Aug 122010
 

One shieldswap later (and I’m not sure it’s for the better) here’s the full profile for Crazy Macy Sonnenshield.

The model was sculpted by good ol’ Jes Goodwin and released in 1986, I believe. The first mention of it I’ve found is as Gnawa Batter in the 1986 Citadel Journal in the C01 Fighters range. She’s named “Macelady” on the slotta tab, but was also available as Julia McEwman in the Tragedy of McDeath scenario pack. Lovely mini, but the straight legs give her a wonky posture and she’s quite a stiff jointed sculpt. I got the mini together with the previously posted ronin, from LeadAsbestos at LAF.

”Crazy” Macy Sonnenshield – Human Adventurer (54 pts)
Quality 3+, Combat 4. Berserk, Fearless, Capricious.
Little is known of this beautiful but deranged female warrior. She’s as deadly as she’s foul mouthed and short tempered. While viewed with some apprehension and mistrust due to her erratic behaviour, the people of Stillburg have learned to accept her as an occassional resident at the Nag’s Head.

“Oi! What’s this ‘capricious’ malarkey?!” I hear you say. Well, it’s a house rule trait of sorts. It’s a bit of a “Solar powered” rip-off, but instead of being either good or bad – it’s a bit of both which ever way the dice roll.

Capricious (0 pts):
At the start of a game, roll 1D6 for the model and apply the result rolled:
1,2 – Combat -1, Quality -1 (C3,Q3+ is now C2, Q2+)
3,4 – No effect
5,6 – Combat +1, Quality +1 (C3, Q3+ is now C4, Q4+)
I always intended her to be a bit of a loose cannon. She’s capable, but not reliable. After all, she suffered a quite severe blow to the head as a young lass. I even toyed with the idea to paint a white bang in the hair to illustrate that. Decided against it, as I managed to get the hair as I wanted on the first go.

Here she is doing what she loves most – disposing of zombies. Let’s see when she’ll be joining the Stillburg heroes in their adventures.

As a final little something I give you a WIP sneak peek of what’s coming up next.

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.