Thursday, 1 June 2017

Great Hall Burning - Now on Sale!

 More info.

Fight at Sea - Great Hall Burning Bat Rep

Great Hall Burning is about action. Just as we don't waste time measuring the units as they move along the table, the same thing happens when at sea. You're in  command of the force, not piloting every ship. We assume that each ship's Captain will do their job and get their vessel along side of the enemy you want them to. Quicker into the action the more games you can play in the same day.
Rolf sets sail in the longship provided by the Captain. It's a small Class 1 ship (lowest of 3 Classes) with a Capacity of 8 figures (ships have a Capacity of 8, 12 or 16) . The good thing is it is highly maneuverable - Maneuver Rating 3 (ships have a Maneuver Rating of 1, 2 or 3).

Not long out at sea  an Anglo Saxon ships comes into view. It's a Class 2 with 12 figures on board. Rolf goes to the attack!

After the fight casualties are rolled for. The Freeman goes to Valhalla. 6 of the Anglo Saxons survive. 5 are ransomed at 1 Fame Point each, but the 6th isn't. Rolf offers him a chance to join the band. He accepts.
Rolf gains a total of 9 Fame points after the battle and now has his own ship  - a Class 2 ship with a larger capacity. He now has 20 Fame Points, his Social Standing increase to 4, and can now command 2 units.
Here's a picture of the actual counters used in the game. These are free and can be downloaded on the Great Hall Burning page when the ruels go on sale. For small combat there are individual counters, for ship battles the counters are numbered so each unit can fit on the ship card.

Wednesday, 31 May 2017

Great Hall Burning - Carousing in Skoro

Part One

Rolf has decided he will go down to the Docks and attempt to recruit more men for his unit. To do this we use the Carousing Encounter. Here's how easy it is.
  1. You can take some of your existing unit with you if you want. How many? Roll 1/2d6 and subtract that from your rating. In this case Rolf could have 2 figures in his group, including himself.
  2. You will have three contacts with NPCs - the first outside on the street and the other two inside a building.
  3. Roll 2d6 on the NPCs Location Table under the correct area.  Rolf has met Warriors outside of a Tavern. You can choose any building you want.
  4. Roll 1d6 on the How Many of Them Table - NPCs. Rolf scores a 4 - he has met two Warriors.
  5. Rolling on the Viking Army List Rolf has met a Rep 4 AC 2 Freeman and a Rep 3 AC 2 Freeman.
Rolf can now interact with them. Each Class has its own NPC Interaction Table. Rolf rolls 2d6 versus Rep and the Leader of the two Warriors rolls the same. Rolf could Sweet Talk them but at the cost of one Fame Point. He decides not to. Both pass 2d6 - The Warriors acknowledge Rolf, but that's it.

Once inside you get two more contacts. Following the same procedure Rolf meets:

1 Huscarl (Rep 5) with 1 Archer (Rep 4) and 1 Freeman (Rep 4). This could be interesting. Time to Interact and Rolf sweetens the deal by spending 2 Fame points and will now roll 4d6.  Rolf passes 4d6 the Huscarl 2d6. Rolf's Fame drops to 10. Rolf does gain 1 Fame point for the successful Interaction. The good news is the Freeman and Archer will join the group, the Huscarl will not.
Rolf tells the two to meet him at the longship later this month.

Time for the third and final contact. Rolf meets two more Warriors, another Huscarl and a Freeman. He chooses to roll 2d6 and is not successful in recruiting anyone else. Rolf now has the following:

Rolf Rep 5 0 Social Standing 3 Fame 11.
5 Huscarls Rep 5
1 Freeman Rep 4
1 Archer Rep 4

The unit is mixed with different Classes and Reps, but that doesn't matter as Great Hall Burning takes this into account for melee, shooting, movement, and morale. On to the ship! 

Skoro - The pre-generated town in Great Hall Burning.

After the Stand Up Fight, Rolf's Huscarl unit was reduced from eight to six figures. He has the use of a longship, but needs to recruit more men to take full advantage of it. How do you do that? Go Carousing in the town of Skoro, included in Great Hall Burning.

Skoro is the Viking Town in Danish Mercia where your RPG Lite adventures will take place. If you want to you can also use it for another Viking Town, ruled by a different King or even tweak it for the other countries. It’s your game so play it like you want!

Skoro has four areas for you to visit. Here’s how we do it:
·        Each month, instead of a Battle, you can choose to visit one or more areas of Skoro, but never twice in the same month.   
·        There is no map, so just decide where and in what order you visit the town.
Skoro is divided into the following four areas:
·        Docks.
·        Great Hall.
·        Homes.
·        The Market.

Each area has it's own table for generating the Non-Player Grunts you can meet - from the King down to Civilians. Rolf chooses to return to the Docks hoping to recruit some soldiers. In  Great  Hall Burning you can choose to build your unit from the different Classes - Melee and Missile. Rolf is hoping for Huscarls, but will settle for anyone he can recruit.

The Carousing Encounter lets you do this. Follow the link and see what happened.

Tuesday, 30 May 2017

Stand Up Fight - For Glory and Fame - Part Two

Part One
As the Viking Freemen failed to move on their Activation as they failed their roll on the Non-Player Force Movement Table, it's time for the next turn.

 Activation Dice are rolled and the Anglo Saxons go first. The Fyrd roll on the Non-Player Force Table and move towards the closest enemy - they charge into the melee between the Hirdsmen and Huscarls. This also requires the leaders to roll to check for Heroic Combat - and they all score a 3! The Fyrd Leader and Rolf square off, and Rolf wins.

 The Hirdsmen Leader now squares off with Rolf and dies under the Viking blade! 

 Melee continues, the Huscarls take two casualties - one from each unit they are fighting and the Fyrd and Hirdsmen take one each.

 Dice are rolled and casualties exchanged. 

 Time to take the Will to Fight Tests.

The Hirdsmen and Huscarls both have two of their figures run off and each falls back to lick their wounds. Rolf to section 8 and the Hirdsmen to section 5. The Fyrd test next and being leaderless rout from the table!

 The Archers exchange fire and the Anglo Saxons suffer casualties, forcing them to join the rout.

 Vikings turn to activate. Rolf joins the Freemen unit and leads them in a charge against the weakened Hirdsmen. No leader is with the unit so no Heroic Combat is rolled for.

 Each unit loses a figure to start and the melee is a massacre. 

The last Hirdsmen goes down and the Vikings are victorious! 

Rolf rolls to recover his Huscarls and five of the seven return, two going to Valhalla.

Rolf gains 6 Fame Points - 3 for the victory and 3 for vanquishing the 3 enemy units. This gives him 12 for his career. He doesn't warrant a promotion, but he did get the use of a longship from interacting with a Captain back in Skoro.

Time to recruit more men!