Jul 192010
 

I’ve finally finished and photographed the Stillburg heroes. Here’s the full ensemble description. I’ve posted Raab before, but I include him here for completeness.

Raab – Human Barbarian. 39 pts. Q4+, C4. Fearless, Berserk.
Professional sword for hire. Long time friend and companion of Aldor Berlepsch. Not the brightest, but fiercly loyal to Aldor and will protect him at any cost.


Aldor Berlepsch – Human Ranger. 50 pts. Q3+, C3. Forester, Shooter (Long).
A veteran tracker and marksman, most of his life has been spent in the wilderness. Relocated to the north with Raab, after some ”recent unpleasantries in Nuln” where the two have worked several years as ”problem solvers and handy-men”. While the two aren’t exactly law abiding citizens, they have a strong moral code and would not harm innocent or defenseless people. Underworld crime lords, on the other hand…

Brother Wendel – Human Cleric. 50 pts. Q3+, C2. Cleric.
Friar at the priory of Gadd, just outside Stillburg. Together with Duncan Sandels, tasked by Mayor Boismann to investigate the recent disturbances. While a drunkard and a man of little courage, he’s a good natured and kind pragmatist with a great love for all his companions – except the Mayor.

Duncan Sandels – Human Paladin. 46 pts. Q3+, C4. Steadfast.
Part of the (very small) knight templar order of Gadd, Duncan is the muscles behind brother Wendel. Driven by a very strong sense of duty and honour, his mind is foremost on the task at hand. Very pious and devout. Completely devoid of a sense of humour.

Finally, here’s a group shot of the lads. Next to his mates, Raab’s eyes look a bit funky. I should probably re-do his base too. Oh well…

Coming up next, a few shots of the Mayor and his boys. I’m also finishing up the session report of the first scenario in the Stillburg campaign.

Jul 182010
 

First of all, sorry for the slow pace here – but it’s summer time (and crazy hot!) as well as vacation time (three weeks done, one to go) so I haven’t spent much time writing for the blog. We have played some games though, most recently me and my cousin Fredrik played the first game in the Songs of Stillburg campaign! A full battle report is coming soon, but first a little post on our house rules and the philosophy behind them.

Song of Blades and Heroes (SBH) isn’t designed for adventure gaming. By adventure gaming, I mean a table top game played out similar to role playing games. Every roll of dice should count, but the outcome of the game should not hang on every roll. With standard SBH, the latter is often the case. Troops will fail to activate and cause turn overs, throngs of undead will vanish in thin air when a gruesome kill is scored on a zombie, fleeing heroes will be automatically killed as they pass a snotling by a short distance. All in all, it’s mayhem and frustration and hilarious fun. But it’s also very unpredictable. In order to remedy this, to make sure scenarios don’t end prematurely and to reduce frustration and enhance the fun, we have made the following changes. They are not “fixes” or anything. I don’t think SBH needs fixing, as long as it’s played the way it was designed – fantasy free for all versus all comers.

Activation
When rolling for activation, a complete turn over is only caused when a 1 is rolled on two or more dice.

If a model fails two or more dice on an activation roll, the model may not be activated at all, regardless of the third die’s result.

With this change, a warband of only goblins (and no leader) will stand a chance when facing elves, for example. There’s still a risk, but usually most troops will get atleast one activation per turn.

Undead
Undead failing their morale checks are transfixed instead of instantly destroyed.

With this change, the scenarios won’t end prematurely due to a single gruesome kill on an 8 point zombie taking out 100 points worth of troops.

Morale
When a model fails a morale check, it enters a state called routed. A routed model may do nothing, except attempt to rally (with a standard morale check) at the start of its controller’s turn. It remains routed until successfully rallied. A model that successfully rallied may not activate during the turn it rallied.

Models are not instantly destroyed when moving past enemy models, instead they suffer a free hack.

Models are not instantly destroyed when rolling three morale failures, instead they flee three distances.

Models unable to flee (transfixed or no free path) are removed from play as casualties and must roll on the injury table after the game.

Models fleeing off the table are removed from play, but suffer no ill effects.

A model fleeing must flee away from it’s enemies, towards the nearest table edge to wich it has a free path. If there’s no free path to the nearest table edge, check if there’s a free path to the second nearest edge and so forth.

With this change, the morale rules are a little bit less digital and models stay on the table longer.

That’s it for now, I expect more will be added at a later date when I remember them.