Deleted
Deleted Member
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Post by Deleted on Oct 17, 2012 16:14:12 GMT -6
Apothecaria amd her troop retreat a half-move away from the advancing enemy, them stand and deliver another volley.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Oct 17, 2012 22:33:24 GMT -6
The Bone-Troopers move back to keep in front of the advancing undead, then fire another barrel at medium range.
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Post by Mushgnome on Oct 18, 2012 22:26:24 GMT -6
Zombie Battle, Round 3
A first wave of 3dd= 18 walkers is almost upon you!
The Deep One fires with both barrels. At point blank range he only needs a 2 to hit, and as a Veteran he rolls at +1... to be fair to both monsters and players I must rule a natural 1 is always a miss... 1d6+1= 3 and the 2nd barrel 5!
2 down, 16 to go...
Apothecaria and her troops are safe behind the pike line, therefore they don't have to move they can fire 2 volleys of stones. Collectively they roll 3 and 3, indicating 6 zombies brained!
10...
The Bone Brigade fire that second shot they were saving, only a natural 1 can miss now: 7! + 2 + 3 + 2 + 3 + 6 + 1 + 6
One of the shots misses high, but another shot (the 7) pierces one and straight through another, dropping 8 zombies and leaving 2 to expend themselves upon the pike-formation... I don't even need to roll dice for this; the cannibals lustily finish off the last straggling pair of walking dead. 18 from this round plus 14 equals 32 zombies down. For those of you keeping score at home, that's 1,600xp so far!
The party's henchmen (and newcomer Apothecaria) have survived the first wave of the zombie attack... but even now an additional 4dd= 16 walkers approach to medium 6" range!
Round 4 begins... now!
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Post by Mushgnome on Oct 18, 2012 22:57:57 GMT -6
The mass missile rules in Chainmail are a little quirky. Is it clear that Apothecaria and her troops are rolling a single 1d6 as a group to represent each collective volley of slingstones? Missile fire vs. unarmored men is brutal in Chainmail; your group of 6 is guaranteed to kill at least 2 zombies with each volley, plus 1 for a total of 3 if your die roll is 3+
vs. medium armor or light+shield, the book states you get 2 kills on a roll of 1-3, or also 2 kills on 4-6. I'm going to assume this is a typo and it should be 1 kill on 1-3.
And vs. heavy armor the odds drop significantly, as they should: a roll of 1-4 does no damage at all, and a roll of 5+ kills just 1 armored foe between the lot of you.
Once Apothecaria has attained 2nd level and the fighting capability of Veteran (1+1HD) she will be eligible to fight on the Woman to Man table, which is a more granular system of weapon vs. armor combat resolution. The next big jump happens when Fantasy Combat becomes a reality at the rank of Hero-1. For a Fighting Man that happens at 3rd level, but for a Witch (following the Cleric progression) not until level 5. If these zombies keep coming, that might happen sooner than later... this night could turn into an xp grind if you practice good strategy!
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Post by ehiker133 on Oct 19, 2012 7:28:20 GMT -6
**Fight! Fight for your level!** the Deep One Minion can hear the echo of The Shade Of The Evermore's thoughts in his mind as he fires the second barrel of his howdah pistol into the brains of a zombie.
He ponders this as he signals for a slow retreat, keeping distance between the Fine Brown Cannibals (and him) and the zombies while he changes his mind and reloads his howdah pistol.
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Post by crusssdaddy on Oct 19, 2012 20:58:29 GMT -6
If Fated's troops have time, they will all reload both barrels.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Oct 20, 2012 0:42:23 GMT -6
The Bone-Troopers reload from behind the safety of the pike-line.
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Post by Mushgnome on Oct 20, 2012 10:56:37 GMT -6
Round 4
Here come 16 walkers...
The pistoliers spend the round reloading 1 barrel each.
[Hope you don't mind if I assume...] Apothecaria and her sling squad continue their ultra-successful tactic of harrying the zombies with two volleys of rocks. They roll 5, 4 and kill 6 zombies, now 10 remain in this wave.
The zombies lurch forward into melee range and the fun begins.
The [brown]8 brown men[/brown] have 2HD so they attack as 2 Armored Foot each PLUS 1 die for the pike. This means they roll 3 dice each or 24 total and hit on a roll of 4+.
2 + 2 + 1 + 1 + 2 + 3 + 5 + 2 + 3 + 3 + 2 + 6 + 5 + 6 + 5 + 2 + 2 + 1 + 1 + 1 + 6 + 5 + 1 + 3
That's 7 hits, 7 kills, and only 3 walkers threaten. Does anyone have anything to add before I resolve their melee attack vs. the pikemen, did I skip anyone?
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Post by ehiker133 on Oct 20, 2012 13:29:02 GMT -6
Don't think so..
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Post by Mushgnome on Oct 21, 2012 9:14:53 GMT -6
The 3 light foot walkers roll a pathetic 1 die between the lot of them, target 6, and roll a 4. The brown men use the superior reach of their pikes to keep the zombies at bay.
An additional wave of 5dd= 31 walkers emerge from the fog at 6" range!
Thus concludes Round 4.
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Post by ehiker133 on Oct 22, 2012 22:39:04 GMT -6
The Deep One Minion raises his pike-hand in the air and gurgles loudly as he fires his Howdah into the encroaching zombies.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Oct 23, 2012 12:44:38 GMT -6
The Bone-Troopers reload their second barrels.
Rod Quarry peeks out from his hiding place, and fires off both barrels at the three remaining undead nearby. (Assuming he can do without endangering the pikemen? Otherwise he'll target the new wave)
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Post by ehiker133 on Oct 23, 2012 15:29:23 GMT -6
Oh, do the Quarry brothers have howdahs as well?? If so, then the other Quarry brother follows suit.
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Post by Mushgnome on Oct 24, 2012 17:57:15 GMT -6
[Yes, the Quarrys have wisely been scavenging arms and armor along the way, I think they are armored foot plus howdah guns at this point. They fight as 0 level normal humans, but because their quarrying expertise is vital to success of the mission, they are Important NPCs and therefore always roll hit points, not 1-hit-1-kill like the average grunt. Also they have been on expeditions before for Arkham so they've seen some weird ****, therefore they have better morale than typical peasants. If anyone has a free henchman slot and wants to adopt one of them, that is OK with me.]
[any additional actions/instructions from crusssdaddy or Cameron DuBeers, or just keep keeping on with more of the same pike-and-shot tactics?]
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Post by Mushgnome on Oct 24, 2012 18:08:02 GMT -6
Round 5
To begin let's resolve the fate of the 3 walkers still standing from last round. They are locked in melee with the 8 brown men, so nobody else can do anything about it anyway, not without risking friendly fire.
The brown cannibals start rolling, remember that they have a pool of 24 dice and need 4+ to hit. They start rolling: 5, 4, 6... the first cannibal in line easily skewers all 3 zombies with a single poke of his pike! This leaves 21 dice still in their pool if necessary to deal with the 2nd wave of walkers later in the round. Equally importantly, it resolves the melee so that there is no risk of a friendly-fire incident.
31 walkers approach... the party is disciplined and waits until they come within optimum short range... the Bone Troopers reload...
The Deep One has 1 barrel loaded and rolls a 3... all he needs to nonchalantly pop a zombie in the brainpan... 30 approach... Rod Quarry fires with both barrels: 4, 4... 2 hits Lance Quarry fires with both barrels: 5, 1... 1 hit
27 zombies... grr! arrgh! who will save us from this undead menace?
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Deleted
Deleted Member
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Post by Deleted on Oct 24, 2012 18:13:17 GMT -6
[ooc] Yeah, my group will continue sling missile fire and attempt to remain out of melee range.
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Post by Mushgnome on Oct 24, 2012 18:47:08 GMT -6
Apothecaria and her troops roll 1, 3... they take down 5 walkers with their slings, dropping the total to 22 zombies!
[They are safe from melee so long as the pikesmen are not overwhelmed.]
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Post by Mushgnome on Oct 25, 2012 11:13:35 GMT -6
[Hope crusssdaddy doesn't mind if I keep things moving along...]
The ulfires, oranges, and Buck Quarry open fire with both barrels [which they spent the previous 2 rounds reloading].
6 + 5 + 4 + 2 + 1 + 2 + 6 + 1 + 3 + 1 + 1 + 4 + 4 + 1 + 3 + 3 + 6 + 1
At short range vs. unarmored, they can (and do!) miss only on a natural 1. In the heat of the moment they manage to destroy 12 walkers, leaving 10 zombies standing to melee with the cannibal squad.
The pikemen have advantage of reach and so roll first, remember they have 21 dice remaining in their "pool" from earlier in the round and need 4+ to hit:
1 + 1 + 4 + 4 + 6 + 3 + 6 + 1 + 4 + 4 + 4 + 2 + 2 + 4 + 6 + 5 + 2 + 2 + 1 + 3 + 3
Amazingly they hit exactly 10 times vs. 10 zombies and the immediate threat is neutralized!
But what is this? Out of the fog at 6" range lurches a wave of 6dd= 19 zombie swamp walkers!
The night watchmen have defeated a total of 79 zombies so far, that's 3,950xp split among the 4 players! Apothecaria only needs 1,500xp for 2nd level; she's 2/3 of the way there already, if the chooses to keep all the XP for herself. She can also choose to distribute some of it to her henchmen; the house rule I'm using is it costs 100xp to bump a henchman to 1st level in any class.
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Post by ehiker133 on Oct 25, 2012 11:44:41 GMT -6
The Deep One Minion sighs as he reloads his howdah pistol.
So does the Quarry brother.
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Post by Mushgnome on Oct 25, 2012 15:24:05 GMT -6
Has anyone noticed that these walkers are a little... different... compared with their garden variety D&D cousins? Got any speculations/theories on the physiology of Carcosan zombies... Undead? Virus/infection? Radioactive? Enthralled by sorcery?
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Post by ehiker133 on Oct 25, 2012 15:42:12 GMT -6
Has anyone noticed that these walkers are a little... different... compared with their garden variety D&D cousins? Got any speculations/theories on the physiology of Carcosan zombies... Undead? Virus/infection? Radioactive? Enthralled by sorcery? I'm just glad it isn't a Rage virus a la 28 Days Later. Blah, I hated that movie (as in, it was scary)! Zombies aren't supposed to be fast like that! They're supposed to be nice and slow, like Shaun of the Dead.
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Post by crusssdaddy on Oct 25, 2012 18:42:56 GMT -6
Not sure where we're at, but Fated's men keep up their half reloading-firing, half piking routine.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Oct 25, 2012 21:52:15 GMT -6
Now with both barrels reloaded, the Bone-Troopers prepare to let loose all barrels at the latest wave when they get within short range.
Rod Quarry will also fire (unless the Bone-Troopers are astoundingly successful and his shots are not needed)
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Post by Mushgnome on Oct 26, 2012 9:33:07 GMT -6
Has anyone noticed that these walkers are a little... different... compared with their garden variety D&D cousins? Got any speculations/theories on the physiology of Carcosan zombies... Undead? Virus/infection? Radioactive? Enthralled by sorcery? I'm just glad it isn't a Rage virus a la 28 Days Later. Blah, I hated that movie (as in, it was scary)! Zombies aren't supposed to be fast like that! They're supposed to be nice and slow, like Shaun of the Dead. I haven't seen it but thanks for the SPOILER... sheesh! I like this description of Carcosan zombies from the Carcosan Grimoire:
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Post by ehiker133 on Oct 26, 2012 9:36:00 GMT -6
I haven't seen it but thanks for the SPOILER... sheesh! I like this description of Carcosan zombies from the Carcosan Grimoire: Pah! That's no spoiler! It's pretty much most of the movie. No, a SPOILER would be when I say that... Ok, sorry. Won't do that to you. Love that description of Carcosian zombies/skellies. Makes total sense. And... let's hope these are the diseased kind.
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Post by Mushgnome on Oct 28, 2012 16:20:46 GMT -6
Round 6
19 swamp-walkers approach from the mist. The Bone Troops are ready with double-barrel action:
3 + 3 + 5 + 1 + 6 + 4 + 4 + 3 + 7! + 6 + 6 + 3 + 7! + 5 + 2 + 6
15 hits plus 2 crits (kill 2 walkers with 1 bullet) = 17 walkers down
Apothecaria and her sling-women roll: 1, 6. They easily dispatch the remaining 2 walkers in this wave.
Everybody else reloads 1 of their barrels to meet the next wave of 7dd= 19 zombies!
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Post by Mushgnome on Oct 28, 2012 16:22:58 GMT -6
And... let's hope these are the diseased kind. Not sure why any sane individual would wish for that... diseased implies contagion
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Post by ehiker133 on Oct 28, 2012 20:08:05 GMT -6
And... let's hope these are the diseased kind. Not sure why any sane individual would wish for that... diseased implies contagion Oh, bloody spell checker... <grumble grumble> Let's hope these are NOT the diseased type.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Oct 28, 2012 23:12:02 GMT -6
The Bone-Troopers reload, Rod Quarry will fire both barrels at this next wave.
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Post by ehiker133 on Oct 29, 2012 4:59:18 GMT -6
The Deep One Minion both fire what they have in the barrels, as well.
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