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Author Topic: Jubal's Campaign  (Read 4076 times)
Jubal
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« on: February 08, 2011, 10:28:34 pm »

OK, I'm going to do a brief blog-type thing on how this campaign goes.

PLAYERS (not real names clearly)
Fubarnii - Jubal, DJ, RC
Devanu - WN, Poss. SN
Delgon - JU, DD

Today we had a test game with DJ taking all-cav fubarnii against SN with Devanu (the latter isn't sure if he'll do the main tourney yet). It got a little bogged down with miles too many oran and not enough erac being thrown, playing into the hands of the Fubarnii. It was a small game with well-written lists, which again didn't halep as Turn 1 involved a Devanu running in at the knight captain, using all its stamina to sprint and assassinate, then fighting three combats in a row without even any saves taken. Showed the rules well nevertheless.

Army-wise, I'm going Fub all inf, DJ all cav, RC a mix, WN is taking a matriarch, a jenta and 3 grishies, the delgon guys haven't written lists yet.

Also, since it doesn't look like we'll be able to stump up the cash for counters and combat stones, does anyone have any good tips for things they use as equivalents?
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Carcharoth
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« Reply #1 on: February 08, 2011, 10:57:24 pm »

Sounds good!

Devanu always struggle to kill knight captains - nasty little blighters!

Drop me an email about those combat stones and we can sort something out. How many sets are you going to need? Finding suitable initiative counters shouldn't be too tricky, but I could maybe help there as well.
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Jubal
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« Reply #2 on: March 13, 2011, 01:09:15 pm »

Okay, a very belated account of it so far;

We were unusually short on numbers, so 4 people played, (2 missing, another busy teaching a new wargamer, and so I was opponent-less). They got 2 games in each, though getting people used to the new rules is a bit of an uphill slope. There appears to be an unfortunate tendency among veteran wargamers to assume that if they're losing, or uncertain of how to proceed, or have some bad luck, the rules must be at fault. We managed to bungle through it with some hasty on-the-hoof diplomacy, though!

Nevertheless, we were excellently kitted out thanks to Mike, so here's publicly conveying everyone's thanks.  Smiley

Each pair got two battles in.

DD played SN on the Attack! scenario, with Delgon defending. It was decided that the scenario favoured the attackers far, far too much (the tents were too weak, and DD lost both his bodyguards permanently after the battle).

What do people think of this re-write?
Quote
Delgon Defender: Camp assault
The players take turns to place blockhouses within 12" of the centre of the table. Blockhouses must be at least 4" apart, and there should be one for every 6 Delgon models, counting mediums as 3 and larges as 6 (Roban is NOT sharing a blockhouse!). The delgon player may then place 3 sentries between 11 and 13" from the table centre (aka on the edge of the camp), and must then note down which models are in which of the remaining blockhouses. Blockhouses have 4CS defense and a 3+ tough save; if one is destroyed all models inside must take an automatic tough save or die. When any model moves within 2" of a blockhouse, roll a d6: on a 5+ the models inside wake up. If there is a combat within 2" or the model is one of the nominated sentries the roll is made a 3+. Subsequent rolls decrease in value, for example if a model moves next to a blockhouse, and the 5+ roll is failed, the next roll will be a 4+ (or 2+). The enemy must be placed 12" or more from the camp, but with no elite within 12" of another elite. Either player wins by killing all enemy elites on the table, or by killing 150pts more models overall than their opponent.

Anyway, that was called as a draw.

JU and DJ played a pitched battle - it's DJ who has the all-knight force, and as expected they got slaughtered by the Delgon.

I realised that unless I changed the upgrade points table dramatically, forces would end up shrinking over the campaign's course...

Thus I halved just about all the rolls:
Quote
Upgrade points may be spent as follows:
75 Roll on the upgrade table
50 Gain d6 rerolls for post-battle recovery
50 Re-roll your next upgrade roll
25 Modify your next upgrade roll by +/- 1
25 Modify your next scenario roll by +/- 1

The second battles; JU beat DD in a Delgon vs Delgon scrap, and the Knights finally came up good against SN's Devanu (both pitched battles).

In the end, JU got 2 upgrade rolls, and everyone else got one. DD didn't manage to anything like replace some very significant losses, though he did get a sizeable block of 6 soldiers. JU now has four striders, which are going to be daunting to try and beat. SN replaced the Grishy he lost and got a new one, and DJ replaced the knight he lost and also got a new one.
« Last Edit: March 13, 2011, 03:33:17 pm by Jubal » Logged

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Carcharoth
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« Reply #3 on: March 13, 2011, 03:17:44 pm »

Sounds good - hope the diplomatic incidents weren't too bad! Are they willing to play again?

I'm still not sure about instant kills from tents, but making them a bit tougher should help! You could just do an auto tough roll?

Thanks for keeping us up to date  Smiley
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Jubal
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« Reply #4 on: March 13, 2011, 03:33:28 pm »

Like that?
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« Reply #5 on: March 13, 2011, 03:38:42 pm »

I think so.
As a general rule I would give inanimate objects low numbers of stones (or zero) and high saves, but for house rules they look good  Smiley
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Jubal
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Posts: 331



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« Reply #6 on: March 22, 2011, 07:45:44 pm »

Ok, Punitive Measures was played out by WN's Devanu vs DJ's Fubarnii today - a resounding success for the Fubarnii, leaving them with a good 100 points sitting in the bank (he's saving up for a second knight captain to expand his all-knight force). The Devanu got rather mangled, failing to push past the knights and take the building in the centre.

RC and myself played a pitched Fubarnii-on-Fubarnii battle, which I won - though I was a tough save away from defeat with a slingstone bouncing off the armour of my one remaining militia captain (the other one had done kill-for-kill on RC's knight captain). Eventually RC's lack of numbers really told - once his knights were down, it was a slingstone-based war of attrition really, ended when I finally got my militia block over to his herders and took out his remaining captain. I got 2 upgrades, and rolled first a 4 then a double 1. Damnit!
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Carcharoth
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« Reply #7 on: March 23, 2011, 07:53:46 pm »

Sounds like a couple of good games!

The forces must be looking kinda varied by now - are they still balanced enough for competitive games?
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Jubal
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Posts: 331



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« Reply #8 on: March 23, 2011, 08:52:55 pm »

Most are; RC blew almost his 60 troop points an another militia captain, which means he has a bit of a "tiny band of heroes" list, and JU has a whopping four striders, but otherwise most people are looking at fairly balanced stuff so far.
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Jubal
Engineer of Larigal
Qualified Engineer
****
Posts: 331



WWW
« Reply #9 on: April 09, 2011, 11:25:18 am »

Okay, the campaign has now concluded with its last couple of sessions being pretty interesting.

Last week;
DJ proved again that Enuk knights are pretty poor against infantry with losses to myself and DS's Delgon. WN and SN battled it out, with SN's pack of Devanu coming out on top in the scrap.

This week;
The concluding fights were DJ versus WN, SN vs RC, and JU versus myself.

The Enuk knight force proved its specialism by soundly handing out a beating to the Devanu of WN. Having lost all his games, that put WN in bottom spot. SN beat RC, his Devanu proving far too much of a match for the tiny band of elite Fubarnii warriors.

JU had had the luckiest rolls by far for upgrades. I was left defending on the Attack! scenario facing a team of four striders, backed up by 3 Derakeers with an acolyte, a squad of 3 soldiers and acolyte, 2 KJs and acolyte, and a priest and his bodyguards. Defending I had just 6 militia, 6 herders, and 3 militia captains as well as the 6 civilians provided for the defender.

I have to say, it was one of the most fun games I've played of World of Twilight. The to and fro clinging onto buildings led to a tightly fought draw; he'd certainly killed more than I, but I had just enough left to hand on to two of the four buildings on the table. Highlights included the single civilian, armed with nothing but a scrabble board (it seems to have been decided by popular consensus that the Fubarnii look like avid scrabble players), who survived a full turn against a Strider who'd barged into the door. His sad demise came, not from the strider, but from JU placing his derak team in the doorway and blasting everything inside, room-clearance style. The strider miraculously survived, as well. Cursed Delgon! The centrepiece of the game was the Pryn-Gul tower, which saw surprisingly few casualties as, once I had 4 of the 6 slots filled, I played it safe and oran'd an attacking strider until the end of the game. On my right, building 4 turned into another stalemate with a strider, as I repeatedly failed to kill the darn thing despite it being surrounded. I had a civilian, 2 militia and a captain there though, so all was well; I had 2 militia standing outside blocking the passage of the Delgon troops, too. The last Strider managed to take down my third captain and take building three single-handedly; despite firing some slingstones through the windows the herders failed to dislodge it. I forgot my captain had Combat Trained as well as Combat discipline, though, which was almost certainly the reason for that particular fatality. All in all a very fun battle indeed. Smiley

Overall, the forces remained fairly balanced through the campaign. Only JU had sufficiently jammy rolls to break away from the pack, and even then he was halt-able if still tough to beat.
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Carcharoth
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« Reply #10 on: April 11, 2011, 11:24:46 am »

Great stuff, thanks for sharing!
Did you get any feedback from your friends? Do you think you will get them to play another campaign in the future?
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