!



At the edge of the river, Robin Hood broke off his combat with the Black Knight and ran towards the fight between Little John and Guy of Gisborne.  Little John had run straight into the centre of a group of enemy soldiers and even though he had felled a couple of them, the big outlaw was now surrounded, injured and fighting for his life.

This left Yorick and the Black Knight free to finish off the nearby outlaws, though they made heavy going of it even then.



The Sheriff's men-at-arms had been slowly shepherding a number of civilians towards the edge of the table.  When the double morale-check disaster struck, some of these civilians were very nearly off to safety (and thus would have scored 3 victory points each for the authorities).  Instead, they were now lost and abandoned in the forest as their guides fled!



Despite everything, Robin was too late to help his friend.  Little John fell to the ground, got up again and fought on briefly before Guy of Gisborne delivered a fatal blow that stretched the massive outlaw flat on the grass.

This loss took Little John's band below half strength; the resulting morale check caused most of his remaining outlaws to scatter or flee.



In a moment of hesitation, Robin ran for the forest [his warband had just been reduced to half strength when another outlaw was killed].  When he recovered his wits, he was perfectly placed to shoot at the Sheriff's men who were pursuing him.  Despite his acrobatic dodging, Yorick took one of Robin's arrows in the chest and died immediately.  Warned by this, the Black Knight ducked, the second arrow missed and he survived with nothing but his pride injured.



There were small skirmishes all over the table as the remnants of the 4 warbands hunted each other down.  Surprisingly, the losses from these little battles tended to be very even, thus reducing the forces even more - but no-one was prepared to concede; everyone still felt they had a chance to win the game.

Guy's squad was still above strength (barely!).  Some of his men started to usher the civilians away from the gory scene of Little John's fall when one of them spied movement in the nearby trees.  "It's the outlaw chief himself!" the man cried as he took off in pursuit.  The nearby knights were either more cautious or slower-witted; they weren't quite so quick off the mark.


The Fight

This was the prelude to what was probably the most prolonged and dramatic piece of derring do that I have ever seen in a wargame; easily worthy of an Errol Flynn movie!  Although there were a handful of other models still on the table, they all fought each other to extinction or joined in this last, great combat.  What you're about to see ended up involving the few remaining figures from all 4 warbands.

Here goes:

Robin is heavily outnumbered by Guy and his men

...but he doesn't give up easily!

One man-at-arms falls to Robin's sword

Robin is forced back, Guy pursues

The White Knight rejoins the melee

Robin is forced back again 
...and again



He shoots a quick arrow at Guy, but the knight's armour saves him from death

The White Knight steps up to protect his boss

Guy attacks again, but once more is driven to the ground

They're getting close to the river now.

The White Knight continues to force Robin backwards

Guy continues to add pressure 
A forester comes puffing up to distract Guy.

Another forester tries to join in 
...just as the first one is cut down

The White Knight is floored by Robin, but Guy steps up to engage Robin instead.

The last remaining outlaw runs in and stabs the fallen White Knight

Now it's Guy who is outnumbered.  Robin knocks him to the ground, but his armour holds (again) 
Guy gets back up, but he's surrounded and outnumbered.

He forces one of the foresters to step back a few paces

...and uses this slight respite to kill the other archer.

...before turning round and sweeping Robin's legs from under him

Before Robin can recover, Guy's sword is at his throat.  Robin yields and the last archer runs away.

Conclusion

That was, without a doubt, the most tense and exciting finish to any game that we have played for a long time!  Both sides were completely involved and felt that they had a very good chance of winning, right until the very last throw of the dice.  In the end, none of the civilians were taken off the board, but both sides scored very high for eliminating enemy models.  It has to be a marginal win to the authorities, though: they had 1 man left whereas the outlaws had none!

Man of the Match: Sir Guy of Gisborne, by my reckoning.  He defeated both Little John and Robin Hood.  His heavy armour saved him on numerous occasions as well; it's as if he had a charmed life.

Most Useless: This has to be Friar Tuck.  His brief appearance was anything but heroic!  Although the Sheriff of Nottingham came to an unlikely end and could therefore be considered for this award, , he had been quite an effective leader up to that point and therefore doesn't qualify.