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Monday 12 February 2018

Warbands in the Woods

For the second GROG game of the year we gathered for a 4-player session of The Woods, testing out the new warbands lists and scenario generator that Chris and I have been working on. As always Harry's table boasted a beautiful array of scenery breathing life into the ancient woodlands...
 


A Myeri Losbast makes his way through a shadowy mushroom glen...


Standing stones and caverns in a corner of the forest...


Tall conifers dominate the centre of the board, rising above the remote settlement...


Swampy pools and stone buildings on the border of the woodland...


Much of the terrain was courtesy of the companies that have put their support behind The Woods- Fogou Models (Dark Age buildings), Scotia Grendel (fungus, standing stones, ruined city) and Model Tree Shop (Trees, assorted, and a goodly amount of flock!).

The first game was a 4-warband confrontation in the middle of the wood. Mike's Wulver Cult were aiming to waylay Chris' Tuatha Bears, in particular their leader who had slighted the honour of the cult. Chris' outcast Bears were already carrying a wounded member (perhaps from their last encounter with the cult) and were simply trying to reach safety. A member of Harry's Fae Rade had been captured by my Myeri warparty and needed rescuing whilst my Myeri were trying to retrieve an ancestral artefact stolen by the leader of Mike's cult. The four warbands converged on an island at the heart of the forest...


The Myeri were hoping that speed and discipline would win the day. Their Draoi Geomancer cast a shroud of mists to conceal the group as the Losbastun took the lead with their Meirge and his totem. The captive Fae was given into the care of the group's Scealai so as not to slow down the warriors' advance.


Across the other side of the wood the Wulver Cult were advancing quickly towards their quarry. With their high Decisiveness and frightening weaponry they looked like they would have the edge over their foe.


The Tuatha Bears advanced steadily, keeping their distance from the cult. With a wounded member they couldn't move fast without splitting up.


The Fae made as much use of cover as possible, keeping their options open.


The pack of Whist Hounds manoeuvred into position to attack the Myeri from behind, but the mists prevented them from using their great speed to charge. The Fae Rademaster moved into position to dispel the fog.


The Tuatha were preparing for their clash at the centre of the board. Chris' Comlann formed up into a unit in shieldwall formation whilst slingers attempted a few shots at the shadowy figures in the trees. The cult's deerhound bounded ahead of the band, intent on taking down the quarry.


As the mists dissipated the Whist Hounds pounced upon the hapless Scealai, tearing his limb from limb. The uilleann pipes deflated with a pitiful rasp. As another of the Fae wove fate to elevate the captive to safety the Myeri formed up to perform the terrifying Peru-Peru dance. The Fae fled whilst the exhausted Whist Hounds cowered with fear.


Angered by the presence of the Fae the Myeri abandoned their mission and tried to take down their hated enemy. The Whist Hounds recovered, however, and the result was a stand-off until the Fae gathered enough stamina to magic their adversaries across the board. There they finally caught up with the Wulver cult, but by that time they were on their way off the board having completed their objective with only the loss of their deerhound. The Fae were successful in retrieving their captive colleague and the cult had exacted their revenge, leaving the Myeri and Bears to lick their wounds.

All in all happy with how the warbands lists played out. There are a few points values to tweak and a bit of wording to change but none of the bands seemed excessively overpowered. When it came to picking objectives some seemed more suited to particular warbands than others, as would be expected, but the next games showed that none of them was a walk in the park.
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Fimm McCool's

Fimm McCool's