Tuesday 5 January 2021

Chronicles of Lowenheim (7)

We ended with a mob getting ready for a raid on the inn De Groene Draak. I also decided to rename this series of blogposts "Chronicles of Lowenheim" rather than "Riots in Lowenheim". For an overview of all posts so far, see here.

As I mentioned before, it was my intention to try out the One-Hour Skirmish Wargaming Rules, written by John Lambshead. These are supposed to be a fast-moving ruleset, ideal for skirmish games with perhaps upto 10 or even 20 figures per side.

 

I will not run through the entire rules, but simply mention some of the core characteristics:

  • Each turn, a player draws an ordinary playing card. Each player has his own deck. The number on the card indicate the number of actions available for that that turn. This means - on average - players will have the same number of actions, and this also implies the rules work best with the same (or roughly the same) number of figures on each side.
  • Combat resolution (shooting or melee) is resolved by both players drawing cards, highest card wins. Cover simply means drawing 2 or 3 cards and keeping the highest number.
  • Figures have 1 hit and are downed. At the end of a full cycle (a cycle ends when a Joker is drawn), a card is drawn for each downed figure, with a Red Card (I think the original rules say Black, don't remember) indicating the figure is dead, otherwise the figure recovers and lives. 

 

My 2 decks of cards, guarded by the Emperor himself.

There you have it, a simple ruleset. As for distances, I shortened the distances somewhat (1 inch = 2cm) since my skirmish would be played an a rather smallish section of the table.

I have 2 gangs: the mob under the leadership of Hans De Jonghe, and the inn staff under the leadership of Grombo SuykerBuyck. The plan (a pincer attack) was already rolled for, so let the game begin!

I am not going to give a blow-by-blow account of the entire game, but simple a narrative of how the game unfolded.

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As soon as Hans had laid out the plans, the thugs and rascals started yelling and shouting, excited by the prospect of getting some good food from De Groene Draak.

One group started running over the bridge, took a right turn, and continued towards the crossroads with the 4 statues. The walled enclosure of De Groene Draak was in plain sight, and they could see the waving banner of Grombo SuykerBuyck.

Arrows were shot back and forth, causing some casualties on both sides. The defenders of the inn were lousy bowmen, so the battle was a somewhat uneven, with a large number of casualties on the defenders' side.

Encouraged by the shouts and cries, at the other side, the first rascal tried to cross the ford, but was quickly shot down from behind the barricades, manned by a single bowman.


It appeared this hobbit, all dressed in green, had a keen eye and good shot. He managed to lay down several more raiders.

... while at the other side the situation was more or less also under control.

The fight continuous. At the barricades, one thug manages to reach the barricade, but is quickly dealt with.

An all-out attack at the crossroads is met with a fierce counterattack.


A few more shots, and the raid has failed! Grombo SuykerBuyck and his stalwart defenders have prefailed! The thugs and rascals have been defeated! Hans De Jonghe has to back in shame!


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The skirmish system definitely worked. It was quick and bloody, although I only used the basic rules. Adding some special abilities for some figures might spice up things a little bit. But let's keep that for the following skirmish in Lowenheim.

So, what's next for week 4?

  • Event #3 has now played out, so I decided to do something with Grombo.
  • I choose to eliminate event #7, since an escape of one the animals could be folded into an attack launched by the wizards on Johannes Mercator (event #5).
  • Event #9 is changed as well, since we had a riot at one of the inns, and I feel the city guard would probably react to this.

Overall, I want to keep the options fairly open, but still tie in to the developing story, and keep a reasonable chance for triggering a wargame (3 or 4 events out of 10 seems like a good number). 

  1. The Landvoogd makes an important announcement as a result of the planetary conjuction seen in the sky. What is it? What is the result on the morale of the inhabitants of the city? [1]
  2. A trade caravan arrives. Who is the trader? What does he or she hope to sell or trade in Lowenheim? What news does the caravan bring? [1]
  3. The people living in the slums are starving. They form a mob and will go looking for food. Why now? Where will they look for food? Who is the leader of the mob? (==> skirmish wargame) Grombo SuykerByck feels he should be rewarded for his efforts in putting down a revolt in the city. What would be a proper reward? Will he become an influential friend of the Landvoogd? Will he get more money and/or influence? [4]
  4. The guards (along with the tax collector) go out collecting the new taxes, but a fight ensues. In what quarter of the city? Why is there a fight? (==> skirmish wargame) [1]
  5. The Magicians plan an attack on Mercator's tower. How will they do this? Night or day? Ground, air, tunnels, spells? Using their magical creatures, or do it more stealthily? Who will come to the help of Johannes Mercator? (==> skirmish wargame) [3]
  6. One of the other scholars (besides Johannes Mercator) living in the city makes a strange discovery that is of some importance. Who is he or she? What discovery? How will it affect the city? Good or bad? Physical discovery or new knowledge? What does it mean for the tension building up between the scholars and wizards? [3]
  7. One of the animals escapes from the Magician's zoological garden. What is the animal? Where does it go to? Intelligent or stupid? Rampage or not? What are the consequences? (==> skirmish wargame) [1]
    There are 4 statues at the crossroads (and a few more in the city). What is their meaning? What do they tell about the history of Lowenheim? [4]
  8. A murder takes place in Lowenheim. Who is the (important?) victim? Will there be a trial? What's the judicial system in Lowenheim? [1]
  9. A drunken party assembles on the streets outside one of the inns (why?), starts shouting and destroying things. The city guard has to come in and restore the peace. (==> skirmish wargame) [1]
    The recent riots around De Groene Draak lead to heightened patrols by the city guards. What will they do to restore order? Impose a curfew? How will they do it? By force or not? (==> skirmish wargame?) [4]
  10. Johannes Mercator is now even more popular than he was before. What are his plans for the future? What does he want to gain from the current situation? [2]

Let's roll the D10 ....... a 6! "One of the other scholars (besides Johannes Mercator) living in the city makes a strange discovery that is of some importance. Who is he or she? What discovery? How will it affect the city? Good or bad? Physical discovery or new knowledge? What does it mean for the tension building up between the scholars and wizards?"

We might have to think about this. To be continued!

7 comments:

  1. You have a very ambitious project going. All the terrain looks great! I've been wanting to see how the One Hour Skirmish rules would work for solo play. Is there an actual solo engine within the rules, or are you just controlling both sides? Thanks!

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    1. We'll see how long I keep this project running. Probably till I need the table to host a "real" game again. But given covid, this could still be some time ...

      The One Hour Skirmish rules don't really have a solo mode, so I'm simply playing both sides. But then I usually play solo games to experiment with mechanics or to explore "what if" options you might not pursue when playing player-vs-player. Sometimes I also roll a die to decide whether I would pursue option A or B for a given side. So I'm not really playing solo games in a "me against the AI" mode.

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    2. I see! Thanks for clarifying. Just waiting for my son to be old enough to play against/with me. Until then, I have to play solo. I guess patience is a virtue.

      Good luck in your part of the world with Covid. Here's to hoping 2021 will see the end of it!

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  2. I do like this town set up and games there in. I bought these rules but have not got round to trying them yet, I think I feel it is not a “ real game “ without dice. Seriously, I think I will try them...

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    1. The One Hour Skirmish rules are rather simple w.r.t. cards: draw a card at the beginning of your round to get a number of action points (1-13); and draw cards to resolve actions such as firing or melee (highest wins). Modifiers are drawing an additional card (or two), and keep the highest number. At the end of a full cycle there's a morale check in which the number on the card is checked vs the number of casualties. Jokers are used as an "end of a cycle" event.

      So there's nothing there that could not be done by dice: a D12 or even a D10. And since action resolution is "high card wins", you could as well roll any type of die. Only the Jokers need to be given some attention (2 Jokers in 54 cards), so you might want to find an equivalent with dice to get to some workable probability.

      But I think the advantage of using cards in such a fast game (each player has his own deck) is procedural: it's much faster to draw a card and read and compare results than rolling dice. And tactical modifiers are translated into drawing more than 1 card and keeping the highest number. Simple but quick, and that creates a fast-moving tension by itself.

      I played the scenario above in the most simple way: all figures were basically the same, no special attributes. But you could do that as well.

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