Saturday, April 27, 2019

A Host of Swords

  I infrequently post about magic items unique to my games (see Magic Item under labels) but I rarely talk about swords, especially powerful ones.

  But I have them! Here are a few:

Seaward Weapons
A almost 40 year old AD&D 1e campaign

Mor Altach: Long sword of Wounding. +1 to hit (only). Intelligence of 12-14, Chaotic Good. Speaks a few languages. Can be used by barbarians. Doubles the chances of a barbarian that wields it to go berserk. Can emit light as a lantern (this can be varied or turned off). The following special powers are 'secret' and must be learned through use and experience.
  Once a person that wields it as their primary weapon has leveled up twice it acts as a Ring of Free Action. Once its wielder has used it to kill a Devil it is +4 to hit devils. Once its wielder has fallen 21' or more while holding it, it acts as a Ring of Feather Fall. Once a person that wields it as a primary weapon has leveled up 6 levels it becomes +4 to hit and damage (if the Devil ability is activated, it is a total of +7 to hit vs devils). Once its wielder has failed a Petrification save while holding it, it grants a +4 on all saves vs Petrification.

Rupert's Blade: +3 broad sword. Wielder can boost their strength to 18/00 once a day - this lasts 5 rounds. Wielder also has a +2 save vs poison while holding it. Anyone wielding Rupert's Blade can instantly recognize an undead on viewing by type and kind (i.e., a master vampire, a frost zombie, etc.) and are immune to characteristic loss, level drain, etc. from any undead they can see.

Lawbringer: +4 longsword. LG, Int 13, can communicate with emotions and vague imagery.  The wielder can Detect Evil as a paladin. It is a holy weapon: in the hands of a paladin it is +6 and doubles the range of the paladin's Detect Evil ability and grants all powers of a holy sword as listed in the PHB. Lawbringer cannot be Cancelled, Disjoined, or otherwise disenchanted unless the being doing so is a Lawful Good cleric of 18th or higher level.

Thresher: Two-handed sword. +3 to hit, +6 to damage. It doubles the number of attacks versus low hit dice creatures to a maximum of 30 attacks/round.

Drachenbane: +3 two-handed sword. It does double damage to all drakes, dragons, and such creatures and versus chromatic dragons it does increased die as well (i.e., versus a dragon turtle it would do 6d6, but against a red dragon it would do 6d8).

Blackstone Weapons
From my 12+ year old 2e campaign.

The Seven- seven two handers of unmatched power. The ones seen by players-

Gatekeeper: +4, +5 versus extra-planar/summoned creatures. Once a month it can automatically permanently seal any Gate by touch. Wielder has a +1 on all saves, +2 versus Summoned or extra-planar creatures.

The Paradigm: +7. It's pluses do not get reduced by planar travel, etc.

Staredge: +4 to hit only. On a natural 18 or 19 to hit it does double damage. On a natural 20 it does double damage and will sever an extremity as a Sword of Sharpness.

Swords that are not of the Seven.

Death's Sting: +7 long sword, does double damage. (Destroyed).

Magekiller: +3, +5 versus arcane spellcasters or creatures with spell-like powers that mimic arcane spells. Grants anyone holding or carrying it a +2 on all saves versus spells or magic items and reduces damage from all magical attacks by -1 h.p. per die (minimum of 1). When in-hand it gives it wielder a 50% Magic Resistance. While intelligent and strong-willed, it rarely communicates. It can Detect Magic within 10' (automatic), Detect Arcane Spellcasters (and if they are good, neutral, or evil) within 60' (automatic), and can Dispel Magic at 18th level once a day. It will pass along what it senses to its wielder telepathically.
  Magekiller was forged to slay evil arcane spellcasters. It grants an additional +2 to save/-1 h.p. per die against spells cast by arcane spellcasters.
Once per week Magekiller can act as a Rod of Cancellation; the sword will decide when this power is used.



Thursday, March 14, 2019

My Clone Book, Old School by Rick: Crusaders & Catacombs

  As some may know this year my primary AD&D 1e campaign turns 40 years old. After years of cajoling by players and family about 4 months ago I started making my own OSR/Clone rules book to incorporate all the various rules and rules sets we have been using.

  I have a full-time contract position AND run my own small business with 3 employees AND have 5 kids, so it is moving along faster than anyone could expect! But people are asking questions and after the excellent idea of 'blog about it!' here I am.

Thursday, March 7, 2019

Appendix N: Andre Norton, Witch World, and My Campaign

  When I finished reading the Barsoom books when I was 9 (My father had the entire series from his own youth, including a first printing of Thuvia) I read Daybreak 2250 (also called Starman's Son) by Andre Norton. I loved it. I read Tarzan books for about a year then found Norton's Crystal Gryphon. Then I read Witch World.

  Shortly thereafter I started making Seaward, my own AD&D campaign.

Wednesday, January 16, 2019

Battle Report: Warhammer 40K, Guards v. Orks

  As we continue the odyssey of learning W40k live Jack and I fought mano a mano where he had Orks and I had the IG.

We decided to leave doctrines and stratagems off the table one more time.
Rough army breakdowns-

Orks:
2 groups of 30 gretchin
a runt herder
3 war bikes
a boss on a war trike (warlord)
3 x groups of 20 Boyz and Nobs
2 battle wagons

IG:
Platoon Commander (warlord)
Commisar
Astropath
Techpriest Enginseer
5 Taurox
Heavy weapons squad with lascannons
Hydra
Wyvern
4 squads of infantry
2 squads of ratlings

We started by alternating terrain and ended up with forest at each end of neutral ground and some low walls in a far corner.

Knowing the Orks had initiative I deployed with all troops inside Tauroxes - 3 tauroxes, the wyvern and the hydra on my right flank, the other 2 tauroxes on the left.  The orks set up with their mobs, runt herder, and a battle wagon opposite my left everything else opposite my right. One group of Boyz was on foot, the others were in battle wagons.

Jack had initiative and did everything in his power to get his bikes to the wyvern immediately, juuuuust barely pulling off a charge to engage it. Everything approaching heavy he had he fired at ome of the tauroxes on my left, then everything else in range after the mobs moved up fired at it, too, damaging it.
  The Wyvern withdrew with no damage, a squad deployed, and a taurox charged the war bikes and the Ork warlord, tying them up. The other two tauroxes on the right moved forward and fired on the opposing battle wagon, chewing it up with autocannons.
  On my left the characters and heavy weapons piled out of the heavily damaged taurox, the other one also deployed its squad, the general shooting began. the hydra got lucky and tore up one group of Boyz; infantry did well against the Orks; the ratlings annihilated the runt herder; the astropath smote the leftmost mob; and the heavy weapons squad began a legacy of missing with every shot.
  The taurox on the right that charged actually damaged a warbike. The one on the left managed to charge into the mob of Gretchin and squish one before they fell on it with meat cleavers. It took its last wound and with a shout of,
  "For the emperor!"
  It exploded, causing a surprising amount of damage to the two gretchin mobs.

  The Orks then had a ton of fun - the rightmost battle wagon deployed one group og Boyz and the one I had been shooting embarked on it. They shot up one of the untouched tauroxes on the right and the gretchin kept coming. The warbikes and chief pounded on the taurox tying them up and, with a shout of,
  "For the emperor!"
  ...it also exploded, killing a bike, wounding another, and wounding the war boss.
  Assorted fire from Orks took out a trooper and damaged a vehicle or two.

  On the right another squad deployed and fired into the Boyz, hurting them. The three surviving tauroxes poured fire into the battle wagons, crippling one. The troops on the left (plus the ratlings) were cutting down Gretchin like wheat. The Wyvern got a shot off and TORE UP some Boyz.

  The Orks were undaunted; the bikes and chief again engaged the Wyvern  and the Hydra; the Boyz on foot charged the deployed infantry in the 'northeast' and wiped them out in a single rush (although not without casualties). The gretchin mobs swarmed the troops and leaders on the left, taking out a fair number of troops and wounding a heavy weapons team (although gretchin vs. chainswords, servo arms, etc. was not in their favor!)

The ratlings did better than expected vs. the leftmost battle wagon, but not good enough. More troops deployed on the right and the tauroxes fired, finally destroying a battle wagon. The infantry squad near the hydra and wyvern charged the bikes - and took two of them out!!

The pistols of the gretchin hurt; the vehicle on vehicle combat continued; The last 'northeast' sqaud took casualties, but dished two out on overwatch. The northeast squad also went down in initial impact. The standard sqaud on the left made them pay, but only the sergeant survived melee. the leaders types prevailed and the surviving heavy weapons squad was actually freed from fighting hand to hand. The last men on the right went down and a mob of Boyz assaulted the damaged taurox. With a cry of,
  "or the emperor!"
  It actually freakin' exploded, wiping out one of the groups of Boyz nearby (they'd been mauled by squads, melee, and taurox fire already).

  he Boyz turned and fired at another taurox, then charged it. The gretchin kept fighting, killing the lone sergeant and getting everyone in command to wounded pretty badly. The wyvern and the war boss were still fighting, as were the last biker and the hydra. The ratlings were still pinging the lone, damaged, smoking battle wagon.
  The Guard fought back and the few survivng gretchin finally broke completely. Firing and fighting were almost anti-climactic, at this point.

Results:
Jack won handily on points, having control of the objectives.

Stuff Jack Learned, per him:
- Orks are stabby, not shooty. He was so frustrated with Orks trying to shoot things he doesn't think it is worth the effort. They are very good at stabbing however....
- Toughness matters more than newbies think.
- Speed matters more than newbies think
- gretchin mobs are exactly what he thought - damage sponges you can't ignore
- Orks are cool

Stuff I learned
- the Guard is shooty, not stabby.
- Flak armor works
- Sweet merciful heavens I now love the taurox.
- Keep people away from your artillery.
- concentrate your infantry.
- ratlings in cover are amazing

Two key mistakes I made were not deploying infantry immediately and letting the Orks get to the wyvern. Jack is convinced if the wyvern had been free he would have lost. Also, the three turns they were free to fire my heavy weapons team missed with all nine lascannon shots; very, very bad luck.

The entire family had a ton of fun. Next is more of the same but with doctrines, stratagems, etc.

Wednesday, January 9, 2019

Back from the Holidays: Battle Report for Warhammer 40k

Hi!
I am busy writing my own AD&D 1e clone book: it is going very well and we are having a ton of fun. But with 5 kids, a new business (taking off! we did our first payroll this month!), close friends getting married, and the holidays, I took some time off from blogging.

A New Interest
At Christmas my darling wife bought some Warhammer 40k books (Imperial Guard and Space Marines) for the boys who asked for them. I used one of the gift cards to buy the Core Rules.
We read them. The last time I read the rules was version 2, we got 8th ed.
By Thursday we had purchsed about all the Codices (mainly as PDFs)! We got the dining room ready and we played a game this last weekend, our first as a family.

Warhammer 40k Battle Report
From Jack

"After finding the starter rules free online and receiving the Imperial Guard Codex as a very welcome Christmas present, two of us, me and Sam, decided to try our hands at a game of Warhammer 40,000.

 For our test game, we used simply tokens in place of painted models (don't judge us; we're new), and did a more-or-less matched play game at 500 points with no stratagems or army doctrines, on an empty field with no terrain modifiers.

We planned and reviewed for several days, then fielded the following forces:

 Me: using a
    Platoon Commander as warlord
    2 infantry squads, each with a lascannon team.
    A command squad, with regimental banner and voxcaster, all armed with pistols and chainswords.      A team of 3 ogryn. A commissar.
    A minimum size wyrdvane psyker choir.
    3 armored sentinel walkers, each equipped with a missile launcher.

   Sam:
   Techpriest as warlord
    4 servitors, 2 with heavy bolters, accompanying the Techpriest.
    A commissar.
    A command squad.
    2 scout sentinel walkers, each with a multilaser and a sentinel chainsaw.
    An infantry squad.
    A minimum size wyrdvane psyker choir.
    A Leman Russ battle tank, with 2 additional heavy bolters.

   My plan was to use the sentinels to counter any deployed vehicles while the rest of the force moved up so the ogryn and command squad could close to meele combat.
  Sam's plan was to use a storm of heavy bolter fire and the tank's battle cannon to obliterate opposition, while the Techpriest kept the vehicle alive.

  This was complicated by our using the scenario Only War, and rolling that the objective was a relic, which was on the other side of the field from where our lines were drawn.

 I won initiative by a single point of power and mostly stuck to plan, moving my force up and doing good damage with lucky initial infantry fire, although I diverted one of the missiles to a scout sentinel, doing brutal damage to it but leaving the Leman Russ only moderately wounded.
  Sam countered with scathing fire, which suffered from an initial bout of bad luck that rapidly evened out, and used the Techpriest to continuously repair the tank, leaving it in the fight for the whole battle.

   The resulting battle was a meat grinder, as is to be expected from new players. The bulk of our forces met in the middle, where concentrated fire from both sides eventually killed everyone after my poor understanding of the charge rules coupled with Sam putting his commissar in exactly the right space blunted the ogryn's charge.

  By the final round, only our two commissars were left on the middle of the table surrounded by a lot of dead infantry. The commissars fought in an epic duel in which mine won the final fight phase with only 1 wound remaining.

  Meanwhile, the Techpriest's prayers and Sam's constant shouts of,
  "Praise the Omnissiah!"
  kept the Leman Russ alive in spite of constant missile fire.

  Too late did I realize that I should've targeted the servitors immediately; they are weak units, but their heavy bolter fire chewed through my infantry ranks, and taking them out of the fight might've saved me.

  Meanwhile, Sam realized too late that with our sentinels set up facing each other head on, the obvious move was to have the scouts charge. Once they did, my armored sentinels were occupied and could no longer fire, crippling my heavy weapons capacity.

  Contrary to our expectations, even a team of 3 wyrdvane psykers, basically the weakest psychic unit in the whole game, seriously influenced the flow of battle. Their ability to deny the witch meant that they largely neutralized each other, but well placed smites did take out some of my infantry and contribute to downing one of his scout sentinels, with fascinating effects on the flow of gameplay.
 Moreover, a lucky roll that nightshrouded the Leman Russ on turn two took its survivability from high to outright guaranteed.

  Finally, by pivoting and sending one of my squads to hold the relic, where they miraculously made every morale check even outside of the range of all my officers, I was able to hold the objective the whole game. On the final turn, heavy bolter fire finally wiped them out, but by having the platoon commander advance by himself to its position, I won on a technicality. With my armored sentinels tied up, the Leman Russ near full health, and my officers scattered, Sam would've certainly won if it went even one more turn, so in the end, we called it a tie.

   Everyone involved, even the spectators, had no prior experience in the game. With that in mind, a few notable things leapt out.

In no particular order:
    1) The game is actually very simple. The rules are straightforward and easy to understand. The only trick is that the correct sequence needs to be followed. If you get the firing process and the flow of melee combat in order, it's not a difficult game at all.
     2) The dynamic between ranged and hand-to-hand combat is fascinating, and probably a big part of the longevity of the rules. Ranged combat gives you much more tactical flexibility and adaptability, but not only does going hand-to-hand kill models faster, but it locks the target down so they can't do anything else. The dynamic this puts between ranged infantry, melee infantry, ranged vehicles, and melee vehicles is enormously deep.
     3) On that note, the dynamic between infantry and vehicles is enormous in and of itself! I hesitate to make further statements until we're experienced in other armies, since the Astra Militarum are so vehicle-focused.
     4) Contrary to our fears, setup and gameplay were both fast. There are plenty of tabletop games where just getting ready to play is an investment, but this is not one of them. Furthermore, while the actual gameplay does take a while, it's downright short compared to even a quick game of D&D. I can definitely anticipate slipping in a game after work on a weekday!
     5) Characters are actually quite survivable. Even without the fact that they can't be targeted normally, they're tough enough and good enough hand-to-hand that they tend to survive. This is good, since so much of any given strategy revolves around them.
     6) Perusing the other codices, it really seems like most overall judgments should be reserved for now until we can play more with other factions. As near as I can tell, one of the best things about this game is that every army has its own unique feel and playstyle without being pigeonholed into a single strategy, and I can't wait to make use of that.

   In any case, we very much liked the game, and are looking forward to playing it more. Some of us have since fought small battles of Necron vs. Space Marines and Necron vs. Thousand Sons, but I wasn't really there for those, and can't vouch for them (it doesn't sound like they went as well, anyway).
  [Note from Rick: we were trying out the unusual rules to see how they worked on the table, so - not much to say.]

  I've got Orks vs. Imperial Guard, Imperial Guard vs. Space Marines, and Orks vs. Space Marines all lined up with different members of the family, so we'll see how that goes. Right now, it seems like Space Marines aren't good enough to justify their high point cost per unit, but only time will tell if that holds true in gameplay.

  More reports to come! Wish us luck!