Tuesday 20 April 2021

Vanguard: Seeking Sanctuary - Chapter 6: Assault

"Near All Hallow's Waterfalls there is a small pond. The pond has been sacred territory for the people of the Svartvalt - and now the monsters have occupied this place. We will retake it! For the people!"

Oh yes, and I named the wizard. his name is Willy.

At this point in the story, with a small army behind them, our heroes take an offensive approach. At the end of the previous scenario, I rolled for new recruits from the surviving citizens. Two new soldiers were added to the ranks. This scenario is different from the others as it is a control-point battle; a score is added for each point occupied by one of the factions. First to 20 wins.

In all previous episodes, I placed my units prior to rolling the positions of the six monster spawn points, I changed it up this time and placed spawn points, then chose a corner to attack from. Also, the rules call for a monster to already be present at all spawn points. They did not say what rank, so I rolled a d8 for each spawn point and placed as follows: 1-4 = Grunt (with a second roll to decide melee (odd) or ranged (even)), 5-7 = Elite, 8 = Boss. I rolled up a boss, two elites, and three grunts. Also, with how easy I've had it the last few games, I also made a spawn roll to add some more numbers to the monsters. I might should have done another...

So story-wise, scouts sent to monitor the pond returned with information on where the monsters are passing between the depths and the surface. Thus encouraged by their successes thus far and angered at the thought of the sacred pool's desecration by the underground hordes, this small band presses an attack!

Start positions: Humans on top right. Top left - three grunts and a boss. Bottom left - two elites, two grunts. Bottom right - two elites and a grunt.

Turn 1:

After a race for control points, humans have one and monsters have three. No other action. Though another boss is spawned right away in the back corner (left).

Turn 2:

Willy the wizard fails a fireball attack on two grunts while Elan knocks down a grunt.

On the right, a group attacks some elites.

In the middle, Thorval leads the other hook-fighters to take a control point and prepare to defend with armour buffs from Emeralda (yellow counters).

These grunts put up a good defence, knocking down Beast Boy.

A terrible photo exists here of three more soldiers taking on a newly spawned boss. Score at end of turn is Humans 3, Monsters 6.

Turn 3:
Mighty Red Hulk single-handedly brings down a boss at the pond!

The newly spawned boss is eliminated by three working together.

Background: grunts are taken care of. Middle: monsters knocked down. Foreground: Willy knocks down one grunt with a fireball.

Katya and the Greycoat advance. Katya's defence special saves her compatriot's life. The score at the end of this turn is 7 all.

Turn 4:
Soooo... Remember back when I said I should have maybe spawned more enemies at the start of the game to make it more interesting? Well, I made a small addition; ogres. I roll 2d6 after the spawning phase and if I roll doubles, an ogre appears at a random edge. The ogres move 6", roll 3d6 to attack and 2d6 to defend. They will attack whichever model of any faction is closest. This one appeared in the same corner from which the humans entered the fray. Perhaps it has been tracking them. Not as safe from rear attacks as we thought!

Thorval and one hook fighter take out an elite and Red Hulk finished off a grunt knocked down by the other hook fighter.

The Greycoat revels in a kill with Katya. Lady with a pole arm knocks down an elite.

An elite and a grunt team up on this militia man and end his career. The end of this turn sees a score of 11 to 8 in the humans' favour. I also did a double spawn phase this round.

Turn 5:
Elan heard a twig snap behind her and Emeralda. An ogre! Where did that come from? She lets fly with arrows, missing her shots.

Willy knocks down two grunts with a fireball.

Five on four results in a dead elite and a downed grunt. But...


...the control point was left unattended and a second elite claims it while more grunts move in!


Sam is knocked down while a boss rushes Beast Boy. Other monsters also move for the hill.

This control point is unattended as well. Not quite enough movement for this grunt to claim it though.

These two break from the main combat to hold off the ogre. Score is 14 - 10 for humans.

Turn 6:
A long shot from Elan topples this elite, but doesn't kill it.

Katya finishes the job, while the rest of the militia score two more.

Ivor and Red topple an elite to take its place as king of this hill. But look out behind you!

Willy finally scores a massive hit with a fireball, killing two grunts and an elite! This should ease things up a little! Thorval takes care of the one grunt who escaped death by fire.

Katya couldn't claim the hill and a grunt breaks through the line and beats her to it!

More problems coming in for Ivor and Red. Val (left) holds her own. To the right, just in the frame, one of the hook fighters managed to beat the grunt to the middle control point, avoiding its shots at her. A boss manages to knock down Beast Boy while attempting to claim a control point. Over at the ogre, blows are exchanged and blocked and no-one gains any advantage. Score is 18 - 12.

Turn 7:
Beast boy gets up, shakes himself off, and makes a savage attack on that boss, killing it instantly!

Katya slays the runt to regain the point. Barely discernible in the background, they manage to knock down the ogre. 

Val slays an elite. Was she just a warrior princess in disguise! The dice really like her!

Ivor gives up the control point to tackle another elite, who keeps both humans busy while a grunt reclaims it.

The Greycoat falls for the last time! However, the monsters just can't quite reach enough control points to halt the human victory. 21 - 13.

What an intense battle following the almost hum-drum ambush! As an added hardship for the humans, I had decided to roll a d6 for any that were knocked over at the end of the last turn (a total of three) and on a 1 they would die from their wounds. One of them didn't make it. And there's no chance for recruits this scenario. I'm a little disappointed I didn't roll more ogres into the fray, would have been interesting had another appeared by one of the knots of fighting forces.

All in all, a really good scenario. Could hardly wait to play. And I think this is the shortest delay between playing and writing the AAR! The river tiles came from a couple of sets I got over at DriveThruRPG.com.

I say it a lot to people in real life, but I think I have yet to sign out a blog post with it - Goodbye! Have fun!

1 comment:

  1. Awesome as usual =)
    Thank you so so much for playing, for posting your session reports and especially for spending and sharing thoughts how to improve this game!
    This really means a lot to me!

    Many thanks and kind regards,
    Kai

    ReplyDelete