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 Witchfinder General: Days of Revelation.
 Encounter 6: Storming the Manor: 2nd game
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drusty

78 Posts

Posted - 13 Sep 2012 :  11:31:20  Show Profile  Reply with Quote
The witchfinder player had a forboding about this game before it had even begun. Maybe it was because he'd chosen dragoons instead of cavalry. Or maybe, when the game started, he flung those dragoons far out on the left wing, mounted, and thus lost the advantage of their firepower. Or maybe it was the consistantly low dice he rolled throughout the game.
It couldn't have been that the Evil Player's witch only managed to summons up one paltry familiar with ordinary folk's stats, that very soon got its head shot off. Or that he rolled for only two werewolves. But it could have been that his cavalry quickly rode down Stickler Sterne and his bodyguard before going on to slaughter the clubmen; while a witch and two barguests decimated the dragoons before anhiliating the Angry villagers; while the witchfinder musketeers hold-up in a cottage and behind a wall took pot-shots at the Blinders on the Manor walls; while the field-piece's one shot at the gate was ineffective; until the Blinder cavalry and werewolves closed in on the remaining pike and musketeers... "Till next time, next time," Stickler Jasper was heard to mutter as he was led from the field.
As the Witchfinder player, I'm kicking myself for not being more decisive, -but maybe it was the poor dice rolls and the incisive tactics employed by the Evil player. Still, we've really enjoyed the six Encounters played over the last few months. They're a good way to become familiar with the rules. And we're both willing to play them all over again, if not coming up with one or two encounters of our own.
There were a couple of points:
1. For Activation purposes, is the wagon classed as an'individual' or a 'loose formation'.
2. If the artillery crew sighted the gun to fire at the Manor gate before 'gloomy' conditions descended, can they still fire the gun at the gate in a subsequent turn, even though they can't see it anymore because of the gloomy conditions; or is this subject to the 'Sight' rules?
3. Under the 'Take Aim & Fire' Command for artillery [p.82] it says: "...and ALL the Artillery crew [must be] given a Take Aim & Fire Command..." Does this mean, when the gun crew are activated, if one or more of them are engaged in Fisticuffs [thus must be given 'Resume Fisticuffs' Command] that the gun cannot be fired that turn?
Many thanks.

Edited by - drusty on 13 Sep 2012 11:34:42

Black Sheep

United Kingdom
263 Posts

Posted - 17 Sep 2012 :  00:29:21  Show Profile  Reply with Quote
Hello Drusty,

Thanks for posting an account of your second Storm the Manor game. I hope Stickler Jasper has better luck in the future. I will put the photos you have sent on the Grimm Gallery.
It appears from one of your photos that the Witchfinders may have had a new enemy to contend with too?
As usual you have raised some good questions.

1. The equipment laden wagon and horse used in ‘Storm the Manor’ move when a figure ‘controlling’ them is issued with a manoeuvre command. The controlling figure can be activated as ‘an individual’ or as part of a ‘loose formation’. If the controlling figure is riding the horse, or sat on the wagon, the player will use the manoeuvre distance given for a wagon. If the controlling figure is on foot and ‘leading’ the horse, use the controlling figures manoeuvre distance. If a figure on foot is leading a horse that is pulling a wagon through tricky terrain (standard distance of 4 inches), I suggest the player should still roll a D6 to ascertain if the wagon gets stuck (page 18 - wagon stuck on a roll of 1). If there is 4 or more (max 8) figures actually onboard a wagon they would be activated as a ‘loose formation’.
2. Once ‘gloomy conditions’ descended the artillery crew would have to ‘sight’ the Manor gate in order to fire at it again (page 82). This could account for the crew needing to reposition the cannon after the recoil from the earlier shot. I appreciate there is scope to expand the artillery rules to allow for shooting at large inanimate targets in the dark and acknowledge crude ‘zeroing in’. As an aside, I would like to introduce mortars to the game too.
3. If a member of the artillery crew is engaged in fisticuffs I hope some of his colleagues will try to ‘valiantly assist’ him. As long as the cannon is loaded I think it is reasonable, in this situation, to allow for an artillerist that is not embroiled in close combat to apply the burning match and fire the cannon.

17/9/12 The photos from Drusty's second Storm the Manor game have been added to the Grim Gallery.

Edited by - Black Sheep on 17 Sep 2012 21:40:48
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