Saturday, 25 April 2026

Saturday Night Live For Two

Last night was Gaslands week at the Gong Garage Gamers, but with one person crying off sick and others involved testing a game for a forthcoming show we ended up with just two players. 

We rolled a scenario and got Saturday Night Live which, with hindsight, is probably not the best scenario for two people as it involves some quite complex interactions to get the Audience Votes flowing for points. 

Caesar brought two Rutherford performance cars armed with mini-guns. 

I wanted to try out a team for The Order Of The Inferno, to see how it worked. It involves trying to set things on fire, including your own vehicles. I ran:

Jockey Full Of Bourbon - A truck with a flamethrower and napalm dropper
Stay On These Roads - A buggy with a napalm dropper
Picture To Burn - A bike with, you've guessed it, a napalm dropper

They were loaded with perks to repair hits and hazards on each other but to also ignite themselves when it became important to score votes. 

I set up a fairly open arena, and we started on opposite sides of it. 


Here's Jockey Full Of Bourbon (foreground) and Stay On These Roads. The bike had gone off elsewhere. 


One of Caesar's cars came straight at my vehicles, guns blazing but inflicting little damage. However with a spot-prize for initiating a ram, Caesar went for it, turning sharply back  and hitting my buggy. 


It was enough to wipe out his car. My truck shaved very close to it, unleashing flaming death from its side-mounted flamethrower as it did so, and destroying the vehicle. 


Caesar's other car was after my bike but I managed to zip past him before he could shoot at me and dropped some napalm just to be extra mean. Unfortunately Caesar managed to avoid the flames. 


Mind you, in avoiding the flames he nearly came a cropper, narrowly avoiding a collision with a shipping container.


Anyway, after a bit more driving around I got a chance to plonk some more napalm in front of Caesar's surviving vehicle. And I'd set my truck on fire so I could earn Audience Votes once Caesar burst into flames.

He drove through the napalm without taking a hit.


Unfortunately in setting up the napalm my buggy wiped out, crashed into a wall and was destroyed. 


Keen to pick up some sponsor-orientated Audience Votes by setting something on fire I went for another option. I set my bike on fire and then deliberately crashed it into Caesar's car. A collision with something in fire sets you on fire. 


Caesar tried to evade the damage from the bike, so amazingly I survived the crash and actually dealt a decent amount of damage. But I'd misjudged how many hazards Caesar's car had. The crash caused it to wipe out. Wiping out dumps all hazards. And if a vehicle has no hazards any fire it has goes out. 


So once again I'd failed to set something on fire, and now my truck was burning and I had nothing to show for it but damage. Still, the truck soon wiped out and wasn't on fire any more.


The current spot-prize involved ramming an enemy vehicle. Caesar went for it. 


My truck was wrecked. Caesar now had the only vehicle in play until I respawned.


At that point we called the game. We both had 7 or 8 victory points but needed 7 or 8 more to finish the scenario. Neither of us were in much of a position to collect them through sponsor abilities, so it would now be a long slog via spot-prizes. We decided to end the game and call it a draw.

Really we needed at least one more player. But for all that it was a fun game and I found it a useful exercise in trying to understand how best to use a sponsor I'd not tried before. 


Thursday, 23 April 2026

The Autumn Games - 1

It's been a while since I ran a gladiator campaign and a longer while since I did one with another person. So last night Mrs Kobold and I started one. We used Blood, Sweat & Cheers.

We each have a school, and there's a third non-player school as well. Because of the way the bouts are structured the non-player school gets run by whichever player doesn't have a gladiator in the fight, with any out of fight decisions being made by die-rolls.

The core rules are HERE, but there's odd bits I've added over time, so I'll probably do a new post. I may even chuck in a few house-rules for Blood, Sweat & Cheers as well, so everything's in once place. 

Anyway, here are the schools.

This is Catherine's:

Amazon (Myrmillo)
Teucris (Sagittarius)
Medusa (Retiarius)
Margareites (Secutor)


My school consists of:

Volubilis (Myrmillo)
Victor (Crupellarius)
Rufina (Thraex)
Sabrata (Velite)


The school of the non-player Tertius is:

Spiculus (Dimacherius)
Scylax (Scissor)
Danaos (Hoplomachus)
Apollo (Velite)


We played one round last night. The Editor of the games asked Catherine to provide a medium gladiator, so that saw Margareites selected. I was allowed a free choice and selected the thraex Rufina. and finally Tertius also had a free choice and picked Danaos.

We then selected opponents and ended up with the following pairings:

Volubilis (Me) vs Margareites (Catherine)
Amazon (Catherine) vs Apollo (Tertius)
Rufina (Me) vs Danaos (Tertius)

I didn't keep detailed accounts of each fight.

Round 1 - Bout 1 - Volubilis (Myrmillo) vs Margareites (Secutor)

A simple sword-fight to start things off. 


Volubilis got the crows on his side very quickly and wounded Margareites. The secutor never really recovered and was soon knocked down and finished off by the myrmillo. The crown were firmly on the side of Volubilis and started the campaign with a kill. 

So I picked up 2 Prestige for the win, and Catherine got nothing. 


Round 1 - Bout 2 - Amazon (Myrmillo) vs Apollo (Veles)

A classic speed vs armour matchup. 


Catherine had some appalling combat rolls in this, and I (playing for Tertius) got a lot of useful cards that meant I could keep the myrmillo at a distance and pepper his with javelins. Amazon staved off one disaster with a Fortuna's Favourite card, but eventually Apollo, buoyed up by the cheering crowd, felled the myrmillo. Again the crowd were not feeling merciful, but some influence from the Imperial family saw Amazon spared. 

Catherine picked up 1 Prestige, whilst Tertius got 2 Prestige. 


Round 1 - Bout 3 - Rufina (Thaex) vs Danaos (Hoplomachus)

Rufina is one of my unlucky gladiators, in that she seems to lose more often than she wins. I selected two of these figures for my school on the hope I could break their curse.


She did good in this bout, getting in a couple of wounding hits on Danaos. Danaos threw his spear, but missed, but then rallied and pressed Rufina hard, knocking her down at one point. However she bounced back, and a wicked slash of her sica finished off Danaos. 

Again the crowd has no mercy, but one again that quiet Imperial influence saw Danaos spared. Someone important  doesn't want to see expensive gladiator flesh being dragged out of the arena by hooks.

So I picked up 2 Prestige for my second win of the round, and Tertius picked up 1 Prestige for Danaos.



So at the end of the first round the standings are as follows:

Catherine - 1 Prestige (One loss with Missio)

Amazon (Myrmillo) - 1 Bout
Medusa (Retiarius) - 0 Bouts
Teucris (Sagittarius) - 0 Bouts
Margareites (Secutor) - 1 Bout

Me - 4 Prestige (Two wins)

Volubilis (Myrmillo) - 1 Bout
Victor (Crupellarius) - 0 Bouts
Rufina (Thraex) - 1 Bout
Sabrata (Veles) - 0 Bouts

Tertius - 3 Prestige (One win and one loss with Missio)

Spiculus (Dimacherius) - 0 Bouts
Scylax (Scissor) - 0 Bouts
Danaos (Hoplomachus) - 1 Bout
Apollo (Velite) - 1 Bouts

So at the start of the next round Catherine will have to pick up a new medium gladiator. 

Saturday, 18 April 2026

Action In The Gulf Of Riga

One thing I've wanted to try with Torpedoes & Tides is a fight between large vessels. Obviously within the scope of the game, large is a relative term (Indeed it's relative to motor launches and gunboats for game purposes). And their stats don't have as much granularity as the smaller vessels. If something's big it's pretty much dangerous and difficult to damage.

Still, his afternoon I gave it a try. I adapted another scenario from 'Clear The Coast, this one being set in the Gulf Of Riga in November 1944.  The Germans are evacuating troops from a peninsula to the north of the Gulf, and have sent in a patrol to sweep for Russian vessels looking to disrupt the evacuation. They come across three Russian gunboats.

Here are the forces.

The Germans have two minesweepers (I used the M1935 stats) and two Vorposteboot (I used the Medium Vorpostenboot with the 88mm gun for each). 

The Russians have three gunboats. These gunboats were converted from German dredgers and are listed as Moskva class in the rules. In the scenario in CtC they have a different class name, but are still converted dredgers, so I assumed that they were the same. One is armed with three 76mm guns, whilst the other two have two 130mm guns. For game purposes I classed them as the same. 


I changed the stats in the rules slightly to allow for the gunboats' forward armament and the fact that they seem to be very slow indeed (dredgers aren't built for speed, after all):

Q3 C4 - Slow, Large, Large Calibre, Secondary Armament C2, Unarmed (Stern)

Here they are, since the models are new. 


I used the following setup The board is 60cm x 90cm for 50/80/120mm sticks. The long edges are north and south. There is no moon and there are two patches of mist, each places 1D3 medium sticks from the centre of the board in a random direction.  

The Germans are set up in a line heading east with the minesweepers at the front and with 1 x M between each vessel. The stern of the rear vessel is against the west edge, 1 x L from the southern edge. 

The Russians are also in a line, heading west, with 1 x M between each vessel. The rear of the line is against the east edge, 1 x L from the northern edge.

Roll for initiative to see who moves first.

I didn't work out any VPs. In the original scenario it's a straight fight, but I like the idea that the Russians are looking to get past the Germans and get off the western edge to harass German evacuation efforts. However they should have to sink or batter a couple of German vessels before they can score for this. The Germans are just looking to sink the Russian gunboats or drive them off. 

Any vessel can leave the northern edge. However it leads to the Sorve Peninsula, so is risky. Any vessel leaving that edge rolls a D6, subtracting 1 if it has taken damage and subtracting a further 1 if it is battered. On a 1 the vessel runs aground and is lost. 

The Germans can leave the western or southern edge safely. Any German vessel leaving the east edge is lost. The Russians can leave via any edge, but see above for the northern edge. 

Here's the game a couple of turns in, with the Germans bottom-left and the Russians top-right. Nothing is close enough to be spotted yet.


The Volga spotted a minesweeper and opened fire, missing.


The Germans were slow to react and the Bureya now came up out of the darkness. Its fire hit the bridge of the lead minesweeper. 


All ships were now revealed. To the left the two Vorpostenboots were moving to engage the Zeya. One fired a starshell to give the other a better shot. Meanwhile the two minesweepers engaged the Bureya


The Germans made good use of starshells to illuminate the Russians, and managed to score hits on all three gunboats. Volga was soon battered ... 


... whilst Bureya was sunk!


The minesweepers (right) began to turn back into the action. 


Volga was heading out of the fight now, but not quickly. One of the Vorpostenboots stayed closing, looking for a chance to finish it off. But the Zeya got in some accurate fire that took out some of the German vessels gun positions, reducing its fire. 


The Volga continued its attempt to escape as the Germans closed in on it. 


A minesweeper sunk it. 


The Zeya had disappeared into the darkness so could revert to a blind. In game terms this means it can move faster, and it quickly homed in on the German's battered V-boat. 


Looming out of the darkness its first shot finished off the German vessel. The V-boats are not large, so are more vulnerable to the Large Calibre guns of the Russians, and can be affected by regular firing as well. 


Out of sight of the Germans the Zeya reverted to a blind again. But the undamaged minesweeper was coming up through the fog. 


It closed in quickly on the Russian vessel in the darkness , revealing it but receiving a damaging shot in return. 


The Russian vessel was badly damaged by this stage, but kept up a steady fire on the minesweeper, damaging it again. 


The minesweeper managed a hit in return, battering the Russian gunboat. 


But its own damaged caused it to collide with the wreckage of the sunk V-boat, putting it out of the fight.


However despite command issues caused by its damaged bridge the other minesweeper was now back in the fight, and its shooting finished off the Zeya


So the Russians lost all three gunboats, whilst the Germans lost a single V-boat and had a minesweeper disabled by a collision with wreckage. All in all a fairly convincing German win. 

After a slow start the Germans got in some really good shots early on, which damaged the Russians beyond the point of recovery. After that it was really about the Russians trying to stretch out the fight on the hope the damaged Germans would do something bad. Which they did. But it wasn't enough. To be fair, in their eagerness to turn back into the fight the Germans came close to a couple of friendly collisions, avoided only by a careful choice as to which vessel to move first, and through not failing activation rolls. 

Still, I don't think that the balance is too off. If I feel the Russians are hard done by I may upgrade their vessels from Slow to Short, to give them more flexible movement. I'll certainly be playing this one again. 

Update: I've played this through a couple of times now and the balance seems OK. I've worked out a couple of VP possibilities.

In both cases play until only one side has vessels left in play.

The first assumes a straight fight. In this case both sides score 2VP for each enemy vessel wrecked and 1VP for each enemy vessel battered. 

In the second option it's assumed the Russians are trying to maul he German forces and then head west to disrupt German evacuation operations.

With this option the Germans continue to score 2VP for each enemy vessel wrecked and 1VP for each one battered. However the Russians now score points for exiting the western edge. At the end of the action, each unbattered gunboat that leaves the western edge scores 1VP for each German vessel which was wrecked or which left the fight involuntarily. 

Friday, 17 April 2026

Back To Frostgrave

We played a four-plyer game of Frostgrave yesterday, using our Diet Frostgrave rules. These are designed to give a quicker game with four players: each warband is limited to a wizard and an apprentice and four soldiers, and there are only two phases to a player turn - Wizard Phase and Everyone Else. I think the GP costings of the warband are reduced as well but I've not read the rules so I'm not sure exactly what the changes are there. 

Anyway, Ed set up a lovely section of city for us to explore. There were four items of treasure up for grabs, and wizards and apprentices could gain wisdom by drinking from the fountain in the centre of the board as well. Drinking was OK. Falling in wasn't. Falling in was Very Bad. 


I ran a similar warband to my first game last year. I had an illusionist, Fabulina, with her new apprentice (the previous one died), an archer and a couple of kobold thieves. Instead of an armoured swordsman I opted for a barbarian. Here's Fabulina.


And here she is with the barbarian and one of the thieves wandering through the city. 


I'm not sure what Ed was using but his group covered their flanks with magically generated walls. 


My apprentice and the archer took up positions atop a building (left), whilst Fabulina and the barbarian headed for the fountain. A kobold thief had already grabbed a treasure chest and was dragging it back to the start line. 


When you grab treasure in Frostgrave it can cause wandering monsters to appear. They appear randomly, which is why a ghoul popped up right on my kobold's escape route.


Fabulina cast her trademark Transpose spell, swapping the positions of the ghoul and the kobold. THis allowed the barbarian to charge in.


The ghoul killed the barbarian, leaving Fabulina in close proximity to an angry ghoul. 


However Caesar had an archer on a nearby building so a quick transpose put Fabulina on the building and the archer in the path of the ghoul. 


However the swift archer ran off, and the nearest treat the ghoul could see was my apprentice atop a building. An apprentice who was very surprised to see a ghoul clamber over the edge and attack him. 


So another transpose swapped the archer with the apprentice. 


The archer killed the ghoul. 

Meanwhile my kobold had got the treasure off the table. 


At this stage I decided that it was unlikely that I was going to get a drink from the fountain, since there were a lot of people around it intent on killing each other and anyone else who appeared. However Fabulina did magically push one of Caesar's soldiers into the fountain. A well that is clearly marked 'Do Not Fall Into This Fountain As Exposure Will Cause Weird Magical Death'. The soldier suffered the advertised Weird Magical Death. 


Anyway, things wound down after that, and the survivors of each warband headed home. A few peripheral incidents though ...

My archer lost his bow to a decay spell. So he headed across the rooftops towards Ed's archer intent on taking his bow. He won it after a brutal knife-fight atop a rickety ladder. 


Ed's warband was seriously mauled by a wild dog that turned up close by. 


And my apprentice sneaked back for a quick drink from the fountain and was shot in the back by Caesar's much transposed archer. 


Anyway it appears that future games are going to be part of a linked campaign, so we tested for all kinds of post-game stuff. I got a decent experience total from casting spells, but missed out of the big points from the fountain. I picked up a few coins from the treasure and some robes that will protect someone from arrows. So that was nice. It also turns out that my dead barbarian and dead apprentice were just mostly dead, and a quick miracle sorted them out ready for the next adventure. 

Everyone else got money and nice toys as well. 
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