Tuesday, July 6, 2010

The Dragon Approaches...

OOOH! Looky Here...



Here's a quick link and FAQ page.  Looks impressive!

Now, if we could only get someone to do "Werelords of East Bronx," we'd really have something!  ;)

Friday, July 2, 2010

Three Castles Award™ Guidelines Finished (UPDATED 1)

I was delayed by a very nasty bug which is going about, but I've recently finished the submission guidelines and forms for the 3C Award!

Doug Rhea and I will now go over same before making them available.

UPDATE 1:  Doug and I had email exchanges and a phone call that ironed out some minor details with the submission guidelines. They will be posted in PDF form tomorrow or the next day at NTRPGCON's site and I will link to that download with the next UPDATE.  



Tuesday, June 29, 2010

Final Reflections on NTRPGCon2

[I meant to post this earlier, but I have been suffering from a terrible bout with the flu and have been getting lots of rest over the last two weeks.]

My final thoughts are about many of the wonderful people I got to chat and game with.

My roommates were Dennis Sustare and Paul Jaquays.  We never saw each other in the room, that is how involved all three of us were.  I had the opportunity to give a panel discussion with Tim Kask and Dennis.  It was taped, and Badmike noted that it would be available some time in the (near?) future.

Tim Kask and I chatted for about an hour about many things game related and other.  We both discussed our convention scenarios we'd designed and the pros and cons of each and how players would be reacting and X, Y, Z points, etc. Tim's was a sprawling, detailed affair and he "worried" that the PCs would become stuck at one of its many parts.  I  later heard that that did not happen and instead all the players enjoyed his game immensely.

As with last year's convention, Matt Finch and I, being smokers, ended up in various running conversations outside the hotel.  His groups were a riot to listen to, as they were obviously very gung-ho on the adventure(s).  I also talked with several of his participants (John January, Chris Finch and others) who related their own versions of what was transpiring within the game (mostly amid chuckling while doing so).

After some design talk Sunday between Timeshadows, Steve Winter and myself on the merits of Kyrinn's rules and World of Urutsk, Steve and I played in the pick-up episode of her continuing scenario along with Urutskian "veterans" Amanda Marohl and "Doctor Joe."  We then signed some dice bags and I escorted Kyrinn from the convention site and said adios 'til next time.

Later, I watched Circus Maximus being played (I bowed out of playing as I was very tired by then for all of the convention activities).  I did champion Alan Silcock, who unfortunately flipped his chariot on top of his horses, which ended his run in the race.  So I silently picked Jeff Imrie as my next champion as Alan and I retired to the lobby where, among many other subjects, we discussed the merits of adventure design.  Alan runs Tegel Manor by JG every time he shows at conventions, and considering the sparsity of information available in that adventure, he does it the classic way, with quick imaginative thrusts and on the fly interpretations with a lot of gut instinct. Everyone enjoys his DMing immensely (probably because, as he said, "I make it all up as I go along"). Our discussion seemed timeless, and we caught up on many life events as well (including both of us talking about our childhood play experiences and early home environments).  Amid the many inspiring things that came out of this discussion is the fact that Alan wants to go beyond the usual "dungeon crawl" which he sees as a venerable, but worn, adventuring model, and aspire to greater heights of design challenge in such RPG scenarios.  So we had an excellent  give-and-take discussion on a specific scenario he is designing and as he had played in my Dungeon of Death we compared the two concepts for his possible design paths; and I made some specific suggestions and volunteered to help him at any stage in his design process.  We then returned to the CM game.  Sadly, by then, Jeff Imrie was being dragged behind his chariot and slowly dying.  So much for my picking champions, a curse it seems, as it worked out.

Other Highlights In Brief:

Talking at length for the second year in a row with Marshall Clayton Mahurin III.  Marshall is the miniatures guru of Texas and of this particular convention.  From what I understand, his collection of miniatures exceeds 10,000 and represents all historical periods as he is a classic gamer from BitD.  We talked shop on WW2 Navals, Napoleonics, and his current favorite, the American War of Independence.  I heard a rumor before departing the con Sunday that he will be fielding the battle order for a Chainmail version refight of Tolkien's "Battle of the Five Armies," this for next year's convention.  Now that would be a treat indeed!

Playing with Joan MacDonald's son in Kyrinn's Urutsk and DMing Joan as part of the team in Dungeon of Death (Rd 2).  Her son is a natural born player and I hope he plays again next year.  He thought I was a little paranoid in my approach as a player.  Heh.  If he'd only been there later when my PC took a bullet to the head that almost killed him...  As his mother said (at the Acaeum) "He'll learn..."

Having John Lile (KingofPain) play in my Dungeon of Death (Rd 2).  John played in Castle El Raja Key at the first convention so it was great to see him back.  He always lends penetrating views on the adventure at hand and this time was no different (even though this one caused him some in-game brain hemorrhaging).

Chatting with my old friend Allan Grohe (we were both so busy that we had little time to actually chat in-depth like old times); meeting and gaming with the dynamic artist and very soon to be married Amanda Marohl; catching up with the great Jason Braun (a treat as usual).

Talking for many (combined) hours with Doug Rhea before, during and after the convention; and noting Mike Badolato unselfishly adminning the convention in lieu of playing games; and of course playing with Badmike's dear friend, "Doctor Joe," in Kyrinn's games.

And, of course, what would a NTRPGCon be without a 'Cimmerian'?  It is REH territory, don't you know...?


Tuesday, June 15, 2010

The THREE CASTLES Award





How It Came into Being

I will take full blame for the initial award idea.  Very soon after returning home from NTRPGCon #1 I contacted Doug Rhea and suggested this, then drew three roughs for him to look at. In between I roughed out the award process and we discussed the preliminary rules by phone and email. A furious email exchange soon ensued between us where the idea started to take firmer root.  The initial plan was a very intricately designed plaque, but as it turns out, Doug was bitten by the scope and immensity of the idea, which is to award "The VERY Best" in RPG design. He now suggested that it be a 3D sculpture.   I, of course, stood back, not wanting to suggest expenditures which were not coming out of my own coffers.  No worry there, quoth Douglas!  So, in pictures, this is how it took shape:

Step 1) I commissioned Andrew Taylor (ATOM) to give us standard views of the three castles used in D&D's play-test,1972-1973:  Blackmoor, Greyhawk and El Raja Key.  Andy produced the following concept sketches from my detailed notes, all of which were splendid and accepted.



Step 2) I introduced Lauren Hawkins to Doug after David LaForce (Diesel) who Doug had originally contacted could not go forward with the design or the sculpt due to other concerns. Lauren (Journalizer from this blog) stepped firmly in with her 3D rendering mastery to craft the final composite design based on Andy's full-blown sketches, and from many angles.  There ensued another furious email exchange between Lauren, Doug and myself wherein we nailed down many specifics about the final design.



Step 3)  Doug passed  along Lauren's excellent finished design and many perspective sketches to the sculptor at Awardsideas.com.  The sculpting process was now in full gear.



Step 4)  Finish.  About a month before the convention and after 10 months of work in various forms from my initial ideas and drawings.  Doug and I, Andy and Lauren and the sculptor are all proud of it!  It's possibly one of the most expensive awards ever rendered for our industry and certainly each of these is a piece of art that any deserving RPG designer would be proud to have on their shelf.



The 3C Award:  What it Is and What it Isn't...

This award is for true excellence in RPG design.  The criteria for winning is very demanding. There will be only one award given per year so the competition could be very tough,  However, the judges can rule that no submission equals the rules standards and thus a year could have no winner.  This is not a placebo (or best of what has been submitted) award, as I noted at the convention introduction to the award where Doug and I spoke about it.  There will be several stages which pare down the entrants, and if by the final round none have met the criteria, no award will be issued that year.  As Vice-Chairman of the 3C Award Steering Committee, the process I am drafting for the adjudicators is both stringent but refined.  The competition is not only among the entrants. More importantly, each submission will be eyed for raising the bar when compared to past designs of excellence in our industry. 

NTRPGCon co-founder and Chairman of the 3C Award Steering Committee, Doug Rhea, will receive RPG submissions for 2011 between Oct 01 and Dec 31.  News on submission and closure dates will be posted on the NTRPGCON site very soon along with full submission guidelines.

Year 2011's 3C Award judges have roughly 200 years of game design and other far-ranging industry experience between them.  Many of the judges have been nominated for, or won, awards for work in our industry.  Their work as a whole has been noted for excellence and/or for raising the bar in game design or interrelated areas.  They are:  Dennis Sustare, Paul Jaquays, Steven J. Winter, Tim Kask and Robert J. Kuntz.




Enjoy the news and be looking for more updates here and at NTRPGCON.com !




Monday, June 14, 2010

Tomb of the Dark God

The greatest thing about Scottzs COLD TEXT FILE posts was all  of the speculation/imaginative inquiry that is fueled by it.  Of course as the initial instigator of said DARK GOD I have my own take on it, but campaigns differ, and as they should.  :)

Here's my TOMB MAP for  Mssr.  T (alias, the Dark God).  In my "Greylands" portion of the world, it is definitely connected to the CYST, but one might say in a 'coded' sort of way.

Bummer News Via Grodog (Via Jeff Grubb/Matt Forbeck)

Mike Cook, TSR alumnus, passed away of a heart attack.  I hate this kinda news as there is never anything good in it.

From Matt Forbeck:  "Through Jeff Grubb, I learned that Mike Cook passed away last week, a victim of a heart attack on the evening of his eldest son's graduation from high school. He was 60.

Mike was an executive at TSR in the '80s. Among many other things, he served as publisher of Dragon Magazine and Dungeon Magazine, and he helped design the first Buck Rogers RPG.

The memorial service is this Friday in Waukesha, WI. You can read a
short obituary here:
http://www.legacy.com/obituaries/jsonline/obituary.aspx?page=lifestory&pid=143514072


"
Roll on Mike...

Wednesday, June 9, 2010

World of Urutsk at NTRPGCon 2

NTRPGCON was whopping good time, and I actually got to play this year, and not only play, but play in Timeshadow's World of Urutsk.

In fact I forgot how many times we sat down to play (3?) as the setting, her GMing, the whole was so engrossing that one soon lost track of the days and time spent.

Not many settings inspire me to play in them.  In the day, Empire of the Petal Throne did that, so did Dave Sutherland's game when he DMed, which was not often.  Of course there were old standby campaigns in LG, then, but many were dungeon-based.  You never got a chance to let loose and explore the ranges within these latter game settings which operated within a vacuum when compared to the latter two I mentioned. That of course was because one had to envision a world and make the parts fit together in such a way to allow players then to do so.  Kyrinn's Urutsk filled that need and then some and I found myself hooked and wanting to come back every day to continue journeying in the imaginative fields she'd let her players loose upon.

Gary Gygax and I had no limitations to what players could do, where they could go, how many could do it, or what time it took for them to do whatever it was they were doing. There were also no immediate IF and WHEN comparisons to others in the campaign stream.  This created free reign gaming for all participants, didn't lock them down to experiencing only one-sided group adventures and allowed for a no-holds-barred approach to not only playing but through this allowed he and I grand opportunities to constantly develop new game-world matter on the fly.  Kyrinn has the same approach--no restraints.  It was a breath of very fresh air.

When Gary Gygax began DMing participants in Greyhawk they soon grew to be a higher level than the new participants who later entered the fray.  This made adventuring with the two disparate groups near impossible for level-comparison reasons. The campaign game end of our game was already in gear then for our higher level PCs.  All we had to do was to manage the different player-participants through time-tracking, which we always fudged to get them joined up again if that need ever arose.  In other words, it was a given that many different adventures by different groups in different locals were indeed taking place and often at different times.  Kyrinn's world smack's heavily of this nuanced way of playing.  As a result, the challenge is to keep thinking and moving forward for both the player and the GM, and she not only portrayed a willingness to do this, but an imagination that could fill in and expand upon the threads of an already colorful tapestry and in doing so fulfill the imaginative expectations of her players.

The ability to expand upon these micro or macro game-planes at all times and at all levels is the mark of a great GM and a great story-teller, and she is both.  These in combination also act as a personal gauge for measuring the level of expectation that GMs exact from their creative wellsprings, and in this regard she excelled as well.  In all she ranked up there on the "Best GMs List".  Her world, her rules and her style were all mirrors of a consistency fed by a caring, concerned and dedicated designer.  Urutsk is a winner because of this.

Certainly it is true that a good GM can carry the day even with a spare tire and in the dullest of moments expected by others, still make those moments shine and the wheels turn as if they were ready-made for that very moment.  In my opinion this is a testimony to the designer and not an excuse to use for determining the opposite by those looking askance upon such matter.  Where the rubber meets the road, as they say, is where we start our journey, whether in playing or GMing.  Where dedication and imagination meet is where we find our gems of the game industry.  I was lucky to play in such a gem, and to be GMed by such a gem of a person, for three days in Texas. 



Photos courtesy of Allan Grohe and Brian Kawano (and if I missed someone, sorry, but thanks!)

NEXT UP:  The THREE CASTLES AWARD and what it is and how it came to be...

Link to Timeshadow's Play Report from the CON

Monday, June 7, 2010

Dungeon of Death: Rd 2, NTRPGCON2

I lifted this from the KingofPain on the Acaeum as he was a participant in round 2 of the adventure.  Thanks John!  Hope your brain came back to normal!  :)

As the adventure grew in the design process I dropped the idea of using the DS set for maps and drew new ones.

Alan Silcock played as well and said:  "then sat night saw me in Robs game, with the gang. this was also a tremendous adventure. we all kinda get lulled into the same kind of adventures all the time and it was a joy to play something that was quite frankly, totally out there!!! it was REALLY different from the norm and three hours of killing my brain trying to figure things out, totally fried me, but i enjoyed it immensely Smile despite the fact that the one monster that we encountered, i think had a death-wish on me, cos it hit me with pretty much everything in the arsenal and also the kitchen sink - personally, i would love to see more adventures like this - so a huge pat on the back for Rob, for coming out with something like this and pulling it off very well - thankyou Rob!"

Thanks to all for putting up with my deranged mind and game designs...  :)

"Saturday night in the "Dungeon of Death" with Rob Kuntz.  This was easily the most difficult game I played during the convention.  I think my brain was still bleeding this morning.  Not a hack-and-slash at all....not even a dungeon in the classic sense.  More like an interdimensional nightmare with an alien physics professor.  It was a lot of fun. " (KingofPain)


"Cimmerian, Killjoy32, LucyJoyce, and Smarmy1 in the "Dungeon of Death". "

"Rob and Smarmy1 interacting during the prologue in the asylum."



Next Up... Kyrinn Eis and her world of Urutsk (a hands down winner) that I played in all four days of the con...

North Texas RPGCon: Over and Out



I had more than a blast at NTRPGCon.  More to follow, but highlights were meeting and gaming with Kyrinn Eis (Timeshadows, the Urutskian Queen), running my Dungeon of Death twice, gaming and chatting with myriads of friends and fellow conventioneers, like Allan Grohe, Tim Kask, Chris Finch, Alan Silcock, John Lile, Brian Kawano, Jason Braun (and his counterpart in art Amanda) and a host of others, and announcing with Doug Rhea the annual "Three Castles Award" (photo included).  More as I recover and come up to ordinary speed.

Sunday, May 30, 2010

Armies of Oerth, Part XXVI: Kingdom of Nyrond

Using the Field of Glory wargaming rules & Dragon Magazine #65, here is the final installment of Rob Kuntz's Orders of Battle for certain renowned armies from the World of Greyhawk.

Ratio: 250 men-at-arms per base.

The Kingdom of Nyrond's Army List

The strength of Nyrond, and the hostility of its rulers and nobles, have been the major protection for the civilized nations of the Flanaess against the depredations of the Great Kingdom and its mad emperors. Nyrond also went through a phase of near-imperialism, making both the County of Urnst and the Theocracy of the Pale tributary states for a time. This course was altered, however, when the wise King Dustan I. called Crafty, saw his realm threatened by internal strife and extenor enemiesand called up the Great Council of Rel Mord. Here, the king met with ambassadors from Almor, the Iron league, the Pale, and Urnst. All troops were withdrawn from the Pale and Urnst thereafter, the Nyrondese allowing both areas self-determination, and both, in turn, agreeing to a concord entailing mutual trade and military support. Almor was treated somewhat similarly, and aid was granted to the Iron League in the form of loans and treaties which assured the League of survival against the common enemy.

The current boundaries of Nyrond are: Nesser River - Franz River - Artonsamay River - Nutherwood - Gamboge Forest (northern terminus) - Rakers - Flint Hills - (lower) Harp River - Relmor Bay. Nyrondal contingents assist Urnst and the Pale against the Bandit Kingdoms, and a squadron of their warships sails Relmor Bay and the Sea of Gearnat in support of the Iron League. Strong garrisons of the Nyrondese Army are stationed in strategic positions to move to the aid of either Almor or the Pale in time of need.

Commander-in-Chief: King Dunstan I (F 16th level) = 1 base

Sub-Commander: General Garzenth = 1 base

Sub-Commander: General Bellord = 1 base

Heavy Cavalry: 5,000 = 20 bases
(3 models/base; knights on horses, heavy plate armour & lances, substantial shields)

Medium Cavalry: 3,000 = 12 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)

Light Cavalry: 2,000 = 8 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)

Armoured Infantry:  8,000 = 32 bases
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

Medium Pole-Arms: 3,000 = 12 bases
(3 models/base; foot troops, leather armour & moderate shields, pole-arms)

Medium Infantry (Mercenary): 1,000 = 4 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

Light Infantry: 1,500 = 6 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Infantry (Levied): 9,000 = 36 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Archers: 3,500 = 14 bases
(2 models/base; foot troops, no armour & no shields, bows)

This totals 147 bases with 359 models on them.

Nyrond has a secondary force which may be called upon for assistance. It consists of the following troops:

Sub-Commander: Earl Harhing = 1 base

Heavy Cavalry: 2,000 = 8 bases
(3 models/base; knights on horses, heavy plate armour & lances, substantial shields)

Heavy Infantry: 4,000 = 16 bases
(4 models/base; foot troops, full plate armour & substantial shields, hand weapons)

Light Infantry: 3,000 = 12 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Infantry (Levied): 4,500 = 18 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Medium Archers: 2,000 = 8 bases
(2 models/base; foot troops, leather armour & moderate shields, bows)

This totals 63 bases with 165 models on them.

To insure complete victory for their upcoming major offensive, Dunstan has called upon the aid of both the County and Duchy of Urnst. The additional allied force will be:

Armoured Infantry (Elvish-Elites): 10,000 = 40 bases
(3 models/base; foot troops, chainmail and moderate shields, hand weapons)

This adds an additional 40 bases with 120 models.

[Writer's Note: WOW! Now this is a massive undertaking to build: 260 bases with 644 models!]

This completes the Armies of Oerth series [for now, at least]. I hope these articles have helped inspire some of you to delve into tabletop wargaming, with a touch of the World of Greyhawk.  I will be compiling these articles with some additional information to make them even more compliant with the Field of Glory rules, such as troop points, special rules, etc. When it is completed, I will be making it available as a free downloadable PDF on my own blog,
Axe & Hammer.

Ciao!
Grendelwulf

Friday, May 28, 2010

Armies of Oerth, Part XXV: Prelacy of Almor

Onward to Dragon Magazine # 65 for another article, Greyhawk's World - News, Notes and Views of the Greyhawk Campaign: Events of the Eastern and Southern Flanaess. This one begins with a proclamation of war issued against the Great Kingdom and her satellites by the Kingdom of Nyrond, the Prelacy of Almor, and their allies. This, in conjunction with the various military activities already in motion, as well as some other mysterious happenings, serve only to ignite the inevitable powderkeg that has been growing within the region.

According to the Field of Glory wargaming rules, I shall be using the standard ratio of 250 men-at-arms per model base.

Prelacy of Almor's Army List

Originally a fief of Aerdy, Almor grew in power and independence as the Great Kingdom became weak and decadent. The state is only loosely organized, but it has a strong spirit of freedom and justice based upon religious precepts. The peoples are mainly farmers and herdsmen and fisherfolk. The Prelacy is strongly supported by Nyrond as a buffer between that realm and that of the Overking, and pays a stipend to help support the standing army of Almor.

Commander-in-Chief: Anarkin, Prelate of Almor, Arch-cleric (C 12th level) = 1 base

Heavy Cavalry: 400 =2 bases
(3 models/base; knights on horses, full plate armour & substantial shields, hand weapons)

Medium Cavalry: 2,000 = 8 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
 
Light Cavalry: 4,000 = 16 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)

Armoured Infantry: 1,500 = 6 bases
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

Mediumn Pole-Arms: 6,500 = 26 bases
(3 models/base; foot troops, leather armour & moderate shields, pole-arms)

Light Infantry: 8,000 = 32 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)

Light Infantry (Levied): 30,000 = 120 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)

Medium Archers: 5,000 = 20 bases
(3 models/base; foot troops, leather armour & moderate shields, bows)

So, this totals 123 bases with 523 models on them.

This army is able to receive support from the Relmor Bay Fleet.

Sub-Commander: Admiral Auriel Lexis

Sub-Commander: Count Stephen Bulhart

Armoured Infantry: 1,000 = 4 bases
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

Light Cavalry: 700 = 3 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)

Heavy Infantry: 1,000 = 4 bases
(4 models/base; foot troops, full plate armour & moderate shields, hand weapons)

Light Infantry: 2,500 = 10 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)

Light Infantry (Levied): 3,700 = 15 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)

This provides an additional 29 bases with 86 models.


Next up... Kingdom of Nyrond

Ciao!
Grendelwulf

Thursday, May 27, 2010

Armies of Oerth, Part XXIV: See of Medegia

Using the Field of Glory wargaming rules & Dragon Magazine #63, here is the latest installment of Rob Kuntz's Orders of Battle for certain renowned armies from the World of Greyhawk.

Ratio: 250 men-at-arms per base.

See of Medegia's Army List

The Holy Censor was originally the chief cleric of the Great Kingdom. Clerical holdings were granted from Re1 Astra to Pontylver south of the Mikar and Flanmi Rivers, including a portion of the Imperial Preserve (Grandwood Forest). This fief became so strong as to be virtually independent when the Malachite Throne went into decline. The Holy Censor still remains one of the chief advisors of the Overking, however, and he reigns oppressively over peasant masses with full approval from Rauxes. The clerics and nobles of the See have grown exceedingly rich, and their mercenary forces harry the Olvenfolk in the Grandwood and loot across the Flanmi in the Glorioles and Hestmark Highlands where the Censor has extended his holdings to these very foothills, contesting with dwarves and gnomes without quarter. 

Commander-in-Chief: Spidensa, His Equitable Nemesis of Medegia (C 15th level) = 1 base

Heavy Cavalry: 1,000 = 4 bases
(3 models/base; knights on horses, heavy plate armour & lances, substantial shields)

Medium Cavalry (Mercenary): 300 = 2 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)

Light Cavalry: 1,500 = 6 bases
(2 models/base; riders on horses, no armour & no shields, hand weapons)

Medium Infantry: 1,200 = 5 bases
(3 models/base; foot troops, chainmail armour & no shields, hand weapons)

Medium Infantry (Mercenary): 2,100 = 9 bases
(3 models per base; foot troops, leather armour, moderate shields hand weapons)

Light Infantry (Levied): 2,400 = 10 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Medium Infantry (Humanoids-Orcs, etc): 4,000 = 16 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

Armoured Infantry (Guards-mixed): 7,000 =  28 bases
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

So, this totals 81 bases with 225 models on them.

After Captain General Gahru's blundering defeat in Granwood Forest, the Overking has sent another Imperial force to deal with them. The Holy Censor may call upon them for assistance should the need arise. The force consists of:

Sub-Commander: Banwald, General (F 8th level) = 1 base

Medium Cavalry (Mercenary): 150 = 1 base
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)

Light Cavalry (Guards): 240 = 1 base
(2 models/base; riders on horses, no armour & no shields, hand weapons)

Armoured Infantry (Guards-Orcs): 240 = 1 base
(3 models/base; foot troops, chainmail armour & moderate shields, hand weapons)

Medium Crossbowmen (Guards): 120 = 1 base
(3 models/base; foot troops, chainmail armour & no shields, crossbows)

Medium Infantry (Mercenary): 750 = 3 bases
(3 models per base; foot troops, leather armour, moderate shields hand weapons)

Medium Infantry (Humanoids): 3,500 = 14 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

Light Infantry (Humanoids): 6,000 = 24 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Infantry (Woodsmen): 600 = 3 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

So, this provides an additional total of 49 bases with 117 models on them.


Next up... Prelacy of Almor

Ciao!
Grendelwulf

Wednesday, May 26, 2010

Armies of Oerth, Part XXIII: North Province

Using the Field of Glory wargaming rules & Dragon Magazine #63, I will continue representing Rob Kuntz's Orders of Battle for certain renowned armies from the World of Greyhawk.

This is another smaller than usual force. Rather than restrict it to the normal scale of 250 men-at-arms per model base, I will also be giving a suggested ratio of 100 men-at-arms per base. This will be for those generals who like to put more models down on their tabletops.

Ratio of 250 men-at-arms per base is in green.
Ratio of 100 men-at-arms per base is in blue.

North Province's Army List

In the North Province, Herzog Grenell's forces have been battered by incursions of Almor and Nyrond into the southern part of the Bone March. They have also suffered the continual raids from humanoid bands near Bellport, who have not thrown in their banners with the Herzog as of yet. Having withdrawn his forces, and no enemies pursuing, the Herzog has been slowly rebuilding his army to some degree. With the addition of the Sea Barons, the North Province's army again approaches the strength of 10,000. If the humanoid bands do not immediately force the issue, Grenell might well turn the tide of affairs. 

The Herzog is in a quandry, for he must not only regain complete control of his own territory but also be ready to supply troops to the Overking when the confrontation between his master and Nyrond occurs soon. Dare he risk failure in battle again and offend the Malachite Throne? To make matters worse, General Hooglish, a new commander for the Western Approaches, has been causing dissension amongst the Herzong's allies. Hooglish detests the Sea Barons and believes he can handle any enemy force that comes against him.

Commander-in-Chief: General Hooglish, Commander of the Western Approaches = 1 base / 1 base

Heavy Cavalry: 200 = 1 base / 2 bases
(3 models/base; knights on horses, heavy armour & substantial shields, hand weapons)

Medium Infantry (Mercenary): 500 = 2 bases / 5 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

Light Infantry (Levied): 2,000 = 8 bases20 bases
(3 models/base; foot troops, no armour & small shields, hand weapons)

This totals:
12 bases with 34 models / 28 bases with 82 models

Although the main army of the Herzog is not specifically laid out in this article, it is entirely possible to discern the troops from a previous Armies of Oerth article concerning the Great Kingdom. Based on an article from Dragon Magazine #59 and the breakdown of the Knights of Doom's military hierarchy, a glimpse of the North Province's army emerges. Primarily overseen by one of the Knights of Doom's Marshals, the stronger arm of the North Province army under Herzog Grenell would look something like this (using the ratio of 250 men-at-arms per model base):

Commander-in-Chief: Grenell, Herzog of the North Province (T(A) 15th Level) = 1 base

Heavy Cavalry: 1,000 = 4 bases
(3 models/base; knights on horses, heavy plate armour & lances, substantial shields)

Heavy Cavalry: 1,500 = 6 bases
(3 models/base; knights on horses, heavy chain armour & lances, substantial shields)

Medium Cavalry: 1,000 = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)

Medium Horse Archers: 500 = 2 bases
(3 models/base; riders on horses, leather armour & moderate shields, bows)

Heavy Halberdiers:  1,000 = 4 bases
(4 models/base; foot troops, heavy plate armour & substantial shields, halberds)

Heavy Pole-Arms: 1,000 = 4 bases
(4 models/base; foot troops, chain mail armour & substantial shields, pole-arms)

Medium Infantry: 2,000 = 8 bases
(3 models/base; foot troops, chainmail armour & no shields, hand weapons)

Light Infantry: 1,000 = 4 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Medium Archers: 500 = 2 bases
(3 models/base; foot troops, leather armour & moderate shields, short bows)

Medium Crossbowmen: 300 = 2 bases
(3 models/base; foot troops, leather armour & moderate shields, crossbows)

Medium Archers: 200 = 1 base
(3 models/base; foot troops, leather armour & moderate shields, long bows)

So, this totals 42 bases with 213 models on them.

Alternately, you could have this army led by:

Commander-in-Chief: Knight of Doom, Greater Marshal (F 11th level)
wears magic plate armour, wields a sword of cold, and can withstand all types of fire

[Note: Remember, the Knights of Doom will appear as normal men with their faces hidden by visors. Their armour is always golden - in defiance and mockery of those aligned with law and good.]


Next up... See of Medegia

Ciao!
Grendelwulf

Tuesday, May 25, 2010

Armies of Oerth, Part XXII: Sea Barons

[Writer's Note: We-e-ere back! If you are looking for Scottsz's final wrap-up to his Cold Text File on the Forgotten Temple of Tharizdun, click right here. If you haven't read his series of illuminating (or is that shadowy) articles, why haven't you yet? Get yourself a cup of your favourite beverage, grab your notebook & pencil and link to his articles. You won't regret it. Now, for another army list, please continue reading below...]

Just when you thought these pesky army lists had come to an end... a few more have raised their Bec de Faucons, demanding to be heard from. Delving once again into my box of Dragon Magazines, another article has surfaced. This one is from Dragon Magazine #63, entitled Greyhawk's World - News, Notes and Views of the Greyhawk Campaign: Events of the Eastern and Southern Flanaess and written by the Lord of the Green Dragons himself, Robert J Kuntz. It gives us a further look into the events surrounding the Great Kingdom and its neighboring provinces.

As mentioned in previous articles, I am still using the Field of Glory wargaming rules. I prefer to use the ratio of 250 men-at-arms per model base. However, the following list is a bit smaller than some of the previous examples, so I will also be providing the number of model bases for using a scale of 25 men-at-arms. This will allow you to field a larger number of models overall.

green = 250 men-at-arms per base
blue = 100 men-at-arms per base

And now, to continue...

The Sea Baron's Army List

The people of these lands are a mix of Oeridian and Flan. Centuries ago, the Overking established four baronial island fiefs here, instructing each to build squadrons of ships and compete with each other. Whichever proved best in naval warfare would be appointed supreme baron, admiral of Aerdy, and be duly rewarded with Imperial favor. Old Baron Asperdi won the contest, and now, the baron of that island rules the Sea Barons. The main duties of the Barons in serving Aerdy were to fight off the Frost and Ice Barbarians and the Lordship of the Isles, which they carried out without great enthusiasm.

Commander-in-Chief: Aldusc, Lord Captain (F 9th level)
= 1 base / 1 base

Light Cavalry (Elites): 120 = 1 base2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)

Heavy Infantry:  600 = 3 bases / 6 bases
(4 models/base; foot troops, heavy plate armour & substantial shields, halberds)

Heavy Infantry (Veterans): 120 = 1 base / 2 bases
(4 models/base; foot troops, chain mail armour & substantial shields, pole-arms)

Medium Crossbowmen: 120 = 1 base2 bases
(3 models/base; foot troops, leather armour & moderate shields, crossbows)

Light Infantry (Veterans): 600 = 3 bases / 6 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Infantry: 240 = 1 base / 3 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

Light Crossbowmen: 120 = 1 base / 2 bases
(2 models/base; foot troops, no armour & no shields, crossbows)

Light Javelineers: 120 = 1 base / 2 bases
(2 models/base; foot troops, no armour & no shields, hand weapons)

So, this totals:
13 bases with 34 models / 26 bases with 69 models

This army may be assisted in time of need by the following allied force.

Sub-Commander: Sir Radolph Gerdio, Under-Admiral, 2nd Captain of the Northern Fleet = 1 base / 1 base

Artillerists & Engineers: 120 = 1 base / 2 bases
(3 models/base; foot troops, leather armour & no shields, hand weapons)

Heavy Catapults: 4 = 4 bases / 4 bases
(1 model/base)

Light Catapults: 6 = 6 bases / 6 bases
(1 model/base)

Medium Infantry (Marines): 1000 = 4 bases / 10 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)

This provides the additional totals:
12 bases with 26 models / 23 bases with 47 models


Next up... North Province

Ciao!
Grendelwulf