Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

November 7, 2016

Sturmgeshutz and Sorcery - Part V

Whew! That game was a lot of fun. I wanted to post a few notes about the mechanics of pushing Donnybrook to such extremes. As I've said many times, the core rules of Donnybrook are something I've been using for years before we published them, often making up new rules as the game went along to cover situations I hadn't planned on.

In this case, I needed to be able to cover rules for magic, monsters, and freaking machineguns!


Let's start with the last bit first...

Rifle - Range 24", -1 armor save
SMG - Range 12", d3 hits (targets must be within 2" of primary target, no target may be hit more than once)
Pistol - Range 6", Close Combat (as per Donnybrook)
Light Machinegun - Range 36", Move or Fire (unless mounted on vehicle), -1 armor save, d3 hits (targets must be within 2" of primary target, no target may be hit more than once)
Autocannon - Range 48", no armor save, d6 hits (targets must be within 2" of primary target, no target may be hit more than once)
Panzerfaust - Range 12", Move or Fire, no armor save, d3 hits (targets must be within 2" of primary target, no target may be hit more than once), one shot

These are simply designed to be relative for game purposes and not meant to realistically mimic real world weapons. In Donnybrook, Muskets get a range of 24", so modern rifles would obviously be better, but 24" works well on the tabletop so everything else was worked to that. In a game that might include modern weapons and muskets (Darkest Africa) I would simply reduce the range of muskets to 16" to maintain the relative table top abilities of the weapon. If I were to go all out and make a Donnybrook WW2 system, I would a little more effort in representing the variety of modern weapons, but the above chart worked well my my game.

So, vehicles. Each vehicle has a card in the action deck just like other units. Wheeled vehicles may move up to 18" if entirely on a road, but only 6" off road, and woods and other rough terrain are impassable. Halftracks move 12" in all cases, but again rough terrain is impassable. Tracked vehicles move 6" in all cases, but may also power through rough terrain, including woods. Again, nothing specifically scientific. The rules work well with the fact that the other side has trolls and orcs.

Attacking vehicles was handled simply. Each was assigned an armor value (civilian/light 9, armored transports 11, tanks 13). Weapons are assigned a Strength value and a successful hit means rolling 1d6 plus the weapon strength. If the total is higher, then the armor is breached and you roll on a damage chart (I just used a Warhammer 40k chart). If the total equals the armor, the vehicle is marked with a pin marker simply meaning when the vehicle card comes up, the crew must make a morale teat before they can act on the card. The pin marker is automatically removed regardless of the test.

In the case of my game, only the Magician's Fireball (STR8) had a chance of damaging the vehicles at range. I gave the brutes (Ogres and Trolls) a chance to damage vehicles in close combat as well...



Ogres and trolls! These monsters were rated as d12 combatants. Both had the special rule Brute, which means their d12 is only used for combat and actions relying on strength or savagery. A non-combat action of another sort (say climbing a wall) would be tested using a d6. In addition, trolls can regenerate wounds so are allowed to roll on the character wound chart unless the wound is caused by fire (or Panzerfaust). For this game, I also allowed the Brutes to have a chance to damage vehicles. If they hit, a second d12 roll was made and applied in a manner similar to the process listed above (only the d12 roll, not +1d6).


Sample other monsters...
Orcs d8, -1 die type in sunlight, +1 armor saves
Mummies d10, Cause Fear (enemies must make morale test to fight in close combat), Relentless (move 4" but immune to non-heavy weapons)
Giant Scorpion d10, Scuttling (ignore linear and rough terrain for movement purposes - NOT water), Fast (move 8", may make two attacks in close combat), Poison (enemy make wound tests at -1 die type)


Spells were based on oldschool games...

Cleric d6 - no spell, but may TURN UNDEAD
Cleric d8 - 1 spell
Cleric d10 - 1 spell
Cleric d12 - 1 spell

Magician d6 - 1 spell, cannot wear armor
Magician d8 - 1 spell, never rolls more than d6 in close combat
Magician d10 - 1 spell
Magician d12 - 1 spell

All levels are cumulative, so Cleric d10 has turn undead and two spells or Magician d12 has 4 spells, can't wear armor and never rolls more than d6 in close combat. The spells were simply chosen from Chainmail (an ancient wargame and the precursor to D&D) and 'Donnybrooked'. To successfully launch a spell, the caster needed to roll a 6+ on his ability die (roll of a natural one means the attempted spell is gone from the caster's mind and may not be attempted for the rest of the game). Range was dependent on ability as well with 6" per level...

Curse - target suffer 1 die type penalty. Curse ends on End of Turn card
Fireball - d6 hits (targets must be within 2" of primary target, no target may be hit more than once), STR 8 vs vehicles
Sleep - d6 hits (targets must be within 2" of primary target, no target may be hit more than once)
Summon Swarm - character or unit must pass morale test when their card comes up. Failure roll a d6, 1-3 do nothing, 4-6 full move in a random direction. Remains in play until morale test is passed.


Right! That's just a sample. I'm working on a fantasy version that includes Fighters and Thieves for oldschool dungeon bashing and many more monsters. This might see the light of day at some point (Donnybrook Dungeons), at least as a PDF if nothing else. I really just wanted to show how you can really push the envelope on Donnybrook to make it fit any sort of game you can come up with.

November 2, 2016

Sturmgeshutz and Sorcery - Part IV

At long last, decades in the making...









Whew! The Germans still had powerful weapons with the machineguns mounted on the halftracks and probably could have wreaked more havoc yet, but the magician was still stalking around south of the river and he had the potential to damage the vehicles (though he was hiding, now being the ONLY target left for the halftracks south of the river). There was more that happened, but either I didn't have photos or it ended up not being relevant to the story.

  • There were two trolls south of the river, and the SS managed to blow one to kingdom come with a panzerfaust, but I failed to capture the moment. 
  • The squad on the bridge riddled the archer with bullets reducing him from his starting d10 skill to d4, making him virtually useless.
  • The Evil High Priest successfully cast Summon Insects late in the game (after failing the casting rolls earlier) and followed up with Curse which made it difficult for the AC crew to shake the effects for several rounds.
  • There were two mummies that got shot to pieces by machineguns.
  • The Germans had a medic with them on the bridge that allowed rank and file soldiers to use the Wound Save chart, but all three victims of arrows failed and were killed anyway!
So how did all of this work with Donnybrook? Actually great. I'll offer some ideas in a follow up next week, though I'm considering the commercial aspects of publishing supplements so I'm not sure how detailed I should get. Let me just say if you are an experienced gamer, working out mods for Donnybrook is not all that difficult. The vehicle rules are the hardest part and I'm not sure they are right yet, though they worked very well for my solo game.

In any case, it has been a near lifelong dream to play this out on the table and I had a blast! I'm looking forward to a second round with some of my friends.

October 30, 2016

Sturmgeshutz and Sorcery

Coming next week...


Finally had a chance to play this game and I used Donnybrook with mods for fantasy AND submachineguns! No idea what this is? Check out these posts... or just stay tuned for the mayhem!

October 31, 2015

Happy Halloween


Happy Halloween! While casting around for something appropriate for the season, I found these old models from Heritage Miniatures, circa 1979 that were part of a box set called Caverns of Doom! These were the first metal 25mm I ever owned and painted (I painted a bunch of 72mm army men before that). Needless to say they have been repainted. About two years ago I had a bout of nostalgia and decided to clean up these ancient models. While these are poor sculpts by modern standards, they were actually a joy to paint.

I have hundreds of painted D&D models from a dozen companies spanning the entire history of game... I'm going to feature more from this collection over the next few weeks.

May 20, 2011

Sturmgeshutz and Sorcery - Part III

THE SERVANTS OF THE GATHERER
12th Level Evil High Priest with +2 Armor & Shield, Poison Mace
1 Hero, +1 A & Sh, + 3 Sword
1 Hero, +1 A & Sh, +1 Bow
1 Magician
2 Mummies
3 Ogres
3 Ghouls
4 Trolls
20 Orcs
1 Insectoid Pet of the EHP (equal to Giant Scorpion)


SITUATION
Your able lieutenants Grustiven the Warlock and the Lama Goocz have failed to return from an exploration of an area of unusual nature — just west of your castle a thick fog sprang up and has been obscuring vision since then. Dispel Magic failed to affect the area, and your henchmen were ordered to investigate, for it is possible that some Lawful enemy is at work, using the mist to screen gathering troops. Unfortunately, your strongest fighters and 200 orcs are elsewhere warring with a Neutral Lord who insulted you, so you will have to make do with the forces on hand. An orc detailed to patrol the edge of the fog area has just reported that unusual sounds have been issuing from the area — he described them as: “low growls, the clanking of chains, and a deep humming,” but who can trust a stupid orc?

OBJECTIVE
Considering the state your forces are currently in, it is up to you what the best course to follow is. You can attempt to ambush the enemy before they reach your stronghold, or you can hole up in your castle and prepare to withstand a siege, but if the attackers are strong and not molested until they reach the castle walls, your forces might not be able to prevent an escalade, and you cannot lose your castle!



QUINDIA STUDIOS
Crummy photo, but I didn't have time to set up proper lights. Some of the monsters are missing from this shot, but all of the models are finished, including the extra German crew for the vehicles. I'm going to run this solo once or twice using a simple set of rules I modified from the old 1970's D&D rules. I want to make the balance of forces is somewhere near even before springing it on my regular group. At some point in the future I will post an AAR of the game with maps and much better photography...

April 11, 2011

Sturmgeshutz and Sorcery - Part II

GERMAN SS PATROL
AC w/20 mm cannon
Hftk w/ Lt. MG
Hftk w/ Lt. MG
VW Kubelwagen
1 Hauptmann (SS equivalent), MP
3 Feldwebels (SS equivalent), SMG
3 drivers, MP
1 driver, SMG
3 crew, MP
20 men, Rifles and Hand Grenades
3 Pzfsts.
160 mm. mtr. w/ 20 rounds HE
1 Flamethrower

SITUATION

There has been unusual resistance activity in this area, and in the last few days a squad of Security troops  were wiped out in a battle with them. Only one old man, bearded, and with no weapons, was found at the scene of the battle. From his dress and general appearance it would seem that he was a Russian clergyman  probably there to incite the troops to greater bravery as the Communist commissars have failed in this respect.

OBJECTIVE

The hiding place of the guerrillas is probably in a remote and wild area which is accessible only by means of a very old and rough cart track. You must proceed to this area, surround their camp, and wipe them out to a man. The suspected camp site is undoubtedly well-camouflaged, for aerial recon has found only very occasional signs of movement there.


QUINDIA STUDIOS
The force listed above forms the basis for my Germans in this scenario. The photo is of some of the models in my collection, and though the infantry composition isn't quite right (though my final force may vary slightly from the army list presented above), the four vehicles in the scenario are represented. I have to paint a handful of black garbed vehicle crewmen, a trench coated officer, and the mortar crew, but my German force is almost finished...

April 8, 2011

Sturmgeshutz and Sorcery - Part I

The SS patrol had moved westwards parallel to the woods (and misty area) at the south end of the area. There was one ‘track and a few men near the road to radio information to the advancing body in case “partisans” should appear from the trees. As the main group passed through the mist radio communications were suddenly lost. Then they were through the fog, the stream was crossed, and careful observations were made on the two astounding features which shouldn’t be there! The boulders weren’t shown on the headquarters map of the area, nor was an intact castle! HALTE! came the command from the Hauptmann. The armored car, ‘track, and VW formed a lager. Time to reassess plans — The glasses revealed yellowish faces of unusual ugliness peering at the patrol from the nearby patch of rocks, and in the other too! And what was that tall shape in the far distance striding into the mists. At this moment the orcs broke cover, hoping to continue their luck; after all they had not yet been fired upon. Six automatic weapons opened up and cut the lot to bits.

This was intolerable to the Evil High Priest, and he visited a swarm of insects upon the offending Germans. The insects nearly drove the soldiers mad, and in haste they tried their best to drive them away using smoke. That and the wind relieved the situation, but only momentarily. Before the patrol could move their vehicles a man in a pointed hat and long gown appeared amongst the boulders farthest from the Germans, pointed his finger, and a great explosion ripped the VW to shreds, also destroying several of the tires on the AC. Stunned, the troopers returned fire too late to do other than wound this new enemy. Men piled into the halftrack and made haste to go somewhere — anywhere. At this point an even closer approach to the castle seemed advisable. As the vehicle drew near the walls a rain of arrows seemed to pour upon the ‘track, but the men plying the bows upon the walls were meat on the table for MG 34’s, and both fell dead with a few bursts. The Germans made a complete circuit of the fortress, lobbing a few mortar shells into the place once they attained the dirt road to the east of it. More insects swarmed upon them from skies which had but moments before been clear. Time to move on again quickly, for the distraction had allowed their fellows with the AC to replace the damaged tires. They could be seen climbing back into the car and it was time to withdraw before taking worse losses.

As the halftrack roared down the road away from the castle the AC began to cross the intervening terrain to join them. Suddenly a bright flash of light (a phantasmal fireball) burst before the carrier, and the driver thought himself blinded. Luckily his co-driver slowed the vehicle sufficiently, so that it simply rolled off the road and came up against the clump of trees to the northeast of the bridge with a slight jar. The passengers were not dazed — they could see the great troll and three ghastly greenish ghouls rush forth upon them from the monsters’ brushy lurking place. Near panic, the SS men blazed away with their weapons. Bullets smacked into the ghouls, and one dropped, but the other two clambered into the halftrack. The troll was also nearly into the vehicle when a desperate soldier fired point blank with his panzerfaust; the projectile took the creature full in the chest, exploded, and sent burning chunks of troll in all directions. While this was happening still another monster attacked — a giant insect-like creature which somewhat resembled an impossibly large scorpion. It clambered up the front of the ‘track, and from this position began attacking the men in the rear of the vehicle.

All was chaos there. The SS troopers were fighting a melee with the two ghouls, and had not one of them been particularly alert the scorpion-like monster would have wiped them out. A burst of fire from a machine pistol — the driver had finally recovered his vision — finished the thing. Only four Germans remained in the rear of the vehicle when the driver backed out of the trees and sent the halftrack back towards the safety of the everyday world of the Eastern Front. The armored car was awaiting them, its weapon trained down the path to cover their companions from any further attack of the nature just undergone. Nobody would believe it, had not the halftrack carried the remains of a ghoul as well as the insectoid creature draped over its hood!

Above flew an invisible magic-user, and he quickly put an end to the escape attempt of the halftrack. A sleep spell caused the driver to lose control of the vehicle, and it crashed. The occupants of the armored car knew something was wrong, but they did not know what — nor where to look. The magician was in clear view overhead, but no soldier looked up, and his next sleep spell told for the AC as well. The remaining ‘track waited a short time and then hastened back to headquarters. What had happened? They could not say for certain, but what little they had observed was too fantastic for belief. The survivors of the foray were sent to rest camps, adjudged as suffering from battle fatigue.
_____________________________________________________

One of the most treasured items in my collection is a copy of the Strategic Review #5 (December 1975), acquired along with a few others and old copies of The Dragon magazine when I first got into RPG's. The encounter above comes from an article in that magazine and was an account of a game put on by Gary Gygax designed to throw a curve to a regular table top wargaming group. One side was told to prepare for a WW2 skirmish game while the other thought they were playing a fantasy battle. The rules were an amalgamation of two of Gygax's rule sets - Dungeons & Dragons and Tractics. The article detailed the forces for both sides, maps, and mods to mix the games. When I was a kid, I thought this was fantastic and I have always wanted to recreate this game.

Back then, I had only a handful of miniatures and purchasing enough models to field the units presented was beyond me. The thought of painting 50-60 models also seemed a daunting task at the time. I simply filed it away as a neat idea, but probably not something I could ever really pull off. I revisited this idea at different times over the decades (holy crap do I sound old), but I could never find a satisfactory mix of miniatures. There have been games written now that embrace the concept as their central theme, but I still wanted to play the specific scenario presented in the magazine that I've held on to for all these years.

A few years ago, I even collected a small force of Artizan Germans and though I based the units on army lists for Disposable Heroes, I made sure the vehicles I included would allow me to use them for Sturmgeschutz and Sorcery. I still didn't have the fantasy models I wanted - enter Otherworld Miniatures. If you are unfamiliar with this company, they are dedicated to D&D minis based on the artwork from the Old School books. Not only was this exactly what I wanted to capture the nostalgic look of the game I wanted, they mix well with my Artizan models. I have been watching their catalog grow for the last few years and recently they finally have everything I need.

I don't expect this project to take up too much time. I already have most of the WW2 models I need painted except for a handful of vehicle crewmen. A good bit of the fantasy stuff has been painted for earlier projects as well. I just ordered the last handful of models I need. Over the next few posts, I will post pics of the forces I've collected that are based very closely on the article from 1975. I still have a few details to work out - for instance, I don't have a suitable castle model and am trying to decide if I should build one or simply substitute a fortified manor or similar smaller structure.

Any, hopefully you will indulge me this departure from more serious wargame activities while I try to recapture a small part of misspent youth!