Sunday, July 31, 2022

My Tools for Solo RPG Play

After refining my technique and tools for playing RPGs solo, I'm posting my setup. First you need a rules set, and AD&D RAW is just a great way to go, especially if you are playing in 1:1 time, and you should be running your solo campaign in 1:1 time, it makes all the difference.  AD&D Tables for terrain generation, towns, keeps, NPC parties, Dungeon, Treasure and more are invaluable.  You can generate a whole solo campaign world just from the back of the DMG.  Where I feel AD&D suffers in solo play is with combat, so I'm opting to run B/X for combat.  I may occasionally run AD&D combat solo, but I found after a 2 month campaign it got a little tedious.  The other reason I have my B/X around is I love the Tom Moldvay scenario creation tables.  I use them frequently.  


The next thing you need for solo RPG play is some randomizing material.  I love the Table Fables 2 book for the great tables for traveling encounters, and landmarks and sites.  I also got these great dice that randomize dungeon creation, dungeon features, terrain, treasure, weather, compass direction, and reactions.  All have their place and degree of usefulness.  The third thing you need for good solo play is a system of answering questions, likelihood of actions and decisions being successful, and the possibility of unforeseen events occurring. The OSR Solo book does that.  It gives die rolling methods for likelihood, NPC interaction, plot twists and more.  A very useful document.
 

Here is my self developed method for hex crawling.  I use it for solo play and in my group campaign for determining wilderness encounters.  Also included is a list of wandering monsters based on terrain.  I also use this d100 weather chart, tend to roll off the chart first, then use the weather dice on subsequent days to see how the weather changes.  I don't always get great results from the weather die, sometimes I ignore rolls that don't make sense.  I also have a set of 10 encounter scenarios based on the B/X Moldvay method.  Each scenario is a small blurb usually consisting of a site and a potential challenge for the party that can be solved in 1-2 encounters.  They are great to have so should a party be hex crawling, and you determine a location has been found you can just choose or randomly select a prewritten scenario.


Lastly the campaign map and character sheets.  I need to develop or find a more abbreviated character sheet for ease of use, but the full sized AD&D sheets are classic and serve fine for now.  The map I keep largely empty, the river is an actual Greyhawk river connected to the hex I run my other campaign in, and the NW corner of the map is the part that has been populated through solo play.  The large geographic feature in the center of the map is kind of the lost world area the players (solo or possibly at some point players from a group) will at some point in the campaign discover.  I have a basic idea what could be there, but there is lots of room for in-game developments.


That is my whole set up for solo RPG play, I feel it's just enough tools to give me variety and choice, but it's not overly complicated.  This is my Nappendixia open world solo/group campaign.  It's a sword and sorcery flavored world inspired by the fiction of Appendix N (duh).  I have yet to have any other players participate in this campaign, and I'm looking for players that want to either solo game on this map and combine the sessions into one game world, or also looking for players who may want to play in some 1:1 time sessions live online.  Please get in touch to participate in any way.

The Complete 6mm Vietnam War Collection

I completed the 6mm Vietnam minis I ordered from irregular miniatures.  Americans have the orange foliage.  


 





Finished My Vietnam 6mm Minis

 So I've been doing a lot of posts of minis lately.  Partly because I'm trying to get some of these projects done before Sumer ends, and partly because hobbying in 2mm and 6mm the projects paint up so fast.  I can easily get 7-8 bases of models done in a few hours of hobby.  These five bases of Viet Cong finish all my Vietnam minis.  Now to pick a system and cost out the points of each army  for the next step in the solo wargaming campaign.  Pics soon of the complete Vietnam armies.









Thursday, July 28, 2022

New Minis finished, odd and ends

 did some sci fi "good guys", a few vietnam, and some small terrain- crates and pigs.










Sunday, July 24, 2022

New 6mm Viet Cong Minis

 more 6mm viet cong bases, getting close to finishing all of my 6mm vietnam minis.  Also a base of huts/ primitive village.









New WW1 Minis and a Modular Bunker

 Did  a few more 2mm French and German bases for the WW1 campaign.  Also this 6mm dirt bunker I made modular so you can get different configurations.






Friday, July 22, 2022

Mar-Millor Campaign 1.0 Adventure Log Sessions 19-20

 Session 19-  Delving Lareth’s Lair


Day 42 8pm.  After dealing with the green slime, and due to the darkness, the party elects to sleep amongst the rubble and ruins of the hilltop.  They set their standard watch, and while Gruumsh and Draden are on watch, the woods at the base of the hill rustles, and the characters perceive it as some kind of signal.  Unsure, and unwilling to walk into a trap, they call out to it, but it makes no more noise or signs.  They pass the info on to the remaining watches and the rest of the night passes.  Day 43 morning.  In the morning, the party assumes their standard marching order, now including Rev. Ramsey and they decide to bring the henchmen, Manny and Mondy into the dungeon due to their own ineptness when left alone.  They smartly trigger the other green slime poised above the stairwell doorway with a long stick/torch and burn it on the floor harmlessly.  The stairs descend onto a large chamber with a wide passageway going south.  It contains a large rubble pile against the west wall, a door to the NE, but before long from the southern passage some zombies emerge, slowly pouring into the room.  The party doesn’t do too well with turning, but manages to pummel and slash them down without too much damage.  They find the southern passage to contain a series of cells with bars and barred doors lining the west side and a opening into a second chamber, which at first glance contained torture chamber devices.  A thorough search of the cells brought up a valuable looking gem, and a search by Draden and Mandigor in the torture chamber revealed both a trail of blood leading up to a large column in the room, and a secret door in the column revealing a tunnel down.  Deciding to take the risk, they decide to descend the narrow tunnel.  Carefully walking ahead, Malden scans in all directions for the presence of evil, finding nothing, but still very wary in the underground darkness.  The passage descends a level and straightens out heading south in a narrow tube ending in a dead end that could only be the backside of a secret door.  Mandigor takes point and opens the door cautiously with his shield out, only to find that the rustling of the secret door has aroused 4 ghouls living here.  Finding that the door opens into a narrow alcove of a larger chamber, and if he does not rush forward and push back the ghoul the rest of the party will be unable to exit the tunnel, Mandigor bullrushes into the 2 forward ghouls,  incurring some extra attacks that do not get through his armor and making a hole for the rest of the party to exit the tunnel.  The ghouls are particularly attracted to killing the paladin, as his protection from evil was quite effective against them.  But alas the plate mail armor of the party absorbed most of the ghouls blows, and they were taken out, Gruumsh only barely resisting the ghouls' paralysis due to Malden’s holy aura.  With the ghouls defeated, the party finds themselves in a large T shaped room with many many alcoves dug out along the walls.  The alcoves reveal themselves to be burial crypts, and the party agrees to search thoroughly.  Finding a dug out passage opposite the secret tunnel that could only be the ghoul vile lair.  They do however find a good bit of treasure, some silver, holy water, potion of undead control, and a scroll of protection from undead.  Beyond the lair, they find a maze of tunnels and a trail of gold pieces leading in, they avoid the obvious trap, wondering just what kind of trap they just avoided.  After searching 2 large areas, 2 combats, and a need for the party to rest, the session ends Day 43 noon.  



Session 20-  Brief Meeting With a Potential Ally


Day 43 noon.  After resting and searching the ghouls lair, the party leaves the chamber through the only hallway out of the crypt.  While on the twisting passage that moves mainly east, Mandigor picks up the signal of a shadowy figure hiding around the passageway corner.  He infers the signal to be some sort of ranger speak, and is reminded of the rumor of Zara the local ranger.  Attempting to return the signal, exactly that, a woman ranger reveals herself to the party.  Zara tells the party time is of the essence, Lareth keeps a close watch on her.  She is an unwitting participant in the kidnapping plot due to Lareth giving Zara’s sister to the Naga as blackmail to aid in the kidnapping plot.  Fearing her sister already dead, she sees the party as the best chance to defeat Lareth and vows to aid them in the final confrontation with Lareth.  She also tells them that on the floor above there is an ogre who works for Lareth and has his own set of prisoners that were payment/food from Lareth  in exchange for loyalty.  She says there are also 2 prisoners in Lareth’s chambers and they will be moved out tomorrow along the human trafficking chain.  She also tells them that at the end of this passage to the right there is a chamber with a large creature guarding a pile of treasure.  With that she disappears back into the darkness of the passage.  Armed with this new information, but unsure of the veracity of Zara, the party decides to test her clues by going back up the secret tunnel in the ghouls chamber back to the first level and seeing if there is an ogre with some prisoners.  They find just that, behind a small chamber filled with litter that had some well oiled and quiet doors that led into a larger chamber with 5 pillars, and a large ogre with a bardiche.  He pauses as if to receive a signal or message, then engages.  The fight is mighty, with the ogre dealing a heavy blow to the Paladin, but ultimately the grit of the party slays the creature.  They find a pile of copper, some silver and a fine cloak.  They also find a barred room containing 2 human merchant prisoners and a badly injured gnome prisoner.  The merchants offer a reward for the rescue, but the party declines, cures the gnome of some injuries and directs the freed prisoners to the stairs up and out of the dungeon.  In the search of the room a series of 2 secret doors is revealed leading to stairs down.  At the bottom of the stairs the hall goes two directions, the party searching south first.  It opens into a large room with 3 doors arranged on the far wall, and a hall leading to the west.  Searching the doors first, one causes a large clang down the hall the party came from, and before the 3rd door can be investigated a group of snarling yet cautious dog men holding longbows engages the party, acknowledging but not attacking.  Through crude attempts to speak gnoll, the party realizes the gnolls have been hired by Lareth as muscle, but the gnolls are unhappy with their pay.  The party entices the gnolls with a large pile of copper they got from the ogre.  The 9 gnolls indicate that for 6gp each plus an extra 6gp worth of coins to the gnolls will buy their loyalty and agree to leave Lareth’s lair and no longer aid him.  They depart through the southern door the party has yet to check.  Going back from where they came to investigate the clanging noise, they find an iron portcullis is now blocking the stairs they came down.  Continuing along the corridor, it ends in a second room identical to the previous one, with 3 doors set along the opposite wall, and a hallway leading out.  Choosing to investigate the hall first, they find 6 bugbears ready to attack.  Draden tries to throw out a Sleep spell, but the Bugbears get initiative and some of the spell hits the party.  Malden and 2 bugbears fall asleep, and the rest of the party dives into fierce melee.  The party defeats them but not before receiving a few wounds from the monsters.  They find the leader to be wearing a very valuable necklace as a bracelet.  With the combat over, some of the party feels the need to rest and heal, but others see the need for urgency as the prisoners are said to be moved tomorrow.  They decide to press on, as the session ends.  End Day 43 4pm.


Thursday, July 21, 2022

New Appendix N Scores From NJ!

Great score on the ERB Frazetta hardback, plus a REH Solomon Kane novel, and some Dave Stevens art.  Scored at Comic Relief in Lawrenceville NJ.



Monday, July 11, 2022

Mar-Millor Campaign 1.0 Adventure Log Sessions 17-18

 Session 17-  Tempting Fate With Reincarnation


Day 38 11pm.  The figure emerges from the cage behind Cirilli, a little dazed.  Gathering himself, he drops the hood of his cloak to reveal himself to be a huge half orc named Gruumsh, a thief.  A quick search of the room revealed some large chests, mostly empty save a few coins and Gruumsh’ equipment.  Rearming himself he tells the party that he had traveled to Orlane and discovered the strangeness of the town, and the strange Naga statue beneath the Golden Grain.  Just when he was figuring out that a Naga had a grip on this town, he was set upon by cultists, knocked out and locked up in the temple.  He had yet to be brought to the Naga, and Cirilli confirms that the chests normally contain the treasure of the people taken over by the cult, but the cult has very recently brought all the treasure and prisoners off to the Naga’s dungeon.    The new adventurer is welcome to the party, they quickly bring him up to speed on the combats and the likely mob that was coming up the stairs of the temple looking for intruders.  The party, feeling very despondent over the loss of Thantas, lament over anything that could be done.  They realize there may be a slim chance to retain a piece of Thantas body and attempt some type of magical reincarnation or resurrection.  Looking out the front window of the temple the party spies a mob of cultists pouring into the temple entrance, and elect to rush to the back of the building and make their egress out the back window, closer to where their rope over the outer wall was left.  They make it to the back room where they left Misha Devi, who is surprisingly still asleep.  They bar the doors as best they can and attempt to set ropes and break the glass to climb out the window.  Mandigor decides to try to take Misha with them as a bargaining chip/prisoner, but as the party was trying to scurry down the rope, the cultists broke into the window, and he instead just hurled her out the window, almost killing her.  Upon getting on the ground in the back of the temple, the guard and remaining wolf immediately spot the party and begin calling out.  A barrage of arrows took out the wolf, and the feeble guard was reluctant to engage, but continued to yell.  The party was able to escape over the wall, but had to leave Misha behind, if she was even still alive.  Upon breaking for the woods and meeting back up with Mandy and Mondy, the pair reported weeing a group of 3 people walking with a  prisoner with a rope tied around their hands.  They noted the location of the strangers trail, but decided not to investigate.  Instead they decided to return to Ramne the hermit. They get to the trail that leads to Ramne and decide to camp due to exhaustion.  They rest from midnight of Day 39 until 9am, then travel and reach Ramne around 2pm.  Being the most arcane knowledgeable person the party knew, they hoped he had some answer to their Thantas problem.  He is noticeably saddened by the story of Thantas death, and searches through his arcane scrolls and gives Draden a scroll of Reincarnation, saying he can no longer cast it, but perhaps Draden could.  The party elects to tempt fate and see what kind of reincarnation Thantas will return as-  after working the magic of the spell, Draden managed to return Thantas as an Elven Assassin!  Thantas, keeping his thoughts and personality, but now having the knowledge of a new profession in a new elf body.  They decide to rest the rest of the day, allow Thantas to recover from the reincarnation and assess all their clues and options.  They realize that now that they have met Cirilli, who has been to the Naga’s dungeon, and Ramne’s weasel Whiskers now has her scent, the party can use the weasel to track to the Naga’s lair, which they earlier discovered to be somewhere in the Rushmoors.  They also have the strangers trail that Mandy and Mondy saw while the party was in the temple.  That trail led into the Dim Forest, and they do remember the prior clues that said the kidnapper Lareth, aka The Master, had his lair in the Dim Forest.  Seeing how the cult is probably now hyper aware of any more assaults on the town or the temple, the party decides that returning there is probably not productive, and that ending the curse of the Naga will likely take them on a wilderness adventure to find the Naga and possibly Lareth’s lair.  End session day 40 morning.


Session 18-  Trek to the Naga’s Lair, Perhaps?


Day 40 morning.  The party decides to depart Ramne’s Glade, using Whiskers the Weasel to track them from Orlane to the Naga’s lair.  They make arrangements with Ramne and his forest animal friends to get a message back to Gregory, Malden’s squire, and the rest of the hirelings.  He sends a forest creature to Cedar Crossing with a note from the party to meet them in the outskirts of Orlane, Ramen will keep an eye out for them and secret them to his knoll until the party returns.  They take a wide berth of the town and pick the trail out of town back at their rendezvous point from the temple assault.  They figure it will be a day's travel to the Dim Forest, then probably three days travel through to the Rushmoors.  From there it could be a few more days into the swamp until the weasel tracks the lair.  The first day of travel is rather uneventful.  The party avoids Orlane and any patrols of cultists, later on they find some reptilian tracks that cross the main road, following a gully depression across the road but then turning almost parallel to the road.  Unsure, but after inspecting the tracks, it is likely they are Troglodyte tracks; they decide to continue on the road.  Later that evening, during Draden’s watch, he observes a flying projectile hurtling through the sky, flames trailing behind.  It crashes many miles into the Dim Forest.  He notes the location.  Day 41-  After discussing the meteor-like object from the night before, the party sets out, traveling into the Dim Forest proper, after several hours of traveling through more and more densely grown forest.  At midday the trail widens and the scrub from the forest thins, the party is traveling through this wide pathless tract when they discover a cave perched atop a small round hill formed of cobbles, boulders, and loam.  They spy a few larger bleached white femur bones of possible men or other humanoids outside the cave.  They approach, wondering what could be inside, quietly they listen, and hear bear-like growling from inside.  Thinking the wiser of possibly disturbing a bear and her cubs, they creep back down the hillside and follow along until the road forms back more solidly.  Later that day, moving cautiously along a densely wooded and muddy ridgeline, a few members of the party at the front of the line trigger a trap that sends them hurtling down the hillside through a muddy track into a heap, fortunately they take no injuries.  At the base of the mudslide, the party gathers with those who did not fall, and they discover yet another of the hiding shacks that the kidnappers are obviously using to traffic people.  Thinking it empty and deciding to destroy the shack, they immediately realize it is locked and there is a very real person inside the shack, shaking it and yelling.  Smashing the lock and freeing the prisoner they find it to be Draden’s old companion Rev. Ramsey.  They had met initially when the party first arrived in Orlane, then Rev. Ramsey intended to head back east to the Wild Coast, to try to form a party to fight the kidnappers.  He tells the party he did not make it very far outside of Orlane before being kidnapped by a group of humans, one of which was wearing a spiderweb detailed suit of chainmail.  It must be this Master, this Lareth, they had already heard that the Master had his main lair in the Dim Forest.  Rev. Ramsey said he was left here by the 3 kidnappers to be gotten later.  They had a second kidnapee who was more cooperative that they kept moving along.  He gathered that Lareth’s lair was one day away, but that would not take them in the direction of the Naga’s lair, Whiskers confirms.  The party has a decision-  follow the trail to Lareth, or continue on to the Naga’s lair.  Figuring it only 1 day away, they decide to investigate Lareth’s lair now, and hopefully only shortly postpone the trip to the Rushmoors.  They equip Rev. Ramsey as best as they could, giving him the magic chainmail from Abramo, a shield, and a club.  They make camp and set up guards for the night.  It goes uneventfully.  Day 42.  Another day of travel.  At one point along the road they spot a large rock off to the side.  Investigating, they encounter a huge boulder 25 feet diameter, bound to the ground by several heavy chains crossing over the top of the boulder and bolted into the exposed bedrock around the boulder.  No markings are located on the boulder chain, or area.  The party is unsure if the boulder itself is the thing being chained to the ground, or if the boulder covers a hole or portal in the ground and acts as some type of cover.  A little disturbed, the party moves on.  They travel the rest of the day into denser and denser forest, the Dim Forest letting very little light penetrate to the forest floor.  At dusk the party comes across a clearing in the forest containing a small outcropping upon which is the remnants of a ruined round tower.  After careful investigation of the hillside and the tower ruins, Gruumsh the thief leads the party up the hillside and descends the stairs leading down inside the tower ruins.  Even being sneaky and having invisibility cast on him, his footsteps are still picked up by a green slime hanging on the wall above the bottom of the stairwell, it lands right on top of Gruumsh.  He calls out and begins removing his armor.  The party assists him in scraping and burning off the slime, and though singed and armorless, Gruumsh survives the encounter.  The party regroups outside the stairwell entrance, ready to descend again, or possibly get rest and try again in the light.  End session 8pm Day 42.


Campaign Carnival After Action Report Scenario 2

Battle 2 in the Campaign Carnival hosted by Purple Druid.  This one was pretty one sided, the humans had a chance, they rolled the dice and did not finish the job.  

The Scenario was for the humans to move the wagon train east along the road to the town, orcs were to block them.  


 After Action Report-  Campaign carnival Scenario 2.1 Blockade


Rules-  Chainmail 3rd Edition


Force Composition-  Original Forces


Baron Elizabeth’s Guard


4 Light Foot  4

10 Armor Foot 25 2 killed game 1

8 Archer         32

10 Heavy Foot 20

8 Light Horse 24

8 Medium Horse 32 8 injured game1, out game 2

8 Heavy Horse 40

Hero Magic Sword 30

Hero Bow 23

Wizard 50

         280


Gnashers Redux (using normal troops points, not orcs)


10 Armor Foot     25

8 Archer             32

10 Heavy Foot     20

10 Medium Horse     40 2 killed game 1

Hero/Bow/Mag Arrow 33

Hero     20 captured game 1

6 Light Horse     18 2 killed game 2, 2 injured game 1, out game 2

4 Heavy Horse     20

6 Heavy Foot     12

Giant     50

Wraiths             10

            280


Force composition for Baron Elizabeth- all units not used in scenario 1 (the wizard, lt. horse, med. horse, and armor foot are not available)


Baron Elizabeth’s Guard- Green bases


4 Light Foot  4

10 Armor Foot 25

8 Archer         32

8 Heavy Horse 40

Hero Magic Sword 30

Hero Bow 23

        154


Gnashers Redux-  60% of force after casualties from game 1, I did ten units on the list, so 60%- the first 6 units I roll for on d10 are in the fight.  Here are the results-


Gnashers Redux- Gray bases (using normal troops points, not orcs)


8 Archer                 32

10 Heavy Foot         20

10 Medium Horse         40 2 killed game 1

Hero/Bow/Mag Arrow 33

4 Heavy Horse         20

Giant         50

                        195



Scenario-  terrain- I placed the road as written, and drew cards for terrain.  I drew 2 forests in the south, and 4 hills in the northwest corner. I put a town at the end of the road just for funsies, it’s the Baroness’ hometown in Whitehart Wood, it needs a name.




In-Game Events-  Deployment-  The Hero and Lt. foot line up in front on the road with the wagon train behind.  The Hvy Horse and Hvy Foot form lines north of the road.  Archers take the hill south of the road, but will likely have to move turn 1.  The orc Hvy Foot form a line over the hill, the archers take the hilltop, and the Wolfriders skirt the base of the hill.  The Giant and the Lt Cav form the spear tip.  Seeing that in Chainmail wagons only go 6” (and I’m using ½ movement rates due to 2mm scale)  so the wagons can only go 3” a turn, or 3 ¾” on road, but in Chainmail wagons and horse get and additional move bonus on road, so i’m going to use this too.  Otherwise the wagons couldn’t get across the board in 6 turns.  The wagons will move 6 ¾” on road, but only 3” off road.  




Turn 1-  I’m ruling the army on the road (A) has initiative due to their moving fast on the road.  The lt. Foot with hero and wagons move on the road.  The archers move off the hill and right, med cav and hvy foot advance in line.  Orcs respond by moving the hero and line of hvy foot over the hill towards the road.  The giant launches a boulder at the med cav, but it lands wide hitting nothing.  The orc archers make a full move and beat the med cav in a roll off, and kill one in missile fire.  The Orc chariots were not in charge range, so they moved to meet a melee on the road.  Then the orc med cav charges the med cav and hero.  They don’t run, and kill one unit in melee and win morale causing the orcs to back up in good order.  I ruled that the orcs couldn’t wrap around the side of the line on the first turn of melee, they could wrap to flank on the second turn unless the flank is more exposed.  Things actually look ok for the humans right now, the giant is a little penned in due to the retreat.


Score-  Humans 0, Orcs 0


Turn 2-  Turn 2 was critical for the humans to get initiative.  They did not.  Orcs went in hard.  Orc archers stood still to get off 2 shots, damaging the med cav first.  Orc wolfriders charged the hero and the med cav, both sides took a casualty and melee continued.  Chariots charged the hvy foot, they held, but took 4 casualties and fell back in good order.  Giant moved to block the road, and the column of orcs and hero block the road behind the giant creating 2 huge obstacles before getting to town.  Finally, the archers took their second shots on the advanced wagons and killed 3 of 4 wagons, scoring a point for killing a unit of wagons.  












Score Orcs 1, Humans 0


Turn 3-  Humans won initiative and elected to let the orcs move first.  The chariots recharged the hvy foot, they each did casualties and then each failed morale and were removed from the battle giving 1 VP to the orcs.  The hero and med cav stayed locked in combat with the wolfriders, did a casualty and they failed morale and turned and ran.  The giant moved off the road and charged the hero and lt foot, wiping them all in combat (13 dice, the giant is a little too powerful for this list)for 3 VP.  The human archers did a casualty on the chariots as they charged the hvy foot, and orc archers did 2 casualties on the lt. Foot before they got charged by the giant.  The wagons moved up the road a little, but had to stay out of range of the orc archers' second shot.  


Score Orcs 5, Humans 0


Turn 4  Orcs win initiative and that pretty much ends it.  The giant kindly elects to gobble up the wagon horses (1VP) instead of wiping another unit.  I think I’m going to swap out the giant for a unit of ogres for the rest of the campaign.  It’s too strong without elves and or multiple magic swords/arrows.  Regardless, the orc archers kill the last of the med cav (1VP), allowing the hero to turn tail and run off the board.  The human archers also take off for the board edge out of bow range and the orcs do not follow since they already have the entire wagon train.  I’ll end it here with a full victory for orcs.



Score Orcs 7, Humans 0


Final Score-  Orcs 7, Humans 0


Duration-  4 turns, about 1 hour set up, 2 hours play, (plus and hour of looking up rules for giants, throwing rocks, magic swords, morale casualties, and how cav attack when standing still), casualties will probably take 30 min.


Conclusion-  I translated the scenario from a long rectangular board to a square board, so the way board sectors worked out I probably had the Orcs too close to the road.  If I was to do it over I would put the road about 10” south of where it was.  The scenario also has a lot to do with how fast you want to make your wagon trains to be able to move.  I was hoping to punch through the enemy line, but the loss of initiative on turn 2 was bad for that plan.  The other way would have been to face my human army to receive the orc charge, then start moving the wagon train after the orcs have been softened up.  I didn’t think I had enough time for this option so I went for the rush across the board from turn 1 tactic and it was too risky a plan. As I said before the giant is just too strong for this small size game.  I think in Chainmail it’s intended if you have giants in the game, the other side needs ample options to deal with it and 1 magic sword is just not enough.


Status of Casualties-   Captured- 1 Orc Hero, 1 Human Hero


(rolled per base) Humans- Killed-  1 hvy Cav, 1 hvy Foot,  Injured-  1 hvy Cav, 2 hvy Foot (out game 3)


Orcs-  Killed-  none  Injured-  1 med Cav (out game 3)


Nappendixia Campaign 2.0- session 81

Nappendixia Campaign Session Report Session #-   81 Session Date-   4/24/24 Time Passed-   11 days (4/24-5/4) Roll Call-   Harry- T6 ...