Our next test game for City Grounds was based in a fantiscal forest fort on the edge of a ruined village. A band of orcs (with a trained warg) decided to push their luck and expand the boundaries of their nearby camp. A small gang of Frogmen hired a few human archers to help with the defence of their tiny town.
THe forest town of the frogmen has lots of high ground and complete defensible walls. Four human archers back up the two frog archers, two spearmen (one with shield) and their leader.
The gang of orcs (our orc model from the last game, in our heads he was coming back to reek revenge!), two shield and sword men, two spearmen and two archers. Acompanying them was our first test cavalry model, a warg! Low defense, high armour and high wounds.
The first few tunrs saw the frog team take defensive formation upon the walls, tower and front door. The orcs advanced slowly as we worked out some pass/fail roll rules meaning that now if you fail one action, but succeed another you may act out the one you succeed, instead of a total failure on a model. At this point in the game we also started pontificating about height advantages on archery, as we had some really high up models.
Our orc leader managed to charge the front door and start laying into it accordingly. The door wasn't strong but a few unlucky rolls and it stood another turn. Meanwhile the orc archers kept firing on the walls and the frogs kept firing back. We deduced that if you are 0-5" above another model, you shoot at the usual category (range bracket) then if you are 5-10/10-15 etc above them you may move down the amount of categories that you are above, e.g. a model three sections up can shoot a model at very long range, but it will count as short range. These rules are still in the works as they could be very OP but given the way the rules work, ranges work and the difficulty of hitting it definitely has a realistic (if not just logical) feel to it.
Much to my shagrin Toms orcs managed to get up to and bash down the door, his spearmen also progressed onto the battlements which we made accesible from all sides so they could be climbed. He also managed to basically jump the wall with his warg and dive into the fray that way, it was chaos. Short range shots being popped off by the humans and frog dropping like flies. We introduced a "brace" rule for miniatures within 2" of the door they wish to defend meaning they can add defence to the structure.
With the door down things where looking grim for the frog team. Fighting on difficult ground (the fallen door) the orc leader had one unlucky round and with fustrations mounting on both sides the game ended in turn 6. I think we where both glad as it began to get comically competetive and because our first game went on forever we decided to cut it off after two hours. When playtesting most of the process is talking and taking notes but even with that in mind this game was certainly smoother and much more fun than the first. The next step before more test games is to make some ruins (generic osgiliath style) for us to play in a proper ruined city.
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A blog for the w.i.p element of the EZPainter process.