Monday, 16 November 2020

Roots Muddy Roots

 Well I made it this far without making that pun, but it seems I finally ran out of title ideas. Onto the content!


With the Lockdown in Wales coming to an end and the Xmas chaos of work looming (In some fashion) on the horizon, My house mate and I decided to give the Turnip28 Beta rules a go. We set up some objectives, had a quick discussion over any obvious ambiguities and grabbed some dice.

I took command of the Reekfield Free Company. Deploying the brute sections and the Toff behind the covering walls and hill.


The fodder hid amongst the ruins.


Abe commanded the Gleebland Wanderers. Setting bother regiments of Fodder around the center and then using the Chapel to hold the flank. (The Chapel doesn't have any rules that fit at this stage of development so we treated it as a unit of Fodder with close combat weapons.) 


The Reekfielders advanced in the shelter of the hill. grabbing the first objective and awaited a sign of their foes.


The looming presence of The Chapel is dragged into view of the Reekfielder's rifles.


Through the exchanges of gunfire and harsh words, The Reekfield Brutes take exception to the Wanderer's presence on the field and charge against the mob. Their better skills and fuller bellies winning out against the Geeblander numbers.



The Chapel is also charged by the Reekfielders. The mighty structure is forced back before being shredded by gunfire.#


The Brutes find their celebrations cut short as the rest of the Gleebland rifles come to bare, hidden in the ruins and protecting an objective of their own. 

The Toady Priest tries to defend The Chapel, but only ends up getting trampled by the draft animals as it flees. The central objective is claimed by the Reekfield infantry.


Enraged by the loss of The Chapel, the Gleebland Wanderers open fire on the Reekfield Fodder and obliterate them. A lone Reekfielder is spotted through the smoke fleeing the battle, leaving the objective open in the final stages.


A final desperate brawl breaks out over the last objectives. The battered Gleebland Fodder return to try and regain some dignity only to once more face the vicious Brutes of Reekfield in combat.


The smoke clears and the Reekfield Free Company hold two objectives to one. Though both Abe and I agreed that a further turn would change the out come of the game drastically. I only had a single unit left and my officers were left dangerously exposed. Meanwhile, Abe had an unmolested unit of rifles primed and ready that could easily remove my meagre claims to the central objective. 



In the end, I took the victory, but mostly I really wanted to see how the game played. (Especially as it is very WIP) It is a lot of fun and having been hooked on the themes and modeling aspects since April I was glad to have a set of rules working with them. It is still early days for the development and I know Max is working hard to get stuff finalized, but when it's done I will probably be adding so much more to these armies. 

A final note, during this game, Abe and I misinterpreted the rule regarding orders. We ended up giving the same unit multiple commands from different officers to effectively alpha strike in certain turns. Though we don't think this broke the game in anyway, we are hoping to get a chance to try out the game again correctly. It was an interesting take though.

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