Dust of Papyria 2: capture of a rebel

Second session of my solo campaign making use of Song of Shadows and Dust, a skirmish set of rules published by Ganesha Games and based on the popular Song of Blades and Heroes.
Prior Events: 150 AD, Antoninus Pius is the Roman Emperor. The city of Papyria in Northern Egypt is ruled by the Imperial Procurator Caius Lucilius Balbus. Balbus’ scribe Proklos Tamun has written a chronicle of the bloody events taking place in Papyria at that time:

The decanus Falco was patrolling the city with four legionaries at night, when he took sight of several armed Egyptians. Falco approached the Egyptians ordering them to drop their weapons, but he was immediately attacked, without a reply. The decanus was killed in the fight. The legionaries reported that the Egyptians were armed like gladiators and fought in the style that can be seen in the arena.

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“After the death of Falco, Balbus decided that it was necessary to investigate on the aggressors. He issued the order to capture one of them at the first occasion. A few days later, a patrol led by the decanus Sabinus was attacked by the Egyptians gladiators in front of the temple of Hercules. Sabinus confronted the leader of the attackers at the center of the square, fighting side by side with Sextus, one of his veteran soldiers. Some of the civilians that were in the square took the defense of the rebels, while others defended the legionaries. Sabinus was badly wounded in the fight, but Sextus captured one of the gladiators. The captive was delivered to the Roman authorities, so that he could be interrogated. In this way, it was discovered that, in Alexandria, an individual named Hermorathes had proclaimed himself Pharaoh and was planning an armed insurrection in all Egypt. According to the captive, in Papyria hundreds of men were ready to fight and die for this impostor”.

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Egyptian Gladiators: standard “Looking for Trouble” – (1 Victory Point per 25 pts of enemies defeated) 142pts = 5VPs

Roman Soldiers: “Abduction” objective – (5 Victory Points for successfully abduction of an enemy; 1 Victory Point per 50 pts of enemies defeated) 5VPs for the abduction + 1VP (enemy killed worth 46 pts)

Total scores: Egyptians: 16 VPs, Romans: 17 VPs

Dust of Papyria 1: the assassination of Falco

Hopefully this is the beginning of a new solo campaign making use of Song of Shadows and Dust, a skirmish set of rules published by Ganesha Games and based on the popular Song of Blades and Heroes. After experimenting with 2.5D isometric maps, I am back to 2D, with watercolors and collage of prints from drawings of ancient buildings. As I have always been doing lately, I use card-based activation (which frees me both of the need to choose who to activate and of book-keeping who has activated and who hasn’t). I also wrote a simple table that assigns activation points on the basis of the figure’s Quality and the activation order: so, no need to roll for activation. Just pick the next card and go!

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150 AD, Antoninus Pius is the Roman Emperor. The city of Papyria in Northern Egypt is ruled by the Imperial Procurator Caius Lucilius Balbus. A chronicle written by Balbus’ scribe Proklos Tamun has survived to the present day. Some excerpts will be published here.

“The decanus Falco was patrolling the city with four legionaries at night, when he took sight of several armed Egyptians. Falco approached the Egyptians ordering them to drop their weapons, but he was immediately attacked, without a reply. The decanus put down the leader of the aggressors, but the others surrounded him with his back to the arch of Claudius and slew him. The Roman soldiers killed many of the assassins, but some of them managed to escape. The legionaries reported that the Egyptians were armed like gladiators and fought in the style that can be seen in the arena”.

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Egyptian Gladiators: Assassination Objective – 11 Victory Points (10VP for killing the leader + 1VP per 100 pts of enemy killed). After killing Falco, the gladiators should have fled, conceding only 6VPs (one per figure) to the Romans: a thing to remember for the next games.

Roman Soldiers: standard “Looking for Trouble” objective – complete defeat of the adversary faction – 11 Victory Points (1 VP per 25 pts of enemy defeated)

VPs are a tie, but I will count the fight as an Egyptian victory, since Falco was killed.

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1P Kill Team: relic hunt in a Labyrinth

I played a new One Page Kill Team game, with the usual two Red and Blue armies. This time, I tried something slightly more complex: a relic hunt inside a large labyrinth. When figures moved next to a new door (green pebbles) I rolled dice to see if it was open or impassable (purple pebbles).

It was again a Red victory, but this time the Blues managed to limit damage from the Red Veteran’s Demo Charges.

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One Page Kill Team: Sabotage at the Sculpture Yard

I played the One Page Rule Kill Team Sabotage mission.

I used the 235pts armies I already used in the previous game:

Reds (Imperial Guards):
1 x 45 pts Sentinel Q:4+ with Multi-Laser [3 attacks] (Special: Armored)
3 x 30pts Veterans Q:4+ with Assault Rifles [1 attack] and Demo Charge [6” 9 attacks!]
4 x 20pts Storm Troopers Q:4+ with Assault Rifles [1 attack] (Deep Strike, Scout)
Blues (Space Marines):
1 x 70pts Terminator Q:3+ PowerFist, Mini-Gun (24” 3A Rending) Armored, Deep Strike, Fearless
3 x 55pts Tactical Marines Q:3+ upgraded with Machine Guns [3 attacks] (Fearless)
The goal of the mission is to destroy the enemy’s marker (it must be attacked in melee: you cannot just shoot it).

I rolled starting positions for the two sides and decided to place the marker at the top of two small buildings.
As usual, the Red Scouts have the benefit of deploying anywhere: they placed themselves aggressively close to the enemy.

  • Round 1: The Blue leader and a marine face the two scouts attaching from the right. They exchange fire but nobody is hit. All other figures move forward.
  • Round 2: The assaults in melee the two scouts. He kills one of the two, but he is stunned and then killed by the other. The marine at the center of the field is also killed by the demo charge of one of the Red veterans.

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  • Round 3: The marine defending the Blue marker hits one of the Scouts, but he is only stunned. The other Blue marine faces the Red leader at the gate of the yard. They exchange fire with no effect.
  • Round 4: The Red leader is stunned, but the attacking Blue marine gets killed by the Demo Charge of the Veteran who had been hiding below the statue. The other Marine is surrounded and get stunned. A Red veteran has reached the Blue target.
    I played a fifth Round in which the last Blue soldier was killed.

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Another victory for the Reds! The Scout and Demo Charge special abilities are very powerful. I will have to find a better way to play the Blue side: a very interesting tactical exercise that makes me look forward to the next game!

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