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Friday, March 30, 2018

One Hour Wargames Campaign: The Seventh Battle - They'll be fighting in the Streets . . .


With the campaign score tied at 6 - 6, the next battle was based on Scenario 16: Advanced Guard from One-Hour Wargames, by Neil Thomas. Both Armies must remain on the road proceeding toward the town at a rate of 9 inches per move.  They may move and fight normally as soon as the town is occupied by either a Redsteinerberg unit or a Bluehofen unit.  Victory goes to the side occupying the town at the end of the game.  In the Horse and Musket rules, only Infantry and Light Infantry can end their turn in a town.  Forces were again rolled for on the random force generator table.

 Looking at the battlefield from the Northwest.
 Looking at the battlefield from the Southeast.
 The forces of Bluehofen: 3 Infantry, 1 Cavalry and 2 Artillery.
 The forces of Redsteinerberg: 3 Infantry, 1 Light Infantry and 2 Cavalry.
 The Redsteinerberg moves first . . . 
  . . . followed on the opposite end by Bluehofen.
 The situation at the end of Turn 1.

 The situation at the end of Turn 2.
 Redsteinerberg occupies the town first.  The buildings have been removed to allow ease of movement of forces.  The brown felt represents the outline of the town.

 Another view.  While in a town, Infantry can fire 360 degrees.
 The Bluehofen Infantry immediately assault the town as the Cavalry of both sides move to protect the flanks.  Note the Redsteinerberg Light Infantry moving toward the woods to the east of the town.

 Close range musketry and sabers clash as the battle for the town begins.
 The Redsteinerberg Cavalry is repulsed while the Infantry battle rages on . . . 
 The Bluhofen Cavalry attempts to outflank their opponent while the close range firefight, supported by artillery rages on.

 The Bluehofen artillery.
 The Redsteinerberg Cavalry escapes the flanking move . . . 

 . . . while the other Redsteinerberg Cavalry Regiment comes to their support.

 Charge the guns!!!
 Meanwhile in the town:  Pow! Pow! Pow!

 One of the Bluehofen Infantry units is destroyed.  The Redsteinerberg Light Infantry would continue to fire into the town the entire game and cause 1 hit.

 One of the Redsteinerberg Cavalry Regiments is hit in the rear and survives.
 The Bluhoffers are flanked and destroyed.
 Another Bluhofen Infantry unit is destroyed and Redsteinerberg senses victory.
 The lone remaining Bluehofen Infantry unit, the famous Grenadier Guards, retreat to form a final firing line with the artillery.

 The artillery stays forward in an attempt to protect the Grenadier Guards.
 The artillery is swept away and the Guards are attacked.

With the elimination of the last Bluhofen Infantry unit, Redsteinerberg is the only force capable of occupying the town and wins the battle.  Redsteinerberg now leads the Campaign by a score of 8 - 6 with two battles to go

Thursday, March 29, 2018

A Legion of my own

Legio Patria Nostra 

From the private diary of Dr. John Watson, MD: 

When I look back upon those fateful years of 1894 through 1895, little did I realize how much my personal world, and the world at large would change.  Allies were needed, and my good friend, Mr. Sherlock Holmes was dubious and did not trust many he encountered in these dangerous times.  Fortunately Holmes tracked down and arrested Huret, the Boulevard assassin - an exploit which won for Holmes an autograph letter of thanks from the French President and the Order of the Legion of Honour. More importantly, it put at Holmes disposal a contact in the French Foreign Legion to assist us in the upcoming war of good versus evil . . . 

  Lieutenant-Colonel Jacques Duchesne

After painting many versions of the 19th Century French Foreign Legion for clients for In Her Majesty's Name and The Men Who Would be Kings I finally decided to indulge myself for a change and paint and create my own French Foreign Legion Adventuring Company.  The basic rules for the French Foreign Legion are found in the basic rules for In Her Majesty's Name and addition useful talents, weaponry and technology in the supplements Heroes, Villians and Fiends and Sleeping Dragoon, Rising Sun.  I have not used any of the Talents, etc., from the Gothic supplement; but who knows?  Maybe it will be needed in the future.
Retired Sergent Chef Baptiste
 Professor Moebius and his daughter Amelie
 Professor Moebius and his pouch of serums.
Amelie Moebius

La mission est sacrée, tu l’exécutes jusqu’au bout et si besoin, en opérations, au péril de ta vie.

 Caporal Chef (Senior Corporal) O'Rourke
 Legionnaire 1st Class Hub Mcann
 Legionnaire Rav Yehuda Leon Ashkenazi

 Legionnaire Jean Genet

 Chaque légionnaire est ton frère d’armes, quelle que soit sa nationalité, sa race ou sa religion. Tu lui manifestes toujours la solidarité étroite qui doit unir les membres d’une même famille.


Monday, March 26, 2018

Department H (There is no Department H)

From the Journals of Doctor John Watson, MD:

It was some time before the health of my friend, Mr. Sherlock Holmes recovered from the strain from his studies of that cursed book The Necronomicon.  I was afraid that his failing health, caused by his immense exertions, would be his undoing.
"By the way," said he suddenly, "I think I'll take one of these pistols with me when we go."
"Go?  Go where?" I exclaimed.
"Why to visit my brother Mycroft of course and fight a war."
"Fight a war?  But the government -"
"My dear Watson.  Mycroft is the government.  And it is time to activate Department H against the Witch King."
"What is Department H?"
"Watson, there is no Department H."

 Department H (there is no Department H)

Department H (there is no Department H) was formed by Mycroft Holmes for direct action against threats to the British Empire outside of the British Isles.  Though the Prince of Wales's Extraordinary Company is more than capable in handling most threats, they've been engaged in protecting the home islands.  When Mycroft activated Department H (there is no Department H) he chose Colonel Dugald Armstrong, VC, DSO, etc., to lead Department H (there is no Department H).

Colonel Armstrong and his daughter Coira


Pluck: 3+
Fighting Value: +2
Shooting Value: +3
Speed: 0
Talents: Leadership +3, Inspirational, Impervious, Fanatic, Fearless, Meticulous Planning
Basic Equipment: SRC breastplate, pistol and sword
Cost: 84 points


Pluck: 3+
Fighting Value: +1
Shooting Value: +1
Speed: 0
Talents: Leadership +1, Inspirational, Erudite Wit, Fearless, Just darn lucky (re-rolls 1 pluck roll per game)
Basic Equipment: Pistol and Magento-static waistcoat
Cost: 31 points
 Ranjit Singh and the recalled to active duty Dr. (Captain) John Watson, MD.

Ranjit Singh:
Pluck: 3+
Fighting Value: +3
Shooting Value: +3
Speed: +1
Talents: Leadership +1, Duellist (+2 FV), Fanatic, Iron will
Basic Equipment: Pistol, Pulwar (military sword), Brigadine
Points:48
Captain John H. Watson, Army Medical Corps:

Pluck: 3+
Fighting Value: +2
Shooting Value: +3
Speed: 0
Talents: Leadership +1, Medic, May choose 2 additional talents at additional costs
Basic Equipment: Pistol, Military Sword, SRC Breastplate
Points: 27 (does not includes points for additional talents)

 Miss Nightengale and Professor Nightengale

Miss Nightengale:

Pluck: 5+
Fighting Value: +1
Shooting Value: +3
Speed: +1
Talents: Erudite Wit, Fearless, Impervious
Basic Equipment: Arc Rifle, The Key that can unlock anything, All-Electric Hand Prothesis (+1 FV and +1 to Armor), Arc Generator, Magneto-Static waistcoat
Points: 68

Professor Nightengale

Pluck: 5+
Fighting Value: +0
Shooting Value: +0
Speed: 0
Talents: Engineer, Fanatic, Intuitive
Basic Equipment: Pistol, Gas Grenade x 2, Electrostatic Burst Generator, Jack / Lined Coat
Points: 48

Private Hook, VC and Colour Sergeant Bourne, DSO

Colour Sergeant Bourne

Pluck: 3+
Fighting Value: +3
Shooting Value: +3
Speed: 0
Talents: Leadership +1, Exceptional Bayonet Drill (+3 FV), Tough, Inspirational
Basic Equipment: Military Rifle, Bayonet, Brigadine
Armor: 9
Points: 45

Private Hook:

Pluck: 5+
Fighting Value: +2
Shooting Value: +3
Speed: 0
Talents: Bayonet Drill, Tough, Marksman, Erudite Wit
Basic Equipment: Military Rifle, Bayonet, Brigadine
Points: 37

 Sapper Jones, Gunsmith O'Donnell and Able Seaman Brighton

Sapper Jones, Royal Engineers: 

Pluck: 5+
Fighting Value: +2
Shooting Value: +2
Speed: 0
Talents: Engineer
Basic Equipment: Brigandine, Congreve Rocket Gun, pistol, Monocular Targeting Array (+1 to SV),
Points: 54

Gunsmith O'Donnell, Royal Navy:

Pluck: 5+
Fighting Value: +2
Shooting Value: +3
Speed: 0
Talents: Marksman
Basic Equipment: Military Rifle, Cutlass
Points:27

Able Seaman Brighton, Royal Navy:

Pluck: 5+
Fighting Value: +2
Shooting Value: +2
Speed: 0
Talents: Duelist (Cutlass +2 FV), Lightning Draw (Cutlass)
Basic Equipment: Military Rifle, Cutlass
Points: 30

 The men and women of Department H (there is no Department H)

 Some of the Queen's most stalwart heroes gathered by Mycroft Holmes are part of  Department H (there is no Department H)
 HUZZAH!

Friday, March 23, 2018

The Witch King of Sokur





From the journals of Dr. John Watson . . .

When I look at the three massive manuscript volumes which contain our work for the year 1894, I confess that it is very difficult for me, out of such a wealth of material, to select the cases which are most interesting in themselves, and at the same time most conducive to a display of those peculiar powers for which my friend was famous. As I turn over the pages, I see my notes upon the repulsive story of the red leech and the terrible death of Crosby, the banker. Here also I find an account of the North Piddle tragedy, and the singular contents of the ancient British barrow.  Each of these would furnish a narrative, but on the whole I am of opinion that none of them unites so many singular points of interest as the secret war that was fought against the Witch King of Sokur, which includes not only the exploits of Theodore Roosevelt, but also those subsequent developments which threw so curious a light upon the causes of the change in the world . . . 

Roosevelt's first encounter with the Witch King assisted by Lord Greystoke and Special Agent Thomas Sawyer.
    
It was a wild, tempestuous night, towards the close of November. Holmes and I sat together in silence all the evening, he engaged with a powerful lens deciphering the remains of the original Necronomicon, a feat I was regretting might drive him to madness.  It was strange there, in the very depths of the town, with ten miles of man's handiwork on every side of us, to feel the iron grip of Nature, and to be conscious that to the huge elemental forces all London was no more than the molehills that dot the fields. I walked to the window, and looked out on the deserted street. The occasional lamps gleamed on the expanse of muddy road and shining pavement. A single cab was splashing its way from the Oxford Street end when Holmes suddenly shouted," That American, that foolish American!"
"What is it?" I asked.
"Roosevelt.  That foolish Roosevelt.  The Witch King has the Jewel of Chance."
"I have no idea what you are referring to my dear Holmes.  Who is the Witch King?
"Well, Watson, it's as well we have not to turn out tonight.  HE wants us Watson.  HE wants us."

 The Witch King.

Forbidden, dark, esoterically veiled knowledge drives the Witch King of Sokur to field one of the most dangerous adventuring companies In Her Majesty's Name.  It is not even know if the Witch King is human, and rumors abound that he is one of the "old ones."  Regardless of the truth, he has human servants and strange sub-human creatures that do his bidding as he collects ancient artifacts for his nefarious purposes . . . Here is the formidable Witch King adventuring company for In Her Majesty's Name:

The Witch King:

Pluck: 2+
Fighting Value: +4
Shooting Value: +0
Speed: +0
Cost:  135 points
Talents: Leadership +3, Terrifying, Dreadful, Fearless, Mesmerism, 30 points of Mystical Powers.
Basic Equipment: Sword of Curses (+3 Weapon Bonus, Cursed Weapon),
Ancient Plate Armor: 13  May be mounted on a Horse for +11 points.

Note:  The Witch King is also in possession of the Jewel of Chance which costs no points.  It allows him to re-roll any pluck roll once per game.  If the Witch King is knocked down or killed, he loses possession of the jewel and a marker is placed.  This ancient artifact is now up for grabs.


The Destroyer:

Pluck: 3+
Fighting Value: +5
Shooting Value: +0
Speed: +0
Cost:  60 points
Talents: Terrifying, Berserker, Tough.
Basic Equipment: Axe Scythe of the Destroyer (2 handed weapon +3 Weapon Bonus), Ancient Armor: 11


Ghycni, Captain of the Ruga-Ruga Guard:

Pluck: 3+
Fighting Value: +5
Shooting Value: +2
Speed: +1
Cost:  53 points
Talents: Leadership +1, Tough, Skirmisher.
Basic Equipment: Military Rifle, Fighting Knife.
Armor: 7


The Ruga-Ruga Guard:

Pluck: 4+
Fighting Value: +2
Shooting Value: +2
Speed: +1
Cost:  28 points (depends on firing options)
Talents: Tough, Skirmisher.
Basic Equipment: Military Rifle or Carbine or Muzzle loading rifle, Fighting Knife
Armor: 7


 The Troll of Sokur

Pluck: 3+
Fighting Value: +5
Shooting Value: +0
Speed:0
Cost:  57 points
Talents: Tough, Terrifying
Basic Equipment: Giant Hammer (+3 FV bonus)
Armor: 11



Troglodytes:

Pluck: 6+
Fighting Value: +0
Shooting Value: +0
Speed: +0
Cost:  11
Talents: None
Basic Equipment: Sword and Shield
Armor: 10


Mummy

The rules for mummys can be found in the basic rules of In Her Majesty's Name.