Showing posts with label musketeers. Show all posts
Showing posts with label musketeers. Show all posts

Thursday, January 5, 2017

Happy New Year and a Little Scenario

I wish all you faithful and incidental readers of my blog a happy and fruitful 2017. May you all become annoyingly happy and filthy rich!

And for your perusal a little scenario for En Garde!


Forces:
D’Artagnan has challenged all three Musketeers (in succession) to a duel and has met with them on a square with this intention. En Garde stats are as in the rulebook. All are armed with swords. The four are grouped together near the well.

Some Cardinal’s Guards enter the square to interrupt this and a fight quickly ensues.

Option 1: En Garde stats are Rocheford (General), one Q4 Officer and six Q3 guards. All are armed with swords.
Option 2: En Garde stats are one Q4 officer and five Q3 Guards. Are all armed with swords and pistols

Terrain
The fight takes place on a square. In the middle stands a well. Two laundry lines holding up large sheets cross the square. Several tables-and-stools, barrels and crates are littering the square. One or two carts might provide some additional cover or terrain. Perhaps the odd tree?

Victory Conditions
The Musketeers must kill, dispatch or drive off all the Guards to win.
The Guards must kill, dispatch or drive off all the Musketeers to win.  Musketeers will cease being Fearless as soon as they suffer 50% Critical casualties or at least three Musketeers are Grievously Wounded. .

Brawling
A figure may kick-and-roll a barrel or throw a stool or another piece of small furniture when it is in base contact with the object at the start of the Action.

Throwing stools and other small furniture barrels counts as a Ranged Throwing Attack at -1 to Hit and +1 to Wound.

A figure may kick a barrel towards an enemy. This is also a Ranged attack (pistol Range, -1 To Hit, +1 to Wound). A barrel hit will knock down a figure as well, even if no Stun/Wound is suffered.

Missing barrel attacks are performed with an Artillery and scatter die. The scatter die result is “mirrored” in that the barrel will always roll away from the attacker within his frontal 180 degrees. Any (unintentional) hit will knock down its victim as well.

Laundry
Laundry may be used as interactive terrain with some form of cover. Laundry will of course offer no protective cover, but may obstruct line of sight. Close Combat may take place through a piece of laundry.

Making a Ranged Attack on a figure obscured by laundry suffers a -1 To Hit.

Any Parry performed behind a piece of laundry gains a +1 chance on success.


Any Close Combat Attack through a piece of laundry that fails to hit and yields double scores gets the attacking weapon tangled in the laundry. The Attacker must sacrifice an Attack or Defense chit to disentangle it or –when no chits are left available- use an Action to do so.  If the figure Moves before he can disentangle his weapon, the weapon is lost on that spot.

The winner will, of course, be bedecked with Eternal Glory!


As it turned out we used Option 3: Rocheford, an officer and 4 Guards all armed with swords and pistols, resulting in a narrow win for the Musketeers with Rocheford slipping away at the last moment and all Musketeers wounded but victorious!




Friday, February 26, 2016

En Garde review: touché!


Once more Osprey has released one of their little gems in the Osprey Wargames series. A Rennaissance successor to Ronin called En Garde is the latest addition. 



En Garde is a tabletop skirmish wargame based on the Ronin rules "engine" en set in the Rennaissance period. Meant to be played with some 5-20 figures per side it covers the historical period from around 1550 to 1750. That means fans of the Three Musketeers, Alatriste, the Border Reivers and all kinds of small actions in the English Civil-, Thirty Years- and Eighty Years War have finally found their ruleset! 

Cardinal's Guards sneaking through an alley
It is written in the standard Osprey format: A5 booklet in full colour across 64 pages providing a complete ruleset. Apart from the rules the book offers special rules, army lists as diverse as Conquistadores and Aztecs, Musketeers and Turkish Janissaries, scenarios and some tips on making your own army lists and reading.


But how does it play and how does it compare to its parent ruleset Ronin? 


Just like in Ronin a turn has a Priority (Initiative + Morale) , Movement, Combat and End (Combat results) phase. The Action Phase however has been dismissed. 


Also like Ronin the game has an alternate turn sequence. Players move their figures alternately starting with the player with highest Priority moving one first, then the other player moves one et cetera until all figures have been moved. 

Aramis in serious trouble....

This achieves the same tactical depth in the game, as figures strive to maneuver into the best positions one by one. Unlike Ronin, En Garde enables group Activations by ordering groups around a Commander (an Attribute for high-ranking figures) to execute the same action all at once. Deadly musket volleys ensue! 

D'Artagnan escaping through the back door of the tavern


Missile weapons only fire once per turn in En Garde and usually must be reloaded, which also takes a turn. As the Action Phase has been removed, firing and reloading missile weapons now happens in the Move Phase instead of Moving or (modified) after a Short Move. Miscellaneous actions happen in this Phase as well, instead of or alongside a Move. 

The terrific Combat system from Ronin has been transplanted and improved. While in Ronin combatants could use chits from their Combat Pool to simply enhance attacks or defences, in En Garde opponents may choose from a number of specific enhancements. Parries, Feints, Ripostes and Mighty Blows all cost Combat chits but deliver different benefits and penalties. Selecting your Combat Pool is now only the beginning. 

This results in opposed die rolls where the difference between the rolls determines a succesful attack or defence. Only succesful attacks may cause damage and the larger the difference, the more serious the damage. 

Poor old Planchet laid low by a musket volley
In practice this results in a tense and quick game wherein a skilled Musketeer can hold his own against a horde of knife-wielding ruffians, may play for time by Feinting but may still be overwhelmed by their numbers before reinforcements show up. 

The black powder firearms are slow to reload, but have range and are especially lethal at short range. Interestingly, pistols may play a part in close combat. 

The book includes 8 scenarios and a simple campaign system. Inspiration for more scenarios is not hard to find in movies and books of the period. There are even tips for adding Fantasy elements like witches, werewolves and Revenants and a certain duo of large Barbarian and wiry Thief
As yet untried is a simplified Attack procedure also included in the book to facilitate larger group actions. 



Conclusion: like its predecessor Ronin En Garde is an interesting, quick playing game with lots of athmosphere for the period it is placed in. Recommended! 

I already have a Dutch Revolt table in mind.......

En Garde
64 pages paperback
By Craig Woodfield
Osprey Publishing 2016