Showing posts with label Khador. Show all posts
Showing posts with label Khador. Show all posts
Monday, April 6, 2015
Actual Play: IKRPG Campaign Episode 7
Another week, another IKRPG session. Here we find our party journeying back to Corvis after the successful completion of their eminently great works, and starting to discover just how much trouble they are in.
This session I fell victim to a trap that I tend to find myself actively trying to prevent, which is combat for combat's sake. It's a regretful hold-over from when I used to run D&D 4th edition, and I've been trying to stamp it out for years of GMing, now.
At least it gave me opportunity to break out the minis from Iron Kingdoms Unleashed; it'll be difficult for me to run something in that system for quite some time, due to the over-saturation of the Iron Kingdoms RPG that I currently find myself in.
Next session I'll be experimenting with a shorter-form, basically attempting to get a full session of gaming done in 2.5 hours instead of the usual 3-3.5.
Eh, it's something to find out.
IKRPG Session 7: To Fellig!
Thursday, March 26, 2015
Actual Play: IKRPG Campaign Episode 6
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"Gatormen!" by Cribs |
Despite prepping a goodly amount of content for this game, I found the most common situation a GM can end up seeing, which is one where your players cling to one thing you design and ignore just about everything else. I suppose everything worked out well in the end, and of course we ended up discovering yet another piledriver that, as a group, we've been exploiting quite maliciously for just about our entire IKRPG careers.
I've got some great plans for what comes next, and am really looking forward to taking a bit more time to prep actually dangerous (as in life-threatening) situations for the players, now that I know a bit more about their strengths and weaknesses.
Most specifically, until our Rhulic warcaster learns Khadoran, he will be unable to bond with a Khadoran warjack. Fun times.
IKRPG Session 6: The Fall of Northguard
Thursday, March 19, 2015
Actual Play: IKRPG Campaign Episode 5
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"Swamp (MPS Lands)" by AdamPaquette |
And, of course, this one comes just a single week late, but I'm happy to announce that we are almost caught up with where the players are at. This session was spent pretty much entirely in the Bloodsmeath Marsh and the Blindwater Lake, as the party finally completes the research aspect of their mission from Padri Duranti, to witness the Gatormen ceremony on the night of the equinox.
Unfortunately, they run their mouths a little bit with regards to their plans towards a certain Khador outpost to the north, and in order to enlist the assistance of the primitives of the Blindwater Congregation, they get a bit...dirty I think is the best way to put it.
I feel like I should add some kind of disclaimer to this week's episode. There are depictions of gore. Nothing on the level of a torture porn film, but definitely talk about...anatomy. If you're extremely squeamish, I hope you'll be alright listening. If you're not squeamish, enjoy!
IKRPG Session 5: Dangerous Friends
Monday, March 16, 2015
Actual Play: IKRPG Campaign Episode 4
Welcome back to my IKRPG Actual Plays. It's been a few weeks since my last upload (apologies), so here to make it up to you is Episode 4, where the players leave the relative safety of Cygnaran civilization to rough it out in the Khadoran boonies.
We had a lot of good player-side plotting at the table this session, and I'm super proud of everyone for getting into the swing of things and really starting to create their own mini-objectives alongside the primary plot hooks. I can honestly say here that at least an hour of game-time this session was completely devoted to an at-table decision by the players, and I have to say it is always a joy to see it when your guys (or gals) at the table really take the initiative.
That said, my players are really down on Khador, like, they really hate them a whole bunch. I'm still trying to think of a way to make them feel terrible for that. We'll see how much pathos I can inject into the next session. But, until then, enjoy Episode 4!
Players:
Scott - Gork
Aidan - 'Doge'
Russell - Tiberio
Joseph - Rhulo
Session 4: Giggity Giggity
Thursday, February 12, 2015
Actual Play: IKRPG Campaign Episode 2
Back again, and once again a week(ish) late posting last episode of IKRPG: Ord. What we're experiencing, mostly, in this session is a combat in the Khadoran Embassy, followed by that time-honored gaming tradition of new parties where they look at anything not riveted or welded to the ground, trying to pick it up, and carting it off.
It seems like the group had a decent enough time with the session, despite most of it being combat; as GM, I'm definitely in favor of keeping these combat-intensive sessions few and far between; even if spacing them out doesn't give the players a constant learning experience when it comes to the battle mechanics (not Battle Mechaniks, totally different thing, there.) of IKRPG.
What I'm mostly enjoying about this last session is that, despite handing my party a serious advantage in any future combat they may figure into, it's also technically handing them a serious liability. I'm finding in my now-thirties, that I'm able to look beyond the superficial acquisition of 'desirables' and really focusing on the cost behind such choices. My players are absolutely obsessed with shinies (shinys? shiny's? ...iunno), and they seem to either not notice or not care that they are digging themselves into holes that they may not be fully capable of getting out of.
Of course, the point in putting your players into holes is to emphasize the direness of their choices to them, and of the consequences of their actions, and so the best thing a GM can do at any time of their day when they aren't consumed with work or sleep or loved ones is to imagine how they can create situations that will make their game groups lives both terrible and exciting.
I should probably figure out a blog post to do on that one.
Sometime.
IKRPG Session 2: The Red Scare
Friday, January 30, 2015
Actual Play: IKRPG Campaign Episode 1
Well, finally catching up here. Last night (a Thursday), I once again brought my good friends and players into the Iron Kingdoms, this time to play a full-party game in the city of Merin, in Ord.
Scott returned as Gork, newly modified as an Intellectual Gobber Investigator/Pistoleer, but still retaining his penchant for stealing other people's drinks from their tables in crowded taverns.
Aidan returned, but due to events from her prelude Stershan was forced to change his name to Belisar . He remains Trollkin Gunmage/Soldier, and still manages to kick all kinds of ass. Good times.
Returning his appearance in the Fools Rush In system test is Russell, playing Rhulio the Dwarf Warcaster/Field Mechanic from...Rhul. He's as good at naming characters as Abed, apparently. Thus far, Rhulio is an abrasive tee-totaler.
Lastly, new to the IKRPG table is Joseph, playing Tiberio Antelero, Ordic Arcanist/Explorer, a respected author of exotic travelogues, penny dreadfuls, and bodice rippers.
They meet with Tiberio's patron, Padri Duranti, in the Broken Drum for a job offer, but soon are embroiled in a confounding series of violent eruptions by Merin's Khadoran population. Soon the party discovers that they are in a race against time to resolve a plot for bloody vengeance, pitted against an elderly and disfigured one-armed man whose deadly grudge against the Northern Empire may be all-too justified.
IKRPG Session 1: The Evils of Drink
Actual Play: IKRPG Campaign Prelude (Stershan and Gork)
Well, a few weeks late with this one, the Actual Play was recorded two Thursdays ago, but I suppose I need to post this one before I post the second one.
Ever since my good friend and GM Susan over at EpicMiniPainting ran a nice, lengthy IKRPG campaign, I've wanted to run my own, bringing more and more people into the world of Caen and, specifically, into the region of Western Immoren.
This session I had some players cancel, but two were able to make it in, and so I had the distinct pleasure of running a prelude for my buddies Scott and Aidan, who were more than thrilled to come back after I'd previously run Fools Rush In, which also featured them in the pre-gen party.
All the action in this session takes place in the 'officially' Cygnaran city of Fellig that has been long-since cut off from the Cygnar mainland by Khador's southward expansion.
Scott is playing Gork, a Gobber black marketeer and drink-stealer from Merin, while Aidan is playing Stershan, a Trollkin gunmage deserter from the Cygnaran Army who is also the only survivor of his platoon of Arcane Tempest Gunmages.
They become involved with an Ordic military officer who is troubled by his mistress' seeming recent coolness, and hires the gobber and trollkin to follow her and see if she has been 'stepping out' with any other men.
Is everything as it seems? Find out in today's episode of Crit This! Presents...
IKRPG Session 0: For the Love of a Good Woman
Mechanical Errors:
2:18:00ish Gunmages do indeed cast their Rune Shot spells immediately before firing their weapons: they do not need to keep a list of imbued Rune Shots. They do, however, still need to make their bullets beforehand.
2:28:00ish Combat actions in IKRPG are Move, Attack, Quick action. There is no specific order in which you can take them; this is in contrast to the wargame, where one moves then attacks.
2:48:20ish Stat rolls cannot be boosted, only trained skills can be boosted with Feat Points.
Wednesday, March 5, 2014
Warmachine Wednesdays: BR 2.27.14 (A Comedy of Errors)
So, last week I held my fourth skirmish against my good friend Susan, a quick, enjoyable 26 pointer on some really interesting terrain. I tried to use my phone to capture the truly epic scale of the battles and ended up taking blurry shots not very frequently.
Such was only one of the myriad errors that plagued this particular battle.
The Lists:
What I tend to love about Cygnar is that our 'jacks tend to cost much less than Khador 'jacks (because we actually have light warjacks), so we can field more while keeping to a decently low point system.
For initiative, I ended up rolling lower, and was told to go first, possibly because of the advantage I had going second in our previous battle. We arranged armies, set up our advance groups, and began our first turn.
Cygnar Turn 1:
Stryker allocated 3 focus to the Minuteman, spent 2 to cast Arcane Shield on the Minuteman, and kept one for himself. I didn't pull any focus from the Squire on turn 1, as it didn't seem like Stryker needed any extra focus in the first turn for either extra spellcasting or buffing his 'jacks.
The Minuteman moved his six inches toward the Widowmakers in concealment, intending to get as close as possible before firing off two shots from his slug guns. He leapt across the river magnificently, but, sadly, Stryker totally forgot that Snipe would have been of so much goddamn use on the Minuteman for Turn 1, and so the two extra focus on the Minuteman went to utter waste, and he was left standing on the far side of the river with nothing to do but grind his gears.
The Ironclad, Lancer, and Charger advanced their regular move speed, being sure to remain on the Cygnar side of the disputed river, and Stryker and the Squire moved up behind the Ironclad to benefit from blocked LOS from the Widowmakers while preventing the Destroyer from using Arcing Fire to circumvent the Ironclad's cover.
The Arcane Tempest Gun Mages moved into firing position across the river from the Doom Reavers and prepared for their inevitable charge. Thus concluded Cygnar's turn.
Khador Turn 1:
Sorcha, in Khador's first mistake of the game, cast Boundless Charge on her Doom Reavers, forgetting that they can't be the direct target of spells, whether friendly or hostile. This can be seen as a continuation of Khador's misuse of the Doom Reavers, as The Butcher had cast Iron Flesh on them in our previous battle. She then cast Wind Rush and double advanced forward onto the bridge, gnashing her teeth at her inability to use her feat.
The Doom Reavers ran (i.e. did not charge) and totally forgot that Boundless Charge's bonuses only work on a charge. They splashed into the shallows on the Cygnar side of the river- probably a creek, actually- and ended their activation.
The Destroyer and Marauder advanced forward, but were unable to keep up with Sorcha, while the War Dog was able to run and heel to his mistress. The Destroyer fired on the Minuteman, missed, but the AOE was still in the vicinity of connection, but a 1/2 POW roll couldn't penetrate through the Minuteman's buffed armor. Khador then prematurely ended its turn without activating the Widowmakers.
Cygnar Turn 2:
Stryker, now potentially threatened by all those Widowmakers on his side of the river, took an extra focus from his squire, again allocated three focus to the Minuteman, gave three to the Charger, and one to his Lancer. Allowing Arcane Shield to expire, he then turned tail and fled into the forested cover to his left, the Squire following in his footsteps, and popped his feat, Invincibility.
The Minuteman, flush with focus and in wonderful range of his hated enemies the Widowmakers, advanced 4" towards them, then spent a focus to leap into their midst, landing b2b with three of them, and setting off his Flak Field, killing the Marksman and two vanilla Widowmakers. His extended Flak Field range was not enough to kill the closest Widowmaker to him, and so he fired on both remaining Widowmakers, killing the closest to him but missing outright with his second shot. The remaining Widowmaker made its command check, however, and stayed in the fight.
The Arcane Tempest Gun Mages made their command check to stand firm and fired volley after volley into the Doom Reavers, managing to kill three out of six of the main troopers, as well as their Greylord Escort. The Charger killed another, and the remaining two were knocked down but made their Tough rolls. In a last-ditch effort, the Lancer charged one of the knocked-down Reavers but still couldn't manage a kill. After that, the Ironclad stomped into position near the knocked-down reavers, blocking any access they may have had to Stryker.
I'm still not 100% sure if Gun Mages could use their Rune Shot abilities against Doom Reavers...as they're not really spell attacks per se, just spell effects...So not sure if that was a fuck up or not. Thus concluded Cygnar Turn 2.
Khador Turn 2
Sorcha began her turn by advancing to the end of the bridge and firing at Stryker with her gun and a Razor Wind attack. Luckily, both missed. The Destroyer moved forward again and tried a shot at Stryker, but again concealment was his friend and caused the shot to deviate to a point where it couldn't hit anything.
The War Dog moved up to heel with Sorcha, and the Doom Reavers stood and attacked the units adjacent to them, dealing little damage when hitting. The remaining Widowmaker moved adjacent to the Destroyer and fired at the Minuteman, missing. The Marauder ambled up closer to Sorcha, but still couldn't match his mistress for speed.
Sorcha concluded Khador's turn without using her feat, Icy Gaze.
Cygnar Turn 3
Stryker began his turn taking another focus from his Squire, and preparing an assassination run, throwing a focus on his Lancer, and two on his Charger. He then cast Earthquare on Sorcha, boosting the attack roll to ensure a hit. Luckily he didn't need to use the Squire's re-roll ability, hitting the Khadoran warcaster on his first try. The AOE of Earthquare knocked down Sorcha, the War Dog, and the Cygnar army's Lancer. Finally, he took a shot at Sorcha, dealing a little bit of damage.
Next, the Minuteman moved adjacent to the final Widowmaker and used Flak Field to kill it outright, wiping out the sniper unit entirely.
The Gun Mages continued firing on the Doom Reavers, killing one and knocking down the other with a tough roll, freeing up the Lancer and Ironclad for an assassination run on Sorcha. The final Gun Mages took a few more shots at Sorcha, hitting, but dealing little damage. The Charger fired both barrels at the knocked-down Sorcha, getting her HP to the red and, finally, the Ironclad stomped over to her and administered the coup de grĂ¢ce, ending the battle.
It looks like my previous tactic of matching Stormblades against Doom Reavers was ill-advised, as a good group of ranged units had a much more successful career against them. The Minuteman again proved to be amazing decimating the Widowmaker unit, though sometime soon my opponent will figure out a tactic to counter that strategy.
I suppose it's also time for me to invest in another Cygnar warcaster to see how strategies change between different army leaders. I'm really enjoying the shootiness of Cygnar, so perhaps Allister Caine will be my next investment, though warjacks are a hell of a lot of fun, so perhaps Jeremiah Kraye is also a good choice. We'll have to wait and see.
Lastly, this is my fourth victory as Cygnar; my third against my nemesis Susan's Khador. I can't wait for the next rematch.
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