After our first Clash of Swords battle report, Brett and I managed to have another two games following a storied narrative, that my Pirate crew, tried to seize a ship from the docks, defended by Brett's pirate crew. Brett secured a win here defending the ship successfully with some wondrous (read - 'lucky') shooting, which quickly dropped my crew to their break point. They skulked away to lick their wounds.
To follow on from this story, my crew then tried to sneak out of town, and we had fun with the sentry rules, as I managed to send one of Brett heroes off in the wrong direction who promptly became a sheep 'worrier' in a distant paddock ;-). I managed to sneak my crew down one the side of the board until they were spotted and then all Hell broke loose. I almost managed it but Brett succeeded in heading my crew off at the last minute and stopped my crew about 6" from the target board edge... Curses! Foiled again, and still stuck in this rotten port!
So the scene is set. Our two crews are still holed up in the town, with mischief afoot. It did not take long for the Governors mansion to catch the eye of our crews, and both crews appear to come to the same conclusion - Kidnap.
So our story starts...
Brett's pirate crew obviously must have got there first as they found themselves with their Captain Flint, and half their crew and the terrified Governors daughter, in position in the mansion. Just about to set off back to the ship, they notice my pirate crew heading their way, and many townsfolk milling about the streets...
Captain Jim Blackblood leads the toughest half of his crew towards the mansion from the docks, knowing they will likely take musket fire from the windows of the mansion.
|Cap'n Blackblood leads crew from dock|
Whilst quartermaster Beady Bill, leads the rest of the crew from the town side of the Mansion. New man to the crew Jock brings a blunderbuss with him, with which he hopes to have some fun.
|Beady Bill leads the rest of the crew with new member Jock and his blunderbuss|
|Jim Hawkins brings on the remaining half of Flints crew from the flank.|
|Eagle-eyed Quartermaster Squire Trelawney takes up position at mansion corner|
|The governors daughter - (what a flusie!), on the top floor, with two cut throats|
|Captain Flint and the ships cook on the ground floor|
|Trelawney gets off first shot of the game with his musket|
|And immediately drops Beady Bill|
|Old Ned, seeing Bill shot, changes direction and rounds opposite side of inn, away from eagle eyed Trelawney.|
|Cap'n Blackblood and Jim Hawkins reach pistol range. This exchange sees Hawkins shot down.|
|Cap'n Flint moves to mansion doors|
Meanwhile, out to sea, a privateer brig can be seen making its way to the ship yard, to finish off its fit out. Sea trials have proved interesting without a wheel or anchor, or much rigging, and there is clearly need for more cannons!
|Out to sea a Privateer Brig approaches, (heading for the shipwright to get finished!)|
|Ol' Ned leads the approach to the mansion, seeing Flint behind the door, and Trelawney round the corner. Another of Flints cut throats at far corner of inn.|
|Mistress Gray backs off in the face of an enraged Blackblood, whilst Trelawney readies another shot.|
|Ned and Muzza try to get at Flint in the mansion, while Jock levels blunderbuss at Trelawney. Dandy Jack has charged the cut throat by the inn.|
|Frustrated at townsfolk getting in the way, Blackblood and Willie charge the one between them and Trelawney|
|Dandy Jack uses his swordsmanship against Flints cut throat|
|Privateer Brig approaches port|
|With Blackblood busy, Mistress Gray leads the charge against Arabella|
|A brave attempt by Blackblood to get past the townsfolk to help his beleagured crew, with a 'No Quarter' fight is thwarted by poor dice... sniff sniffle|
|Numbers start to hurt Blackbloods crews chances and cut throats begin to fall to Flints crew|
|Dandy Jack and Jock battle with Flints cut throat, as Muzza tries to hold off Flint at mansion door|
|The final melee sees Willie dropped, and Blackblood facing 3 of Flints crew, having managed to drop one himself just after this picture taken|
|With Muzza cut down, Flints Heroic No Quarter allows him and his cook to storm acorss to help his threatend cut throat.|
The post game sequence revealed some interesting results, both Arabella and Beady Bill were dead! And Ol' Ned had a smashed leg and would miss the next outing. However, as they fled the scene, in the confusion, Dandy Jack and Jock must have grabbed the slumped form of Trelawney, who it turned out was laterly exchanged to the authorities for small reward and he was promptly hanged! (A cruel choice but I'd lost 2 crew this game, and thus needed the cash to buy more, and Trelawney was becoming a serious pain in the posterior to my pirate career!)
Both crews gained experience from the events of the game, and several skill upgrade rolls were made. Booty was calculated, and both crews would have enough to make good their losses. It should be noted I think that 'man of the match' has to go to Mistress Grey who managed to drop 3 pirates this game with a little help along the way, including my doomed Arabella who had only recently been promoted from the ranks via the 'cabin boy did good' advance roll. Ah well, easy come, easy go!
This scenario is always a tough one for the attacker, and in reflection, the critical turn was Blackbeard's charge against the townsfolk. Brett played these well, and at the point Hawkins was dropped I could have easily pressed an advantage in numbers in a small local area, but the damned townsfolk were in the way. Perhaps I became a little impetuous, but was also potentially under pressure from other areas. Trelawney had been a real thorn in my side in previous games and this one, with his 3+ to hit in shooting, and Flint's 3 melee attacks were lethal! I caught a break when the grenade blew up 2 of Flints men, but lady luck seemed to turn the other way again.
I also most broke out of the problem, with throwing daggers dropping a peasant, and then calling a No Quarter. If I had dropped that intervening cut throat I could have rescued my struggling crew, but you cant do much about rolling a 1 and a 2 in a fight...!
Brett did comment part way through game his dice luck is legendary with his past playing partners! Looks like I am up against it!
But at the end of the day its a simple fun skirmish game and not worth getting too wound up about, and as the post game events show, money comes your way, and more crew can be bought for the next game to keep it interesting!
Looking forward to next game.
I have realized why the figures stand too large against the mansion doors ... They are in fact too big, or doors are too small! Working with a nominal 28mm figure scale in my head, I thus made doors 30mm high, thinking that would be plenty. Of course, the figures are '28mm' tall, but then they also have a cast base, and then I mount them small coins. This has significantly increased their size to the building doors. So...
the builders have been called in! I'm adding a layer of foamcore all round base of mansion, which will give a plinth like effect, and also a step up to mansion doors. That should fix it! Lesson learned!