I made the classic error of, having seen someone's painted minis online, searching for the game! Anatoli posted their superbly painted miniatures for Darkest Dungeon the Board Game on the Lead Adventure Forum. While I wasn't really taken by the hero models I did like the monsters, so I had a quick browse. At over £100 quid for the game, this wasn't something I was going to buy into, but I did see one of the expansions that really caught my imagination. The Crimson Court depicts a Versailles-style 18th century court mutated into blood-drinking insectoid monsters. Brilliant!
I found a copy cheap online and bought it, less that £30 including postage for 41 minis, seemed like a good deal. I really like the minis, the original set looked a little bit cartoony for my taste, but these are mutated insects, so no problem there.Graham's Wargames
Wednesday, 2 September 2026
An Impulsive Purchase?
Thursday, 27 August 2026
Painting in August
I didn't think I would get much painting done in the hot weather (paint often drying before I could use it!). But in the end I did get a few minis painted, considering the heat, which was nice!
Looking for other "different" units for our upcoming Iron Valley Midgard campaign, I can have goat riders in my Dwarf army. I don't have any minis for these, but I did have a few of the old Grenadier Fantasy warriors Dwarf bear riders. I picked up a couple of extras from Forlorn Hope (who still carry quite a lot of the range in the UK) and gave them a quick paint job with Speedpaints and acrylic paint pens. I don't suppose it really matters in the rules whether the dwarven mounts bite the orcs, or gore them, they are dead either way!
L-R 2 x Colin Patten sculpts (Vendal or Conqueror), Grenadier, Asgard (Jez Goodwin sculpt), Grenadier, Mythic Worlds (originally Lancashire Games, them ERM) and Games Workshop Middle Earth (one of only 2 GW dwarves in my collection!).I don't have any of Colin Patten's newer Ragnarok Miniatures, but I think they would match the Vendal/Conqueror models for size.
Wednesday, 26 August 2026
Alternative Victory Conditions for 4-player SOBAH Campaign
One of the problems we found with A Song of Blades and Heroes (SOBAH) is that the Victory Points were really dependant on killing other Player Characters. In fact, one player pointed out that it was to his advantage to completely ignore the scenario conditions in preference to killing as many other PCs as possible, because he would end up with at least twice as many VPs.
So, I decided to revamp the VP system and increase the VPs that the scenario objectives rewarded players.
Firstly, VPs from Kills: a player gets 2 VP for the FIRST kill from each opposing warband, regardless of points value.
VPs for Scenario Objectives: I am going to increase the number of VPs for succeeding in achieving the objectives and, with four players, add addition possibilities for gaining VPs. We will also be using a time limit for our games, usually about 2 hours.
For example, for the
Treasure Hunt scenario in the rulebook, I would place 8 treasure tokens instead
of 3. Four tokens are dummies, two are worth 2VPs and two are worth 5 VPs. Carrying
a token off the table gains the full VPs, if a PC is carrying a token but still
on table at the end of the game, they are worth 1VP.
In some games I’m going to add in Personal Objectives to gain 3 VPs (claim immediately that the task is fulfilled).
|
ACE |
Assassinate
Player 1’s leader |
|
TWO |
Assassinate
Player 2’s leader |
|
THREE |
Assassinate
Player 3’s leader |
|
FOUR |
Assassinate
Player 4’s leader |
|
FIVE |
Your
first melee attack must be by your leader. |
|
SIX |
Your
leader must single-handedly kill at least one enemy model |
|
SEVEN |
A
model must touch the table edge on either side of your deployment area (may
be different models) |
|
EIGHT |
One
model must touch the table edge opposite your deployment zone |
|
NINE |
Do
not kill any members of Player 1’s warband |
|
TEN |
Do
not kill any members of Player 2’s warband |
|
JACK |
Do
not kill any members of Player 3’s warband |
|
QUEEN |
Do
not kill any members of Player 4’s warband |
|
KING |
Keep
your leader alive on the table until the end of the game |
Occasionally I’ll also add
secondary objectives with possibility of gaining a magic item or extra XP/VP.
For example, scatter 4
bodies around the table. PCs need to spend one action searching a body and draws
a card.
|
Number
Card |
Nothing |
|
JACK |
Find
a superior quality weapon: + 1 XP |
|
QUEEN |
Find
some loot you can sell: +1 VP |
|
KING |
Find
a valuable gemstone you can sell: +2 VP |
|
ACE |
Find
a Magic Item |
As
an example of the revised VP system, here is the scenario from the last game I
posted on the blog a couple of days ago.
Four
powerful wizards are vying to harness the magical energy from an ancient
obelisk, that acts a conduit to another realm. Each wants to avoid a direct
confrontation, so they have hired bands of mercenaries (the players) to harness
the energy on their behalf. In order to harness the power of the obelisk, a Warband must
control two of the command discs at the end of the game.
To
control a disc a character must spend an unengaged action standing on the disc.
Control remains with the player until another player’s PC spends an unengaged
action standing on the disc, when control passes to that player. Each time a
disc is activated, all PCs on the disc are teleported.
When a character takes control of a disc, roll 1d6.
1-4
Counting clockwise, and treating the starting disc as 1, the character
teleports to the appropriate disc.
5-6
Reroll:
1-2. The character teleports to a random spot,
Long distance away from the disc.
3-4. The character teleports to a random spot,
2 x Long distance away from the disc.
5-6. The character teleports off-table and
cannot return this game.
If there are multiple PCs standing on on an a disc when it activates, all are teleported, roll for each PC separately.
The game ends after a pre-arranged time (we normally say 2 hours).
Victory Points
VPs
for kills
2
VP if your Leader has taken control of a disc at any point
2
VP for controlling one disc at the end of the game
4
VP for controlling 2 or more discs at the end of the game
+1 bonus XP for first PC to stand on a disc
+1
bonus XP if controlling more discs than any other player.
Tuesday, 18 August 2026
A Song Of Blades And Heroes Campaign
We recently decided to scrap our SOBAH campaign and start over, with a new system for scoring victory points. The existing system in the game was fine for 2-player games, but was not really working with 4 players. So I sat down and devised new VP system and started writing scenarios for games with multiple players.
We played our first game with the new system and everyone was very happy with it. It was quite a close game, with Fortune's Wheel revolving rapidly until the final few minutes, when Mark's Dwarves raced ahead in VPs.
We are playing 4 warbands, Gnolls (me), Undead (Henry), Cat Folk (Colin) and Dwarves (Mark). The scenario revolved around harnessing a source of mystical energy, by controlling four magic circles set in the ground. Unfortunately a side effect of activating a circle was to be teleported to another circle or randomly around the table (or even off of it!).
Here are a few pictures from the game.
One of Mark's mounted Dwarves claims a circle early, whilst the Cat Folk gang up on a couple of Dwarves.On the other side of the table the Gnolls grab two circles...
Where did all those Cat Folk go? The Dwarf leader rolled 6-1 in a combat, inflicting a gruesome kill on a kitty. Most of the rest of the Cats failed their morale test and ran back in horror towards their base edge.
The Gnolls reclaim one of the circles they had activated earlier, only for the Undead to steal control from them. For most of the game, control of the circles revolved rapidly amongst the players.
A target rich environment! The cat archer can't decide whether to shoot the Dwarf Leader or one of the Gnolls (she missed anyway!).
Thursday, 6 August 2026
Reign in Jotunheim Campaign
Ross and I played another game in our on-going Reign in Hell campaign, set in a frozen hellscape. This has been fun to play, giving me the opportunity to use various minis from my existing collection and the odd mini I've picked up here and there (often a 3d print that caught my eye).
This was the "Twins" scenario. There are two objects of power, but to release the power you must control one and destroy the other.
The battle gets underway, I split my warband and headed for both objectives, but Ross advanced his warband down the middle to avoid committing to either flank.But his attack on the other flank was less successful. A rather bloody scrap ensued from this point.
A high point for me! My succubus used her Charming ability to make Ross's leader attack and kill his succubus, ironically before she could use her ability on one of my demons!
A brave armoured demon attacks two of my warband, well not so brave, he has a magic gauntlet that converts any wounds he saves into hits on the attacker!
...then charms a spined demon to charge into his comrade, the armoured demon. If he hits the armoured demon suffers wounds, but if the armoured demon saves they are reflected back onto the spined demon. Win-win for me!
The two leaders go head to head.
Wednesday, 29 July 2026
Painting in July
July has been a much more productive month, allowing be to get through a bunch of fantasy miniatures, mostly from the Wildspire Realm Reforged set.
First off a batch for a dungeon/urban setting. I'm putting a lot of my fantasy stuff on grey bases, especially if I do not have a specific use for them, on the basis that a grey base in an outdoor setting is less jarring than grass tufts and flowers in a dungeon!
Sunday, 19 July 2026
Belated Birthday Gaming Day....at a PUB!!!
I decided to hold a Gaming Day for my birthday this year. Due to circumstances I wasn't able to run it on my actual birthday, so on the following Saturday a group of friends gathered. Once I had worked out who I wanted to invite, I realised that it would be too crowded in my gaming room at home, so I booked a space in a nearby pub, the Dog House.
It's a Victorian pub, originally built for the railway, and downstairs they have a coffee shop that never reopened after Covid, so they hire it out for functions. A perfect location, just a few minutes from home, plenty of space for our gaming needs, private loos, a good sized car park and beer and food just upstairs!
After setting up, I started with a bite of lunch (and a cold cider), soon joined by Kirstie, Colin, Ian, Paul, Ross and Henry. I'd also invited Will and Mark, but Mark wouldn't make it and Will was working and would join us in the evening.
We started with a Pulp gunfight on the Canadian/US border involving gangsters, smugglers, cops and Mounties, all searching for a missing shipment of moonshine. It was a chaotic free for all, which quickly dissolved into a series of gun fights, it often seemed most of the players had forgotten their personal objectives (if they had read them at all!).
The quiet before the storm. In the centre of the table is the missing convoy of hooch.On the other side of the table, Henry's smugglers decide to get in first and open up on Colin's patrol of Mounties.
Ross's smugglers were not content with exchanging shots with Ian's Mounties, but starts on Kirstie's Chicago cops as well!
As Ian's patrol move in on the trucks, they are startles to see a frozen severed arm lying in the road! In the meantime, one of Colin's patrol rushes up and climbs into the cab of rearmost vehicle.
A the Chicago cops and gangsters blast away at each other over the car, they notice that the driver is still seated in the vehicle, but missing his head!
As the Mounties start up the engine on the lorry, the noise obviously disturbs the sleep of a local resident, who unsurprisingly is somewhat put out! He takes a swipe at the nearest sumggler.
Sasquatch charges towards the closest of the noisy contraptions, taking shots from the Mounties as he does so. But the bullets seem to have no effect, except to annoy the creature even more!
Having taken out the last of the cops, Paul's gangsters hurriedly pile into the vehicles and franticly try to start the engines.
Just as Sasquatch closes in, the engines roar into life and the gangsters pull away, but their progess is slowed by the deep snow.
As the other lorry moves towards the table edge, Henry's last smuggler runs to the back of the truck and pulls himself in. Realising they have a stowaway, two of Paul's men climb out of the cab, onto the roof of the truck, then swing down through the open back door and attack the startled smuggler.
The final situation, with a lot of bodies left lying in the snow, the spreading blood staining the white to red.
It's Colt Express and rather silly Wild West game of robbing a train. Very cinematic, with outlaws climbing onto the roof and running alond the train, punching and shooting each other, whilst trying to avoid the marshal. A perfect time filler and once again a lot of laughs all round.





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