Showing posts with label Werewolves. Show all posts
Showing posts with label Werewolves. Show all posts

Monday, 19 November 2012

Chaos in Carpathia: Werewolves Vs Monster Hunters

Over the weekend Jet and I were able to get in a game of Chaos in Carpathia. While were were waiting on some of the changes for the Nosferatu and Brotherhood warbands I decided to break out my newly painted Werewolves against his Hungarian Monster Hunters. Here is how the game went.

We had three objectives on each side of the table. The Tomb, Warlock Statue and the Campfire for the Werewolf side. The small cabin, Warlock stature (different one) and the altar for the Monster Hunter side. The tower was the key location and the medium cabin housed the person of interest.

The interiors were displayed with the tiles from my Descent board game. The tower had four levels including a basement. The Medium cabin had a main level and a basement which was where the POI was located.


We continued on with our campaign. Jet was leading and received the benefits for it. (You can check out the rules Jet created for campaigns here). The secret objectives were drawn. The Werewolves had The Hunt, The Kidnapping and The Invasion. The Hungarians had The Rescue, The Invasion and The Search. (You can see the rulings for the secret objective cards here).

With the special warband rules created by Jet, it enabled him to deploy up to half his warband into the key location if he had The Invasion secret objective card. Jet decided to use said power and deployed Helmet (Slayer) and two others to the area.

Now the game was underway. With the excitement of finally playing again after a bit of a hiatus we forgot to take a few snaps of the opening round. Lets fast-forward to round two.

With the campaign rules each player is allowed to draw one campaign card which they can use in the game or keep to add a campaign point. I drew the Secret Passage which allows me to basically put a doorway where I need one.

On turn two my pack leader - Craven the Gutripper (Props to Eddie for the name, from one of our Werewolf Apocalypse games) was in range of the tower. I made a sharp senses roll and discovered the Monster Hunters were inside. I used my Secret Passage card and emerged out of the shadows to attack Helmet. Luckily for him his faithful companion took the attack and was ripped to shreds.


Having The Search secret objective card Jet had Konrad move across the board after obtaining his first objective from the small cabin on his side of the table.

Reckless Ralph, the only inmate quickly headed to capture the POI to obtain the victory needed for The Kidnapping secret objective.

While Ralph was heading to the POI, Ravage and Red Mane rushed to head off the other Monster Hunters.

Shadowstrider rushed into the Key location to aid Craven and dispatched with Lazlo's pet monkey.

Red Mane was able to feast on the wench Elizabetha, but the silver axe of Bjorn proved to great for the mighty Ravage. Bjorn then took chase after the inmate followed behind by Adler.

Ralph fulfilled his orders and captured the POI. "Craven will be most pleased!"

A overhead shot of the for mentioned actions.

Count Konrad continued to the tomb finding the last objective needed for The Search secret objective card.

Bjorn rushed into the cabin engaging Ralph but was unable to rescue the fair lady from his clutches. Red Mane was tailing behind to assist his crazed companion.

Shadowstrider fell to the silver sword of Helmet, but not before taking Lazlo to the grave with him. Craven easily mauled Ernst as he was petrified with fear from his terrifying aura.

The game ended on turn six with a 4-3 victory for the Werewolves. I received 2 points for The Kidnapping secret objective, 2 points for The Hunt and none for The Invasion as I was never in control of the key location. The Monster Hunters received 2 points for The Search for obtaining two objectives, 1 point for The Invasion as he outnumbered me in the key location and none for The Rescue as I was in control of the POI.

It was a good night of adventure gaming and the Monsters were finally able to win one over the Von Krumms!

Till next time and thanks for reading,

Tenz


 

Wednesday, 7 November 2012

The Wolf Pack Commeth......

With all the fun Jet and I have been having with Chaos in Carpathia I decided it was time to branch out and start another warband. With having two human warbands, (Brotherhood & Gypsies) I wanted to even things out and chose to create the Werewolves to go along with my Nosferatu.

I was able to name a few of the models but I am still pondering some of the others. I wanted each name to be rememebered and feared as we played through our campaign!

Without further adieu here is the finished product. 

 Here we have the Pack Leader. I haven't been able to settle on name for this bad boy but I am sure it will be intimating. I decided to give him a bump in Agility and Vitality as well as Terrifying Aura. 


This is Reckless Ralph. The only inmate in the warband. He is a little of his rocker and will do anything the wolves order him to do.



For now we shall call him Red. Red is your standard werewolf with an upgrade of Iron Will x1. This will help keep him around if the hunters are able to swarm. 


Shadowstride is another standard werewolf, but has a upgrade in Speed Burst. This will ensure he is able to begin the carnage sooner rather then later.



This was another model I have yet to name. What sets this guy apart from the others is his extra use of Killing Strike. This makes him a vicious foe in battle.


Beast has been given the upgrade of Dodge x1. This will help pick off the long ranged attackers.

The total warband will consist of three werewolves, the pack leader and one inmate. I have designed each werewolf so that their costs are similar. This allows me to interchange them as needed.

Thanks for reading,

tenz

Wednesday, 31 October 2012

Clap For The Wolfman.....

With the recent adventure for Delves in the books I decided to return to one of my Chaos in Carpathia projects, the Werewolves. One of the models I received from Four-Color Studios for the Delves kick-starter was the "Clawed Stalker". As soon as I had this model in my hands I knew it would make the perfect pack leader. The sculpt oozes with personality and gives you a look and feel similar to the original Wolfman.


Upon completion of the Wolfman, I proceeded to paint an inmate for the war-band. This model is from the Fantasy Flight Games board game Descent. The model painted up quite easily and was fun to paint.


Stay tuned as the next post will feature part two of the Delves campaign.

Cheers,


Tenz

Friday, 5 October 2012

CiC: The Dice gods taketh away - Part Two!

Last week Jet popped over for an evening to continue on with our Chaos in Carpathia campaign: Humans Vs. Monsters.

For this game Jet used his Were Wolves. The war-band consisted of The Great Wolf, two were wolves; Black Maw and Howler and three inmates.

I chose to go with my Brotherhood. They consisted of the Kardinal of Wisdom with hound, the Priest of Mercy with hound, three Veteran Brothers; Justice, Wrath and Valor and two Brothers; Vengeance and Penance.

The stage was set and the game was underway. Both players had deployed and were ready for some action. Jet cruised his Were Wolves up the middle. Not one to back down from a fight the Brotherhood advanced forward to meet the charge!


I should mention the Keep was assigned as the key location, and the cabin in the middle right housed the person of interest. The objectives on Jet's side were a small log cabin and the middle statue. On my side the objectives were the Grave marker and middle statue. Their was also a underground objective, the alchemist table, that counted for what ever you needed it to be.







Seeing the vile Great Wolf move forward and obtain his first objective, Mercy, the Brotherhood Priest did the same. All under the protection of his fellow brothers.



The rest of the Brotherhood, lead by Wisdom moved up the right to flank the foul creatures!





The next turn Valor moved slowly to the corner of the statue seeing one of the Wolf's henchman. The crossbow rose and the bolt struck true. The inmate was reduced to 0 vitality but passed the resolve check with ease.
 

Howls could be heard for miles thru the Carpathian Mountains as the Great wolf issued his orders. Knowing innocence we at stake the Brotherhood did not flinch nor stray from the sight of the beast, but rather charged with a proven courage!

Vengeance would lead the charge targeting the Great Wolf, but missing horribly. The crazed inmate would fall into attack the Brother wounding him.


Wrath would then rush forward to aid his brother, separating him from the Great Wolf. With a swing of his axe, the blade would strike true but not penetrate the thick hide of the abomination!


This battle would prove to be my demise. (As the dice gods had shun me once again. I believe the average roll was one goal with five dice, but I did roll 7 dice for one goal at one point) The Brotherhood were unable to push the beast back and the causalities would be many. The treacherous Black Maw would blaze forward into Vengeance ending his life.



While the skirmish was taking place Mercy slowly crept to the next objective, trying to go unnoticed to his opponent.







The Great Wolf would take down the Veteran Brother Wrath and then advance on to the Brother Penance.




 The cunning beast that is Black Maw left the melee to deal with Valor who was raining arrows on the wolf band. With one slash he would drop Valor to zero vitality, luckily his iron will was enough to over come the vicious blow.


The mighty resolve would be shorted lived as the inmate would advance on Valor. He was unable to deal with the damage, allowing Valor to meet his heavenly brothers.


The next turn would be the last for the Brotherhood. The Wolves would wipe out their existence, except for the Priest who was lost in his finding in the underground.





The Wolves win 6-2. Jason had the hunt and two score cards for 6 points. I would get two points for my search card and obtaining two objectives.

All in all it was a great game. Even though the dice were against me, Jet got a well deserved win.

The Brotherhood will be back to deal with those mongrel pups!!


Cheers and thanks for reading!


Tenz










Friday, 21 September 2012

Chaos in Carpathia: Brotherhood Vs. Were Wolves

A few weekends ago Jet (A.K.A. Jet) dropped over for a game of Chaos in Carpathia.This was the first time I was able to host the game due to terrain. Being busy as a bee preparing for Delves, the terrain I created for it was prefect for setting in the Carpathian Mountains.


 
We continued our campaign of Monsters Vs. Humans. The idea was created by Jet and adds a ongoing factor vs. the one-off game style. It makes each game worth a possible reward. In a nutshell the winner of the battle will receive one victory point for the win. During further games, at the beginning of each game both parties would total their ongoing campaign points and and compare them. The difference determines the advantage to the party with the most campaign points. (I.e. Human faction has 3 campaign points and Monster faction has 4 points. The Monster faction is winning by 1 point so they would get the 1 point advantage)

Jet created campaign cards to add to the above idea. In the game each player is given one campaign card at random that they can use to assist them in the game or could opt to hold onto the card. If you hold onto the card and win, it would garner you a extra campaign point. You can check out more on this idea here

We also use secret objective cards rather then having the six standard objectives. This way their is more strategy involved in each game. Getting to the physical objectives on the board is only a small part of the game. With the cards each faction draws three at random and they are kept hidden from your opponent. This adds a great element as you have to obtain your own goals and try to predict and stop your opponent from getting his. You can find more about these objectives here

With that explanation out of the way lets move onto the game. The table was prepared and the game was on. The first game was Jet's Werewolves Vs. my Brotherhood. The tower was the key location. The camp fire, and marked grave were two objectives on the Brotherhood side of the table. The ballista and small lone tree were objective on the Werewolf side of the table.




The person of interest was in a underground cavern. the person of interest. The person of interest was accessed by ending the secret passage from the waterfall of the well.
There was also two underground objectives that was in a centralized area. The rock formations on the table had two cave opening which lead down to the underground cavern to these objectives. The objectives counted as being on either side of the board as we called it a neutral area.(The alchemist table and altar in the center of the picture)


Now on to the game. The objective cards were drawn. I drew The Search, The Rescue and The Score. (card listings can be found here). My priest was chosen for the search and Howler was chosen for The Score. The Wolves were dealt The Hunt, The Duel and The Score. Jason choose Penance for The Score.  All objectives were kept hidden from the other player.

The campaign cards were then allocated. I was winning the campaign 8-4. This allowed me to choose 2 campaign cards and discard one. I was also able to pick the table side and force the wolfs to deploy first. I drew two cards and kept the "Feat: Strength." This allowed me to do one of the following options.

(a) Force a locked door or window without using a special action
(b) Gain a maximum result on the Sarcophagus search table
(c) Jump over an obstacle
(d) Force an opponent to re-roll a DR test
(e) Complete any other STRENGTH-based action that seems reasonable to you and your opponent

Jason drew the "Fog" which gave him this ability.

Play this card at the beginning of a new turn before initiative has been determined. Place a round template (5-inch diameter) anywhere on the table not touching a miniature. This represents a bank of fog spreading across the battlefield. A model may not be targeted by ranged or special attacks if the attacker's line of sight passes through the template. A spotting test must be made to charge an enemy on the other side of the template.

The beginning of the turn after the fog appears roll a D6. On a roll of 6 the fog dissipates. Add 1 to this roll each turn thereafter. If the fog doesn't dissipate, move the template D6 inches in a random direction.

With all the pre-game items out of the way it was on to deployment. Here we see the bulk of Jason's deployment behind the waterfall.


I deployed most of my faction in roughly the same area on my side. I did this as I needed to take down "Howler" for my objective and the priest would try for the objective in the area and then head underground.


In the first turn my priest would head to the Marked Grave to find one objective. The rest of the warband would move forward to meet the vicious werewolves.





I also forgot to mention that the waterfall and well had a hidden passage way to an underground passage. It was a free action to locate at TN3. If you decided to look as an action it was TN2. Jason moved his great wolf to locate the passage behind  the falls but was unable to do so. He then advanced his crew and hid behind the rock formation and in the trees.


"Blackmaw" was deployed further down the table. He was rushed up the table to meet my Brotherhood.


As the game continued my brotherhood was able to advance forward and take down "Howler". Which scored me 2 victory points for having The Score. This would not go unnoticed as "Blackmaw" quickly entered the fray to try and avenge his fallen brother.





The Great Wolf would find the secret passage in the falls and head down to the POI. See this and having The Rescue campaign card I had no choice but to head down to the cavern to try and drive the foul beast back!




Having to move in close to take out Howler gave his inmates the opening to charge my brotherhood. They would move in and attack The Old Woodsman and "Valor", a Crossbowman brother.


The inmate would make quick work of valor. The rest of the inmates gathered their numbers and surrounded the Old Woodsman.






While this is going on, the Great Wolf being much quicker then the Cardinal "Mercy"and the Veteran Brother "Justice" was able to kidnap the person of interest and flee. Digging deep into their inner reserves they were able to use their fate and extend their movement to gain ground on the hulking stalker.


The next turn Jason decided to have his Great Wolf turn and face the brotherhood. Have The Duel secret objective he could gain 2 victory points if he was able to kill my Cardinal. He would attack, only inflicting one would to the Brotherhood leader.





During the combats that were taking place above and below ground my priest "Wisdom" was rushing underground to capture the second objective in the neutral area to obtain the 2 victory points for The Search objective card. Jason caught on and sent "Blackmaw" and one of his inmate to deal with the priest.


The fight between the Great Wolf and "Mercy" would continue to a stand still, with either side unable to banish the other from this world.





The priest would make it to the objective to search. Only to be looking in the wrong compartment and unable to find the missing formula to cure lycathrophy.




Passing a shape senses check and expending fate, "Blackmaw" tore through the underground grotto and charged "Wisdom". He would deplete the priests hit points but with "Wisdom's" iron will he was able to overcome the massive damage and stand firm.




 The dice would be rolled to see if another turn would be require, but the game would end. The final score was 3-2 for the Brotherhood. I obtained 2 victory points for killing "Howler" and 1 victory point for the single objective that "Wisdom" was able to locate. Jason obtained 2 victory points for having the score and killed "Penace", which was his named target.

Neither of us used our campaign cards. Jason never use The Fog as it would have not helped much during the battle. I never user my Feat:Strength as I did not feel their was a good time for its use. With keeping the card and winning I was awarded 2 campaign points. This brought my total to 10, which was enough to win the campaign!

Final score: Humans 10 - Monsters 4

As always, thanks for reading,


Tenz.


P.s. Here is a shot from our second battle. Jason played his Hungarian Monster Hunters and I played my Nosferatu. I didn't have my ManBat fully painted yet for the shape of the beast power so I proxied this WereBear from my old D&D minis line. Way to funny!