Friday, 9 April 2021

The Empire versus Beastmen! Krieghammer Battle report (with pictures)!

 Here's the battle report from the first completed game of Kreighammer. This is all taken directly from the "Battleground" channel in the discord which provides the commanders the details of what happened in the turn and what they use to formulate their next set of orders. If you are interested in playing a game, get on to the discord! https://discord.gg/FAGRQjfeHs 

Turn 1: 


An imperial settlement at the edge of a great forest! Rumors of a growing beastman menace have proven true! A great braying and yowling emits from the woods! The town bell is ringing and the imperial troops form to defend the Empire!

Turn 2: 

  • The forces of The Empire move towards the forest, in formation at the edge of the settlements structure.
  • They are unnerved by a the howling and bleating and snorting and yowling coming from dark wood.
  • The beastlord and his hogbeasts thunder through the vegetation, moving south east.
  • The enormous hogbeasts snort and slather, eager to consume the nearby men.
Turn 3: 

  • The forces of The Empire hold at the edge of the forest. The mounted lord and knight trot around the buildings, ready to charge at any moment!
  • The troopers at the edge of the forest just make out some movement in the trees to their North West before a green magical miasma tendrils around them. Four of the troopers now feel violently ill.
  • The hogbeasts  stamp their feet and slather, fighting their natural instincts to charge into the men infront of them. The beastlord Kang's will holds them in place.
Turn 4: 

  • The beastlord kang blows his greathorn! A terrifying wail! Movements in the woods!
  • The unsettled troopers reform - the sick ones at the back - well ones at the front of the line.
  • The air is filled with gun smoke as the riflemen fire a volley of bullets at the soothsayer in the woods. Though there aim is good the vegetation is too thick to get a good shot. One bullet does glance the soothsayers arm though - in no way a killing blow!
  • The northen mounted knight gallops his horse - charging into the wood to slay the summoner of the miasma, when he is suddenly wracked with shuddering, body covering pain. Foul energies course through his body!
  • As the knight charges, grimacing through his pain - he sees beastmen raiders suddenly appear in the woods in front of him - bows ready to fire. He wheels back - retreating to the cover of the village.
  • Hearing the great horn, beastmen raiders appear in the north, beastmen runts appear in the south!
  • With the horn blown, the beastman lord commands the eager hogbeasts to finally charge the men!
  • The hog beasts , stomp, stomp, stomp and CHARGE through the underbrush.
  • The troopers of the empire hold the first charge at bay, the hogbeast receives several flesh wounds from poking halberds.
  • The forces of men can not withstand two charges from such a creature, and when the second smashes into their line , the front line of troopers is smashed to the ground!
  • The hungry eager hogbeast crushes them under hoof and takes a massive bite from a rear trooper.
  • The trooper falls - his leg near removed. Dead.
  • Kang the beastlord moves towards the south part of the village!
Turn 5: 

  • The beastman soothsayer trots through the woods, tracking the retreating knight. It attempts to send pain surging through the knights body but is too drained from the previous spell to do so. 
  • Behind him the raiders bleat and trot through the woods – they fire at the mounted knight. Only one arrow hits him, denting his plated leg armour.
  • The two mounted men gallop south, forming up behind the southern hut. 
  • The beastlord and his four beastman runts charge behind the mounted lord, unable to get close enough to attack. 
  • The line of riflemen withdraw – beginning to reload their rifles as they do so. It will take them a few moments to have their weapons ready to refire. 
  • The four unshattered troopers watch in terror as the Hogbeasts stamp and gore and devour their four prone comrades. The hogbeasts are coated in blood and gore and ichor as they rip apart the men who were bowled over by their charge in the last turn. THE HOGBEASTS ARE FEASTING! The man flesh is too delicious for them to bother attacking for the time being. 
  • Though terrified, the four surviving troopers reform and hold their ground. Their lord is in sight and they must protect the empire!
Turn 6: 
  • The Beastlord stomps back around the southern building, bellowing at the hogbeasts, “GET BACK TO WORK YOU PIGS!”. His cajoling has not worked as yet – the hogbeasts still have men to eat!
  • The mounted knight and lord attempted to charge the beastlord but were unable to find their target due to him moving away! Instead the group of Beastmen runts heading towards them were crushed under the charge! Two runts are killed! Crushed under hoof and speared and sword slashed into a pulpy mess! The two remaining runts scatter, stabbing the managing to gouge a horse each with their spears! 
  • The troopers march south – unable to keep pace with their mounted comrades, especially so with their lingering illness. They gag and sway as they march. 
  • The riflemen reload – and are now reloaded! They will be able to fire next turn! 
  • A volley of arrows land in the dirt just to the North West of the riflemen – the beastman raiders fired from the woods but their targets were too far away! Perhaps if they leave the cover of the woods…
Turn 7: 

  • The beastman raiders and soothsayer leave the cover of the woods! They storm North East, and are behind the Northern hut. They prepare their bows and spells…
  • The air erupts with booms and gunsmoke as the rifleman open fire on one of the hogbeasts. It squeals in agony and annoyance! It is distracted from its feast and filled with fury. It is bleeding from several wounds covering its body but its not yet collapsed! 
  • After their volley, the rilfemen begin reloading and retreating away from the hog beasts. 
  • The furious beastlord stomps to the hogbeasts, he roars directly at them – but the village shakes with the thunder of their rage, “Move pigs!”. 
  • The pigs terrified into action leave their feast behind – they stomp south the beastlord behind them. 
  • In the East, the sick troopers move slowly back – keeping the southern hut between them and the roused hogbeasts. 
  • The two mounted units protect the retreated troopers. They block they charging beastmen runts from getting to the troopers! One of the runts is sword hacked and speared to death, the other pokes the knight’s horse yet again in the flesh with its spear. The horse snorts in pain and is beginning to limp a little on its bleeding flank.
Turn 8: 

  • The beastman soothsayer’s contorting fingers crackle with lightning for a moment. To the south a rifleman falls to the ground screaming, rigid with pain. He continues to shriek at the top of his lungs – held in place in the dirt. 
  • The northern beastman raiders unleash a volley of arrows at the rifleman, two arrows smash into the breastplate of one of the riflemen, saving his life. The rest are unaccosted. 
  • The standing riflemen flee the battlefield! 
  • The troopers also try to flee the battlefield. Only one gets away! The rest are too sick and slow on their feet to put enough distance between them and the beastmen! 
  • The mounted units of The Empire move to cover the retreat of the troopers. The brave beastman runt spears the leg of the mounted lord! The horse looks unsteady – blood running down its leg. 
  • The hog beasts and beast lord thunder around the southern hut. They are charging north! Slathering, pounding, snorting and howling!
The Forces of The Empire retreat! The beastmen are victorious! 




Wednesday, 7 April 2021

Krieghammer! Rules and Armies!

Here are the rules I have been using to run games of FKR Warhammer. 

Join the discord to play a game! https://discord.gg/FAGRQjfeHs

Overview of the Game:

 

  • There are at least three players, one is the referee. 

  • The other two or more players are in command of a number of units (the referee determines how many units/how powerful the units are/unit selection/point limit for their force/etc). 

  • The referee describes the battlefield to the commanders and the unit positions on this battlefield. The commanders may be allowed to decide where their units start on the battlefield at the outset of battle. 

  • Each round/turn/hour/day (at the discretion of the referee) each commander gives orders for their units to the referee. 

  • The referee takes each set of orders and works out what happens as a result of them. Recording changes to unit status on the notes they have of the player units. 

  • The referee updates the commanders about what happened in the round/turn/hour/day and the process repeats itself.



Faction Lists:
(I did not convert all of these, the google doc based factions are thanks to: @manicinsomiac, @Sigve Solvaag on the discord)










Units: There are no statistics associated with units, instead each unit has a short description of their abilities, weapons, powers, armours, etc. It is important only the most pertinent information is recorded in these as this is what the referee will use to extrapolate the events that take place on the battlefield when units come into conflict. The referee should keep notes on units to track any changes to their condition throughout the game. 

Point system: If the referee would like to use a point system to normalise the powers between competing forces, this method is suggested. A normal fighting human armed with a melee weapon is 1 point.Working with this assumption more or less powerful units can be giving a point score higher or lower than this. The referee can set an amount of points that the commanders can use to buy their units (10, 20, 30, etc). 


Giving Orders: Players can be as detailed or as brief as they like in providing orders to the referee. Although it is important not to overload the referee with too many details - or give so little information they misinterpret the order. It is suggested that players present their orders in terms of what their units attempt to do in the round - rather than assuming their attempted actions will be successful. The referee should give the players a general idea of how much their units can get done in a turn. 


Suggested Method for Referee Adjudicating Once Orders Received From Players: 


  • Extrapolate all orders as actions and then rank these actions in chronological order.

  • Resolve actions in chronological order, ensuring units status are taken into account. 

    • Later actions are thus affected by earlier ones. 

  • Record any changes to unit status.

  • Update map to reflect changes in the battlefield (if using a map). 

  • Communicate what happened during turn to commanders. 

  • Request new orders and repeat! 


Things for the Referee to consider! 


  • Deployment - Where can the commander place their units? Do any of the units in the army have special abilities that need to be considered/put into place/prepared before the battle begins? 

  • Terrain - open, elevated, hindering, impassable? Does this have an impact on movement or action? 

  • Panic and morale - Will the unit flee? Are they so scared they fight poorer? Are they so confident they fight better? Are they overcome with blood lus and cannot stop attacking things? 

  • Fleeing and rallying- Is the unit running away? Are they unable to defend themselves because of this? Is there a commander or other unit nearby that will stop them fleeing?

  • Order of Action - What units should go first? Are any units particularly fast or attempting something that would be done quicker before other units on the field?  

  • Movement - How fast or far moving is the unit? Is there anything slowing or holding them? 

  • Line of sight - can the unit see the other unit it is trying to attack/affect?  

  • Magic - How hard is the spell to cast? Is the spell within the caster’s abilities? What is the impact of the spell? Is there a negative effect associated with casting the spell? 

  • Shooting - how good at shooting is the unit? How close or big is the target? How deadly is the weapon being fired? How armoured is the target? 

  • Melee - How good at combat is the unit? How armoured is their target? How good at defending is their target? How deadly is the weapon used? 

  • Damage - Where is the unit hit? What is the impact of this? Have they been hit there before? Will the damage have an impact on their fighting ability? Should they be dead? 


Dice: If the referee would like to include some element of chance in their game, or feel that they can not decide the outcome of a certain attempted action, the following tables may help. 


D6 Chance of Success Table: 


Skill level or chance of success 

Dice Roll Needed For success 

1 in 6, very unlikely, unskilled or not very good at something 

6

2 in 6, somewhat likely, there's a chance, a little training or skill 

5,6

3 in 6, likely, training or some skill 

4,5,6

4 in 6, quite likely, well trained or quite a bit of skill 

3,4,5,6

5 in 6, incredibly likely, an expert or very talented. 

2,3,4,5,6

6 in 6, perfection, success is guaranteed 

Don't roll


Roll a random target if unsure of the odds, don't roll if it's impossible! 


Add bonuses, subtract penalties from roll if appropriate. 

Roll two or more dice and use the highest if the thing attempted is particularly easy. 

Roll two or more dice and use the lowest if the thing attempted is particularly hard. 


Suggested Damage System: 


If an entity is hit by an attack roll a d6 to determine where: 


1-2: Legs, 3: Torso, 4-5: Arms, 6: Head. 


The referee can then extrapolate the impact of a wound in that area. Taking too many hits in the same location (2 or 3 depending on the location and the weapon) will result in death. The Referee must contextually judge how weapons and armour worn may affect the outcome attacks and damage. 


Links: 

Freeform Skirmish Referee PDF (A pdf version of the rules presented here for use with any kind of wargame): https://www.wargamevault.com/product/352987/Freeform-Skirmish-Referee

Saturday, 3 April 2021

Krieghammer Factions: The Empire

I want to try out some quick FKR Skirmish battles (http://lizardmandiaries.blogspot.com/2021/03/methods-for-fkr-skirmish-game.html), so I decided to convert some of the warhammer factions to be used in an FKR type game. I'm calling it Krieghammer! I've listed a cost to make it easier for people to put together a comparable warband to fight others with. 

(I've also converted Beastmen: https://lizardmandiaries.blogspot.com/2021/04/krieghammer-factions-beastmen.html )

(Also, join the Krieghammer Discord if you are interested: https://discord.gg/FAGRQjfeHs ) 

The Empire: 

Militia: Conscripted peasant. Armed with a poor quality spear or club. Low morale. Easily scared.  

Cost: 0.5 


Imperial Trooper: Experienced, full time soldier. May be armed with a mace, sword or halberd. Wears leather armour and a breastplate. 

Cost:

Archer:  Experienced, full time soldier. Armed with a longbow. Wears leather armour. 

Cost:

Knight: A person of noble birth, trained their entire life in the art of chivalry and combat. Armed with a sword and great shield. Wears heavy plate armour. Incredibly brave and stoic. 

Cost:

Mounted Knight:  A person of noble birth, - trained their entire life in the art of chivalry and combat. On horseback and can charge at great speeds, trampling and crushing smaller foes. Armed with a sword, spear and great shield. Wears heavy plate armour. Incredibly brave and stoic.

Cost: 4

 

Rifleman: Experienced, full time soldier. Armed with a very accurate, long ranged and armour piercing rifle that takes - effort and time to reload. Also has a knife. Wears leather armour and a breastplate.  

Cost: 3

 

Cannon: A wheeled iron cannon. Huge, heavy and slow. Operated by three engineers - trained more in science than war (they each have a dagger). May fire a single huge cannon ball, or sacks of grapeshot. Reloading the cannon takes effort and time. Can easily get stuck in mud or other poor terrain. 

Cost: 5  

Warrior priest: A fanatical person of faith who has trained their entire life - in the art of prayer and combat. Armed with a warhammer and shield. Wears heavy plate armour. Can heal wounds by the power of prayer. Can curse monstrous non human beings. Bestowed with gods given supernatural luck. Can become enraged with uncontrollable fury at the sight of the wicked.   

Cost: 5

 

Wizard: Wears robes. Armed with a staff. Insightful and learned. Can imbue beings with supernatural strength, luck or weakness. Can sense and see things that are far away. Can summon and launch flames. 

Cost: 5

 

Lord:  A person of noble birth, trained their entire life in leadership and governance. On horseback. Armed with a sword and pistol. Wears leather armour and a breastplate. Inspires any nearby units to fight better, - harder and more fearlessly. 

Cost:




Friday, 2 April 2021

Krieghammer Factions: Beastmen

I want to try out some quick FKR Skirmish battles (http://lizardmandiaries.blogspot.com/2021/03/methods-for-fkr-skirmish-game.html), so I decided to convert some of the warhammer factions to be used in an FKR type game. I'm calling it Krieghammer! I've listed a cost to make it easier for people to put together a comparable warband to fight others with. 

(Also, join the Krieghammer Discord if you are interested: https://discord.gg/FAGRQjfeHs

Here's the Beastmen (I made the unit names more generic and just stuck to 10 basic units): 

Sizes listed are relative to a regular human.

Beastman: 

Big, strong, beast-like humanoid. Horned. Armed with an axe or two. Not slowed by movement through vegetation. Can become fixated and mindlessly aggressive at the sight of blood/when hunting a target. Their yowling, screeching and bleating can unnerve foes. 

Cost: 2 



Beastman Raider: 

Beast-like humanoid. Horned. Armed with an axe and bow. Not slowed by movement through vegetation.

Cost: 2 


Runt Beastman: Beast-like humanoid. Horned. Armed with a spear. Not slowed by movement through vegetation. Can become fixated and mindlessly aggressive at the sight of blood/when hunting a target. Their yowling, screeching and bleating can unnerve foes.

Cost: 1 


Fang hound: A large spined dog. Fangs and claws. Will rabidly attack enemy units, or even become uncontrollable when not - near to a strong willed beastman. Very likely to begin feasting on flesh of fallen foes.    

Cost: 0.5 




Minotaurs: Huge, incredibly strong bull-like humanoid. Somewhat dim witted. Armed with an enormous axe. Can become fixated and mindlessly aggressive at the sight of blood/when hunting a target. Somewhat likely to begin feasting on flesh of fallen foes. Non beast creatures find the minotaur terrifying. 

Cost: 5


Harpy: Small winged bird-like humanoid. Can fly. Claws and small fangs. Easily scared. 

Cost: 1 



Hogbeast: Huge, spined, many horned and tusked dire pig. Incredibly strong. Its charge will crush most creatures or impale them on a tusk. Its tusks easily pierce armour. Will rabidly attack enemy units, - or even become uncontrollable when not near to a willed strong beastman. Likely to begin feasting on flesh of fallen foes and can devour almost any material. 

Cost: 4    





Centaur: Big, strong, and fast beast-like humanoid fused to the bottom half of a horse. Horned. Armed with a spear or axe and shield. Can charge at great speeds, trampling and crushing smaller foes. Not slowed by movement through vegetation. Can become fixated and mindlessly aggressive at the sight of blood/when hunting a target.

Cost: 3 



Beast Lord: Big, strong, beast-like humanoid. Horned.

Armed with an axe or two (which they are incredibly skilled with).

Not slowed by movement through vegetation.

Their howl can terrify enemies from a distance.

Their presence ensures order and control in all beast units near to them.

They can summon units hidden in vegetation

(units from the warband that were hidden there before the start of the battle). 

Cost: 5



Soothsayer: Beast-like humanoid. Horned. Armed with a staff.

Not slowed by movement through vegetation. Cowled.

Can summon and launch flame, diseases and pain. 

Cost: 5