Showing posts with label legends of the high seas. Show all posts
Showing posts with label legends of the high seas. Show all posts
Friday, 25 May 2012
End of an Era! Warhammer Historical has Shut Down!
Yesterday PJ from Shades of Chaos UK went to take a look at the Warhammer Historical Site.
This is what he found
I like to keep up with gaming news but I dont remember seeing any annoucements in the last couple of weeks about this.
Its such a shame. Being a big pirate fan and a player of Legends of the High Seas, this was my favouite part of Games Workshop. Trafalgar was next on my list but I guess thats not going to happen now.
RIP WHH. You will be missed!
Hendybadger awaaaaaaaaaaaaaaaaaaaay
Friday, 20 April 2012
Then all went quiet.......... for SALUTE!
As you may have guessed already, Tales of a Tabletop Skirmisher has headed off to Salute 2012
The first time to a convention outside of Cornwall or Devon, this should be fun!
It does mean that the blog will be quiet for afew days though as were are making a short break of it.
When I'm back you will see all sorts on here including-
Reviews - Games of War and Ainsty Castings 28mm Ships, Pulp City Supremes, Black Scorpion Pirates, Large models from a variety of companies and more.
Dramatic Battle Reports - The pirate ship 'Black Badger' continues to terrorise the High Seas, 'The Lesser of two Evils' story continues at the forces of Necroplane try to take the Heart of Neptune, A first try at a Comic Book style battle report
Salute 2012 report (obviously)
And loads more.
Handybadger awaaaaaaaaaaaaaaay! (for a while)
Thursday, 19 April 2012
ToaTS, Pulp City + Legends of the High Seas on Facebook!
Just another quick post today.
This blog has finally moved into the social media craze! Yay!
So for all the Facebook users out there you can now follow ToaTS on there as well by 'liking' THIS LINK
(The blog really needs a logo of sorts doesn't it)
Its not only the blog that on Facebook though. My 2 favourite games are to!
Check out these links below
Feel free to head over and take a look at these pages and groups. Great communities over there.
'Join' and 'Like' to your hearts content!
Hendybadger awaaaaaaaaaaaaaaay!
Monday, 16 April 2012
New Pirates and Fantasy Football Dwarves from Black Scorpion
Black Scorpion have shown some stunning new minis today that will be for sale at Salute this weekend and then their website not long after.
An entire Dwarf Fantasy Football (Blood Bowl?) team, Dwarf Pirates, Pirate Girls and the 5 missing Special Characters from their Cutlass game. Including an alternate version of the limited Alexia release.
You can see them all >>HERE<< or below. (click pics to view larger)
I will defiantly be picking up the Pirate Girls, Jack-a-Roe Jones (Undead Character) and Nuria del Fuego (Female Character) for my crews.
Which do you like?
Cap'n Hendybadger Ho!
Sunday, 8 April 2012
An Amazing Fleet! Arrrrrrr!
After my post about using ships in Legends of the High Seas, HERE, I wanted to finish building my first ship.
The main parts were fine but I wanted to do abit of research on the mast and sail.
Then I came across the picture above on the Fist Full of Seamen blog and his pictures of his entire fleet.
Wow! Arrrrrrr mazing! Stunning!
Follow the links to see the other pics of the fleet and an great looking event called '15 Minis on a Lead Mans Chest' that contains some of the best pirate scenery I have ever seen!
What the hell, here's more ships!
Cap'n Hendyabadger be settin' sail
Saturday, 7 April 2012
Legends of the High Seas Game 3 - SHIPS!!!!!!!!!
This week we had a bit of an odd gaming night. After an hour nobody had arrived so I went home. Not long after that, one of the players arrived at my house. So what did we do?
Play Legends of the High Seas with SHIPS!!!!!
Before I start I would like to apologise for the state of the table and my crew.
Haven't had the time this week to paint the boards and awaiting my new GW paints before I hit the crew and ship.
With that out of the way lets get started.
We have played a couple of small land battles since the last report so the crews have advance a little more and we have an even better grasp of the simple yet fun rules.
When playing ship based scenarios, your crew starts with a basic small ship and 2 small cannons for free.
The damage it can take is rolled at the same time. For a small ship you get D6+4 Hull Points.
You then get 20 Ship Wright Points to spend on upgrading it.
We both went for 1 Longboat, 1" extra movement from a Custom Sailing Rig and a couple of extra reinforced Hull Points.
Leaving my ship with 9HP ans Steves with 10HP. (Grrrrrr lucky git)
Steves Privateer crew of the good ship Vamp-Tanic (That name doesn't bode well)
Ship from Minimi. Crew from Black Scorpion and Black Cat Bases
Cap,n Hawks Pirate Crew of the Black Badger.
Ship, rocks and cannons from Games of War, crew from Black Scorpion.
Behind them you can see a Wind Direction template Im testing out for Games of War that will hopefully go into full production soon.
At the start of the game you roll for wind direction. Luckily it rolled blowing South with was the direct my ship was heading. This is know in the game as Wind Running or Wind Aft.
This gives a nice boost of speed to a small ship letting it move D6+6"
Steves crew had the wind against them. Known as Wind Beating or Wind on Bow.
The wind direction doesn't affect small ships as much as it does large but it still meant the Vamp-Tanic was only moving at D6+3"
With other ships in the water and rocky outcrops around you need to get the hang of changing direction.
Small ships are quite nimble so can make 3 45degree turns per movement phase. Although it does have to travel 2" forward before making each one.
The we found CANNONS!!!! YAY!
Cannons are the only 'guess range' weapon in the game but that makes them all the more realistic.
With a 90 degree arc of fire you need to be facing the right way as the cannon itself cant be moved.
The basic shot from a cannon is a cannon ball. Only does damage to a ships Hull Points, but that's all you need to sink it!
Instead of rolling on your 'shooting' skill you instead roll on the cannon firing table.
This could make you shoot long, short, critical or even a miss fire that may explode!
The Vamp-Tanic landed a couple of killer shots taking 4HP off the Black Badger
Steves crew then shot off before I could return fire. I was also Wind Beating while Steve had Wind Reaching or Wind a Beam. Giving him D6+4" to my D6+3"
Luckily for me the wind the changed direction from South to East.
Swapping the movements distances over.
The Vamp- Tanic pulled around again to fire off her cannons but did no more damage. (luckily)
If it had, then there is a chance I could have to surrender. When your ship is under half of its HP the you need to start taking Rout tests with your Captain.
The Black Badger did get a couple of shots back to remove 2 HPs though
When rolling for initiative at the start of each turn there is a chance the wind could change direction.
If its a draw the initiative swaps from one player to the other and you roll another dice.
An even number makes the wind turn 1/4 anti-clockwise and an odd turns it 1/4 clockwise.
This gave the movement advantage to the Black Badger once again.
Being able to speed around behind the Vamp-Tanic I was able to test out another cannon shot type.
The Grape shot. This , as you can see, is the teardrop template that affects crew not the hull.
At Strength 5 this took out a couple of the Privateer.
Two more could have been fun though. If you don't have 3 sailors controlling your ship , and not firing cannons and muskets etc, at the start of your movement phase you ship goes out of control until you get you crew into place again.
A sharp turn let me come along side Steves ship. If the target vessel is moving at half distance through having its Hull Points or Sails damaged you can board them. Steves ship still had a couple more HP to go so I had to keep going.
The Vamp-Tanic then pulled in front and loaded their grapeshot.
The template covered all of my crew except the monkey!
Before rolling to damage with Grapeshot you roll 1 dice to see if you get a misfire. This only happens on a 1. Guess what.
No explosions though.
With the Black Badger pulling along side again the crew decided to fire off a couple of muskets as well as the cannons. This was enough to make the enemy captain 'strike the colours' (rout).
When this happens the winning captain gets extra experience and you can choose to move onto a boarding action.
Oh yes!
With a boarding action the 2 crews go up to the rails and fight it out. You can also move you crew over if you are the attacking ship and there isn't anyone to oppose you.
A fun little part is swinging!
A sailor by the rigging (mast) can try and swing from one ship to the other. You roll 1d6 and see if he makes it.
My Quartermaster rolled a 3 meaning he moved a full 2D6. Which ended up being 9!
Leaving him in the deep blue far on the other side of the ship. When trying to swim you roll on the usual table like you do for climbing and jumping etc. A lucky 6 means he was probably the only sailor on board that could actually swim!
Soon after the crew of the Vamp-Tanic gave in and Cap'n Hawk won the day!
With 2 scenarios being played back to back we had some nice amounts of booty to play with!
Steve picked up some more crew after one died and I went for arming my ship with more cannon and swivel guns.
Now we have played all the rules in the book we LOVE it!
Really looking forward to the next game on the High Seas!
Cap'n Hendybadger out
Thursday, 29 March 2012
Legends of the High Seas - Game 2 inc New Rules
A few days ago we had our second game of Legends of the High Seas. You can see my first impressions >>HERE<<.
But before I start this post properly I have a couple of apologies.
1- I meant to post this up at least a couple of days ago but have been a very busy Badger
2- I know I said there would be ships in game 2 but we decided to run a couple more land battles and look into the more specialised rules a couple of times before we added then in.
So, the second try.
This time we set a scenario and used the more in depth rules including Fame, Fortune, crew/hero special rules and campaigns. Plus a slightly nicer board.
The setup -
Instead of just putting rough crews together we started out with new crews we would continue to use from game to game.
Liams Royal Navy ( I forgot to write down the archetype)
Steves Vamp-Elven Privateers with a Bloodthirsty female Captian. Giving enemy crews -1 Courage
My Pirates of the Black Badger. Led by Cap'n James Hawk. A Lucky soul.
Being as lucky as he is, I got 2 re-rolls during the game and the ability to re-roll booty afterwards.
With the basic movement, shooting and fighting rules down we started off playing a Clash of Swords scenario. The basic game where 2 or more crews fight each other off until only 1 remains.
As the 3 crews advanced towards the village they had the great idea to take cover from incoming fire.
This gave us the chance to use a couple of new rules. First was jumping. If an object is 1/2"-2" high a sailor has to go around attempt to jump over. Another simple rule that uses a single D6. On a 1 he doesn't make it, 2-5 he gets over and stops and on a 6 he gets over and can keep going.
This is basically the same for other strange movements like climbing, swinging and swimming.
1 is a fail, 2-5 is ok and 6 is good!
The cover was also helpful in the shooting turn. If you target a model that has at least 1/4 covered by something (or someone) else you have to roll to hit, then to see if you can miss the cover, then wound if you still hit your intended target. Most objects are a 4+ to avoid. They call it the quite obvious 'In the Way Roll'
Unfortunately that wasn't enough to help some. Alot of the shots hit home and took the target to the floor.
When a model is taken 'Out of Action' in the game by losing all of its Wounds you have to see if they survive afterwards by rolling on the serious injury charts. On a 1-2 a Henchman just dies. 3-6 he is fine.
The Heros chart is abit more detailed though. Using D66 (1 dice then another) you roll to see how they are wounded. The results range from Dead to Hardened. Including all sorts in between like hook hands, peg legs and trials that could result in a hanging.
How did we fare on this? Well all 3 of us lost a Henchman, well Steve lost 2, and each had a wounded hero.
My quartermaster was lucky with a full recovery but Liams First Mate wasn't as lucky. A nice black eye patch for him (-1 to all shooting rolls) Steves became a Hardened sailor gaining extra experience.
As the fighting continued the crews got to half strength. This meant taking Rout tests.
At the start of your movement turn each sailor has to roll 2D6 + Courage. A 10 or more means they are fine. Less, they run off the table. Not dead or injured but gone.
If things look REALLY bad you can voluntarily Rout. Your entire crew running to live and fight another day.
I mentioned experience. As your sailors fight they gain experience for things they do.
Fighting in a game gives 1, holding an objective is 1 and each kill a Her gets is another. Different scenarios do have different ways of gaining them.
Once you total up your experience at the end of the game it is marked on your Roster sheet in supplied boxes. In these boxes there are empty ones and filled ones. The filled ones mean you have reached an advance.
When this happens you roll on the advance chart to see what happens. For Heros this could be a +1 to a characteristic of a special skills that effects the way he is used. For Henchman its a +1 increase or one of them could be promoted to Hero!
Combined with the serious injuries this can give you some VERY interesting sailors. Some you can even become attached to as they destroy all or survive with 2 hooks, 2 peg legs and an eye patch but a great shooting skill!
The last part of the campaign rules is booty. And we all love abit of booty!
When you finish a game you roll 2D6 x5 for your doubloons. A set amount is taken for crew upkeep, food and such, and the rest is yours to keep.
A winning crew gets 3D6 and some scenarios give you even more.
This can then be spent on new sailors, weapons and special rare equipment.
What do I think of this part of the game?
I LOVE it! The extra in game rules add alot more flavour and feel to the game and the campaign system add a while new level of customisation and crew building.
Already looking forward to the next game (tonight) and then we are planning for the ships next week.
Is it wrong to get excited?
I will let you know how things proceed.
Hendybager Ho!
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