Welcome!

Welcome to the Blog of a Skirmish wargamer! I hope you enjoy reading it!



All my rule sets are freely downloadable from our club website's Downloads page





If you need to contact me my E-Mail address is richardbradley5@gmail.com







Saturday, 11 January 2025

Sword Weirdos 3

 Today we were asked to play Sword Weirdos again. We had a couple of games in a sort of knockout format with the winners of the first games playing each other while the first game losers played each other too.

I will detail my first game against Lawrence, later on Phil will add his first game against Rhoderick.

The 2 tables together. Phil and Rhod were playing in the jungle!

Lawrence used a Necromancer and 4 minions.
I used Conan, Valeria, Subatai and Akiro. I advanced in the first turn.
Lawrence also led his party past a building...trying to get an advantaged position.
I got my party behind a rocky hillock.
Lawrence spread out taking position in the ruins.
Akiro spotted an enemy in the Dwarven ruin.
...and zapped him with a Magic Missile!
First blood to my guys!
The Necromancer raised the dead warrior as a zombie!
Subatai and Akiro were trading shots with...
...the enemy archers!
As can be seen Conan and Valeria were closing with the enemy swordsmen.
One of them charged Subatai, but failed to hit him!
Akiro had staggered one of the archers.
They shot back when they had recovered their mojo!
Poor Akiro wasn't hit, but had to dive for cover!
Conan attacked the second warrior, but despite having every advantage (well, he is Conan after all!) - he failed to hit!
I sent Valeria to help Conan, but she missed too!
Subatai drew his Slashing Sword and disemboweled his attacker!
At the end of this turn I was slightly ahead, but it could definitely go either way!

The following turn, Conan minced their opponent, and Valeria dealt with the Archer...they weren't dead but driven back and down!
That was the end of the game, 5 turns.
I had won this one, but who would I be facing in the next round?

Phil's game will appear here as soon as he can... well, here you go!

Table view for our parallel games of Sword Weirdos.
While Barbarians and Necromancers clashed at the far end among the ruins, my greenskins would take on some snakemen in the jungle.

75 point force: Truffles the Hog (and Pedro), my leader. They've got the 'monstrous' trait, which means opponents have to make a willpower test to close with them. Orc barbarians Grundles and Jimmy the Heid, goblin archers Rolf & Mervyn.
The warband has the 'fanatic' trait, which gives everybody a willpower buff.

Their initial opposition: Rhod's new snakemen.

They're all high-dice characters with bags of abilities, but there's only three of them, thank goodness.  Their leader (the chap with the lime-green sword and tower shield) also has the 'monstrous' trait. 

Looking at the colour choice one might be forgiven for thinking Rhod has a deep-seated hatred of the human retina, but no: they're actually painted as the snakemen characters from 'Masters of the Universe'. Nerdy cool points awarded.


Early doors... as I push forward, this snakey hunter gets line-of-sight on Jimmy the Heid and unloads his crossbow at the luckless chump. The 'two footprint' counter shows that he moved twice. Ordinarily that would entail a hit penalty but the 'hunter' class ability negates that. He gets two 'reload' tokens though, because his weapon takes two actions to reload.
Talk about an easy target!
Jimmy catches the bolt on his legendarily massive heid and drops like a sack of taties, both 'staggered' and 'downed'.  
Fortunately, his next activation sees him shake off his daze and duck behind cover.
Both sides push forward. The snakemen seem intent on seizing the ruined house. My greenskins move to attack from two sides, Rolf and Mervyn covering from the right while the beefy melee types swing left.
*Note round-counting pink die atop the crag. Once past round 4, we must dice every round for game end.
Rolf exposes himself for a shot at the spearman... 
He gets a hit, but a poor damage roll merely forces the critter to dash for cover.
The reptilian crossbowman already having acted this round, Mervyn leaves cover to twang an ineffectual arrow at him, hitting nothing but foliage.
Round 4 - perhaps the last of the game -  commences with neither side having achieved anything concrete.
Mervyn and Rolf threaten to bracket the serpent chief. Rather than risk a crossfire he wisely elects to seek shelter in the ruin.
Denied the target hed hoped for, Mervyn tries a speculative shot against the cowering spearman, with stellar results: staggered and downed!
There's nothing Grundles likes better than a helpless foe! His barbarian charge ability gives him the extra move distance he needs to reach the groggy ophidian and lop off his head!
Snakey crossbow vengeance looms for Grundles... a hit strikes home!
..but an underwhelming result roll merely forces him to flee, severed snakehead clutched jealously to his bosom.
The coldblooded crossbowman having acted, Truffles and Jimmy the Heid are free to dash for the ruins without fear of potshots. 
Jimmy's barbarian charge ability gets him into contact  and a successful willpower test allows him to close with the monstrous serpent.  He swing his scimitar... and misses. He swings his axe... and misses.  Jimmy is in a LOT of trouble.
Jimmy the Heid can only stand flat-footed as the Viper King lunges at him... and strikes home!
His damage roll...
Is a 2.
A result which elicits an immediate attack of opportunity from the intended target!
It takes Jimmy a moment to realise he's not dead, and not being one to overthink matters, he CLEAVES the reptilian rascal atwain with a phenomenal riposte!
Our continuation roll dictates that round 5 will be the final one. However, the orcy bois are content to let the surviving snakeman flee ignominiously while Truffles rolls in their chieftain's spilled guts like a spaniel in fox poo.


The End! - Thanks to Phil for his entertaining account!

Naturally, the second game Phil trounced me too! - only Conan survived!


Saturday, 4 January 2025

Who...do you think you are?

 Today we were a bit short of players at the club, but Phil was able and willing to help me make the most of the lack of players by playtesting my newest rule set, Dr Who!

Its only in a beta version so far and is only really suited for outdoor adventures, though I have ideas for expanding it in different directions if this first set works.

I will try to give an idea as to the systems I used...

The small village of Shillingbottom

All is quiet, even for a sleepy village like this.
An area of rough ground at the edge of the village echoes to a familiar mechanical wheezing sound....
A Tardis appears!
The Doctor (Phil) stepped out, followed by Sarah Jane (me).
Sarah Jane ran ahead, glad to be back on Earth.
The Doctor moved towards a garden opening.
Oddly, nothing was to be seen or heard.
You can see the Portal Markers - these move if you get close, but each turn you dice to see if anything appears at one of the visible markers. 
As you can see, the markers moved behind a tree (left) and a small barn (right)
The Doctor went towards the telephone kiosk, while Sarah Jane went to look at the barn.
The Doctor stood, looking around, wondering if the place was deserted.
Sarah Jane moved round the barn towards the road. (sorry its blurry!)
She peeked round into the road, there was a slight sound in or around the barn.
The Doctor crossed the road to knock on the door.
The Portal markers up the road triggered an ambush, and we randomly got Autons (The Nestene Consciousness), two Autons, weapons raised, approached the Doctor, who raised his hands.
The Doctor was driven towards a house.
Sarah Jane had found the prisoners a 'Supplementary quest' card we had picked up earlier had directed us to rescue. Sarah Jane couldn't help the Doctor so this was a useful thing to do. 
She then went to see how the Doctor was getting on!
The Autons had imprisoned him in a containment field!
The prisoners Sarah Jane had rescued made their escape.
Sarah Jane called to the doctor, and, as she had planned, the two Autons moved towards her.
As they raised their pistol hands, she ducked back behind the building.
She moved quietly, waiting for a chance to help the Doctor.
As the Autons looked for her she ran over towards the Doctor.
Spending the 2 cards she had, she released the Doctor, but the 2 Autons were soon in pursuit.
All this activity had generated several cards for us, but also 3 more Autons.
Sarah Jane had found a stick of Gelignite and threw it at one of the Autons, amazingly she put it at its feet and managed to destroy it! (Lucky girl!)
After discussing with the Doctor, she then ran over the road, attracting more of the Autons there. She was lucky, being narrowly missed by an Auton shot!
She managed to get across the road safely though!
Bypassing the house she went into hiding behind some bushes.
The four nearest Autons followed her.
The Doctor had been making an improvised smoke bomb, so, evading the Autons looked in the house, where the Nestene Consciousness prime node was (Sarah Jane had heard it earlier if you remember!)
The Doctor deployed his smoke bomb!
He then moved to the house and retrieved the Node.
One Auton across the road was a bit confused, but having the brain of zombie it didn't move to investigate!
The Doctor destroyed the Node, and the Autons began to collapse.

Wafting the smoke away, the Doctor went to join Sarah Jane and return to the Tardis, their work here was done!

Ready for a new adventure no doubt!


I made a couple of minor rule changes as we went along, but am pleased to say we both enjoyed the game, and will try it again sometime!