Showing posts with label Dark Passage. Show all posts
Showing posts with label Dark Passage. Show all posts

Tuesday, March 12, 2019

A Band of Joyous Heroes: Actions and Combat


Actions


Combat

I'm a big fan of rules that can be distilled onto a single sheet. I don't think that will be possible with A Band of Joyous Heroes simply because of all the spell and creature descriptions that take up too much space, however, I can still make the attempt!

Yesterday I sent my latest draft of the first card: Actions on the front and Combat on the back. See above for what they look like. The are derived from the Dark Passage naval game I ran a year or so back. I'll be providing a detailed explanation later. Right now I'm trying to get ready for Cold Wars.

Wednesday, January 23, 2019

The Ship!


The Ship!


Over 18" long!


Stern Castle


Stern


On the deck



Overhead


Luverly!


4" Beam

Height of Stern Castle is 5" (to top of rail)

This mighty was originally a 28mm Dhow made for a friend of mine by his Father-in-law. He gifted it to me after I did my Dark Passage naval game - Thank you again, Mike! :-)

For a home made model I don't think its that bad. The sides are not perfectly symmetrical but it has a sort of fantastical look to it. Its definitely got a "Dawn Treader" vibe to it! Which is what I want, as my ambition is to use it as a basis for some sort of large warship for Tekumel naval games. 

If you look at the cover of the Empire of the Petal Throne box you can see ships and boats drawn by Professor Barker; they have more fantastical forms than boring old Greek or Roman galleys! That is what I want to achieve. 

What I want to do is somehow mould this in resin and then make variants of it. The question is, how to best go about moulding something so large? It is 18-19" long, 4" wide and 5" tall at its highest point. and it has railings, which are surely going to cause problems. 

So I guess I'm off to YouTube to look for advice. If you have any advice or information please feel free to offer it! Thanks in Advance! 



Saturday, September 17, 2016

Dark Passage: The Pirate Lords of Háida Pakála


GW Tryanid Carnifex heads


GW Tyranid Hive Tyrant heads


GW Lizardmen Bastiladon (L) 
and Tyranid Exocrine (R) heads




GW Tyranid Tyrannofex (L) and Hive Crone (R) heads


GW Tyranid Tyrannofex heads 
(single variant shown twice)


GW Imperial War Manticore heads


GW High Elf Flamespyre Phoenix heads


GW Lizardmen Stegadon heads

Recently I started working on something I have been thinking of doing for a while. That is, taking bits from existing plastic kits and using them to make faction specific conversions to my Khmer galley and war canoe models. The intent was, and still is, to get proper Khmer and Cham prow and stern posts done. That is just taking a little longer than I had hoped. Still on "the list" though!

Anyway, a little while ago I picked up the heads shown below, sold as bits from a couple of ebay sellers. Given that I only needed the heads, why should I buy the whole kit?!

I have both full versions and cut-down hulls for both the galleys and war canoe models. The galley is 12" long and the war canoe 8".


Full and cut-down galleys

Looking at the bits available, I thought different ones would be suitable for various factions. One faction I am particularly interested in is the Pirate Lords of Háida Pakála. I particularly like the idea of using the GW Tyranid heads with the Háida Pakálan warships. My second choice would be to use them with the Tsolei Islander vessels, but I have found an alternative for them.

Below are the various heads shown blue tacked onto the galley and war canoe hulls. The idea of course would be to use greenstuff (or similar) to build up the hulls to suit. I think that the Tryranid heads make quite fearsome figureheads. Just the sort of thing the Pirate Lords would want!


Exocrine head on a war canoe



Two different Hive Tyrant heads 
on the war canoe


Carnifex head (variant 1)


Carnifex head (variant 2) - note poison sacks!


Carnifex head (variant 3)


Carnifex head (variant 3) 
shown from a different angle


Tyrannofex head shown on galley


Hive Crone head on galley



Hive Crone head on cut-down galley



Tyrannofex head 
shown on cut-down galley



Tyrannofex head variant
on cut-down galley

I mentioned the Islands of Tsolei. My thinking with these is to use GW Lizardmen heads. I've shown the Stegadon heads below, attached to cut-down galleys. I'm also thinking that Saurus Warrior and Temple Guard heads might suffice for the war canoes but don't yet have any to test the idea.



Stegadon head variants
on cut-down galley

Lastly, I think that the War Manticore and Phoenix heads are well suited for use in more civilized navies. So I am assigning them to the Tsolyáni navy.



War Manticore head variants
on cut-down galley


Phoenix head on full galley

In the next part, I'll describe some of the wilder ideas I have for these vessels for use with my Dark Passage naval skirmish rules.

Sunday, January 3, 2016

Dark Passage - the Anatomy of an Naval Scenario, part 3: the Game

Here then, is finally the account of the naval scenario we played out at Fall In, this past November. Apologies for the delay in typing this all out. The game was played in the open gaming area (used for the flea market during the day) hence all the empty tables. We started to set up about 7:30 but didn't actually start playing until much later, continuing - if the time stamps on the photos are to be believed - until after 1:00AM! I honestly didn't feel tired. I guess when you are "in the game" you ignore everything else. :-)

The basic premise was that the Princess Ma'in and her entourage are sailing serenely down the Gulf of Perudaya in two sailing ships, having visited her brother's pleasure palace in a nearby bay. There is an early morning mist that reduces visibility to the length of the range stick. Beyond that you might see shadows but not much else. The tide is going out and the two vessels are moving slowly with the tide down a known channel. There are large sandbars in the Gulf that become exposed as the tide recedes and so it is necessary to navigate carefully to avoid running aground.

Unfortunately for the Princess the Gulf is quite a busy place that morning. A Haida Pakallan pirate ship is lurking in the mist, as is a Mu'ugalavyani raider galley. Both would dearly like to earn a Princess' ransom! To further complicate matters a spawn of vicious Hlutrgu has drifted into the Gulf. These vicious beasts will attack any humans they encounter, torturing, killing and eating all - though not necessarily in that order!

The game was played with an action deck of cards to determine turn sequence, each ship having two cards. 

There was also a Tide card to regulate how fast it was going out. Each time it was played the sandbars all moved one short length across the table. The ships were not moved as all were drifting at the same rate. In addition, each sandbar was gradually increased in size and new sandbars added. The idea was that gradually quite large sandbars might be exposed and some vessels might end up grounded. This would turn the vessel into a wooden fortress on the sandbar until the tide came back in to free it once more. Theoretically, two vessels might be grounded on the same sandbar and attacks could be launched from these newly created citadels. Of course, the Hlutrgu would swarm onto the sandbars and assault these fortresses in earnest. Sadly, this never came to pass - but it could have! :-)

I might have used a Turn End card, but honestly I can't remember. At the start of each turn we re-spawned 2D6 worth of Hidden Markers. These started near the edges of the table and were placed so that all vessels were threatened all the time. They had a card and all moved at 'M' rate towards the nearest human vessel. If they got within sight a roll was made to determine what each marker was. Most were Hlutrgu coracles holding either five or nine of the critters. A "sea monster" was another possibility and also local fishermen seeking safety. 

The Sea Monster was a generic beast with armoured scales and taking 3 hits to kill. In the game it turned out that there was a pod of the creatures in the Gulf that day as I think at least three attacked the vessels and were slain or driven off.

The local fishermen were Tsolyani who could have been added to the crew of any friendly vessel as additional sailors. Unfortunately they discovered the vessel rescuing them was Mu'ugalavyani, who were no doubt happy to supplement their complement of galley slaves! 

The Hlutrgu were allowed to move at 'L' rate once placed as they were keen to come to grips with their prey. 



Foreground: the Princess' ship, following the escort vessel.
Background: Tsolyani naval galley coming to the rescue.


Another view, also showing some Hlutrgu coracles 
previously hidden by the morning mist.


Some local colour, in the form of a "Sea Monster". 
Mu'ugalvayani raiders seen in the background.

The initial stages of the game were marked by Hlutrgu and Sea Monster attacks. The latter were mostly on the Tsolyani who seemed to have sailed into the midst of a pod of the creatures. The Hlutrgu, however, proved troublesome to all parties. I think all vessels were boarded at least once by the vicious beasts. 

The pirates were able to target the Princess' escort vessel as the Mu'ugalavyani were still maneuvering into position. Mind you, I think the raiders were under assault be Hlutrgu at the time so I think they were happy to give the pirates "dibs" on the Princess. 

The larger Haida Pakallan ship slid along side the smaller escort vessel. As both were sailing vessels there was no shearing of oars. A good thing as I hadn't worked that out in the rules yet! As the pirates came along side they dropped down onto the deck of the escort vessel and a fierce melee ensued. This was complicated by Hlutrgu climbing up over the opposite side at about the same time.  

The pirate crew included four Ahoggya who were quite impressive in combat. The Princess, on the other hand, had her entourage of Heroes, which was split between the two ships. The Ahoggya had a great armour save, took two hits, and could attack each figure they were in base with. The heroes were better skilled in fighting and took a random number of hits to kill. Each time one was hit they rolled a D6 and as long as they rolled equal or higher than the number of woulds taken then they could fight on wounded. A '6' always allowed them to carry on. In the game several were killed, IIRC one to a single blow and the others after taking a few wounds each. 


The Haida Pakallan pirates engage the escort ship.


A confused melee ensues...


...complicated by the fact that Hlutrgu keep drifting 
out of the mist and boarding as well. 


A seemingly endless supply of Hlutrgu coracles!


Overview of the action, late in the game.


Another view of the situation.


The Hlutrgu spread to the pirate ship.


The two vessels drift by each other...


This picture shows the sandbanks becoming 
exposed as the tide goes out.



The Tsolyani Navy moves to intercept...


The Tsolyani Priest animates the Pirate's anchor chain!

I handled magic in a simple manner. The mechanics are described on the cheat sheets, but the spells themselves were only described in vague terms. Each vessel had someone who could cast magic. I declared that one could cast a "shootie" spell (like "fireball" or "magic missile") or some sort of summoning enchantment, or practically anything else the players could come up with - though it would be approved or rejected by the referee. 

Only the Princess' House Priest really did any magic in the game, however. IIRC the Mu'ugavlani tried but were not successful in their casting. They might have summoned a wave to sink a coracle. The Pricess' mage, however, first cast "Mage Fire"- which burns with black flames - at the pirates and then animated their own anchor chain as a sort of giant golem!  That occurred right at the end of the game - it being so late, we had to call it. By that point the pirates were in a bad way, having suffered a severe holing after being rammed by the Mu'ugalavyani raiders, their crew reduced from melee with Hlutrgu and Tsolyani heroes, and now also having to deal with a Chain Golem!


Another view of the melee. The Mu'ugalavyani in 
the background are also fending off waves of Hlutrgu.


The Mu'ugalvayani galley rams the Pirate vessel!

The game ended with the Princess and escort maneuvering around the stricken pirates while the Tsolyani Navy prepared to ram the Mu'ugalvayani raiders amidships.

I think all the players had fun. I know I had a great time. I've since had time to revise slightly my cheat sheets and make a couple of improvements. See below.