Vanguard: Stealth alpha draft rules

The action in Kings of War: Vanguard kicks off when both sides have become aware of each other, and the Lightning Bolts and arrows start flying quick. But there’s something to be said about the build-up to these firefights, the calm before the storm, where the tension ratchets up as your scout inches forward towards the unwitting guard, hoping to slit another throat before the alarm is raised. That sort of experience really drives home the elite, small unit action – fantasy special operations, if you will – that Vanguard sells itself on.

Introduction

Vanguard: Stealth is me trying to add that feeling into the Kings of War: Vanguard game. Where Vanguard focuses on elite, small unit warbands in fierce head-to-head skirmishes, this variant introduces stealth and infiltration mechanics, adding to the variety of exciting missions you can play.

These rules are ALPHA. They are completely untested. More of a brainstorm, really.

Acknowledgements

This variant adapts some of the core mechanics from a fun board game, Nuns on the Run, and is heavily indebted to the creator.

What’s Needed

Each scenario specifies the components needed, but in general you will need:

  • Alarm Track: Use a die
  • Patrol Markers: Markers numbered 1-3, in several different colors
  • Suspicious & Alarmed Tokens
  • Casualty Markers

And lots of terrain. In general, most Vanguard: Stealth missions should have even more terrain than usual. Aim for at least 33% coverage.

Stealth_path

Patrol Markers dictate the paths that defenders follow until alerted.

Core Mechanics

In Vanguard: Stealth, the Attackers are able to act normally, but the Defender’s models are much more limited in their actions until they are Suspicious to the presence of enemies, or a general alarm has been raised.

Unit Types

Defender Patrols

When deployed, Patrol models are placed on a Patrol Marker, facing directly towards the next Patrol Marker in their path. Unless Suspicious or Alarmed, when activated Patrol models may only be given a Walk, Run, or Search actions and must be moved as close as possible towards the next Patrol Marker of that color, in ascending order. When the last Patrol Marker in a sequence is reached, the model turns around and backtracks in reverse order. Patrol models may not take Fatigue or Force Fatigue actions unless Suspicious or Alarmed.

Defender Sentries

Unless Suspicious or Alarmed, when activated Sentries may rotate in place and take Search actions. Sentry models may not take Fatigue or Force Fatigue actions unless Suspicious or Alarmed.

Attackers

Attacker models are activated as per normal Vanguard rules. However, Attackers may choose to take fewer actions during their turn to minimize Noise risk.

Casualties

Models that have been killed are replaced with a Casualty Marker.

Suspicious/Alarmed Defenders

If a Defender model is Suspicious at the start of its activation, remove the Suspicious token and then activate the model as per normal Vanguard rules – the Defender may move in any direction, Brace, etc.

If a Defender model is Alarmed, then it may be activated as per normal Vanguard rules. (Unlike Suspicious, Alarmed tokens do not get removed. Once Alarmed, models tend to stay Alarmed!)

Returning to Position

If not Suspicious or Alarmed, when activated, Defender models that have left their Sentry positions or Patrol paths must Walk or Run (player’s choice) as close towards their Sentry position or next Patrol Marker as they can with that action.

Becoming Suspicious/Alarmed

Defenders can become Suspicious or Alarmed in five ways: Visually at *any* time, Searching with a Defender model, Noise after moving an Attacker model, being attacked, and the Alarm Track.

Visual

If at any time during an Attacker’s turn an attacking model enters a Defender model’s line-of-sight, mark that Defender as Suspicious.

If at any time during the Defender’s turn, if an Attacker’s model, a Casualty Marker, or an Alarmed model is within the Defender’s line-of-sight, mark that Defender as Alarmed.

Searching

The Defender may take a Short Action to search. Roll 2D8, modified as follows, and keep the lowest. If any Attacker model is within that many inches of the Defender, mark that Defender as Suspicious.

  • -1 per terrain feature between the Defender and Attacker
  • -2 if the Attacker has Stealthy
  • + Attacker Height

Noise

At the end of an Attacker’s activation, roll 2D8, modified as below, and keep the lowest. If a Defender model is with that many inches of the Attacker, mark that Defender as Suspicious.

  • -2 if the Attacker was stationary
  • +2 for a Run, Melee or Ranged Attack action
    • Note this stacks to +4 for a Charge + Melee Attack!
  • +1 per other action
  • +1 per obstacle or difficult terrain moved through, unless the Attacking model has Pathfinder
  • -2 if the Attacker has Stealthy
  • + Attacker Height

NS_Reaper

Example: A Nightstalker Reaper bursts out from its hiding place behind a low wall and tackles a guard, rending him to pieces. The Reaper then makes a Fatigue action to walk into a new hiding place. At the end of the activation, the Reaper player rolls 2D8 and keeps the lowest. The Reaper Ran (+2), Attacked (+2), and Walked (+1), crossed an Obstacle (+1), and is Height 2 (+2). With all those penalties, the ambush is unlikely to be very quiet, but the Reaper does have Stealthy (-2), so who knows!

Being Attacked

If a Defender is attacked and survives, mark it as Alarmed.

Alarm Track

Some scenarios call for an Alarm Track. When certain conditions are met, the track is adjusted and particular events may trigger at particular thresholds, including marking Defenders as Alarmed.

 

Additional Considerations / Next Steps

The above core rules set out the basic dynamics, but it’s important to note there are a few key features not included here:

Deck of Powers

It might seem like the Defender player is pretty passive – until a model is Suspicious or Alarmed, all they can do is Walk or Run their models on defined paths. However, the intention is to have a deck of Powers and a card drawn every turn that would allow them to change paths, give Suspicious tokens, or otherwise present complications for the Attacker. (And a few of those cards, like “False Alarm” and “Call of Nature” will help the Attacker.)

Equipment Options

Chameleon Cloak, Potion of Invisibility, Illusion Scroll, Boots of No Trace, Lanterns… Equipment, particular Unique Equipment in campaign play, is meant to play an integral part.

Terrain Options

Defenders might also be able to purchase Obstacles, Caltrops, Tripwires, and other terrain features.

Longer Games

Regular Vanguard is 5-6 Rounds, but Vanguard: Stealth scenarios may modify that a bit.

Example Scenario

blow_the_bridge

So many exploding bridges!

Blow the Bridge

Clutching vials of alchemist fire, the saboteurs slip through the forest, avoiding pickets. The dark silhouette of their target, a large wooden bridge, is outlined against the glimmering river below, illuminated by a bright full moon. A voice shouts out a challenge from the bridge: “Halt! Who goes there?”

Warband Preparation

The Attacker warband chooses a 125 pt warband as normal. Designate two of the models to carry Alchemist Fire Satchels.

The Defender warband chooses a 200 pt warband as normal. 5 models are designated as Sentries/Patrols – at least 3 must be Grunts, the remainder can be Grunts, Warriors, or Supports. The rest of the warband are set aside as Reinforcements.

Setup

10” from the Defender player’s edge, place a 6” wide river running across the width of the table with a bridge at the center. The river is difficult terrain for movement purposes. A road leading two and from the bridge across the table should be clear of area terrain, but otherwise the table should have about 33% coverage.

Bridge_Burn

The Defender then places 3 sets of Patrol Markers on the table. Each Patrol Marker must be more than 6” from the bridge, the Attacker deployment zone, or a Patrol Marker of another set.

Beginning with the Attacker, players alternate deployment.

The Attacker deployment zone extends 4 inches from their table edge.

The Defender may deploy two Sentries on or within 3” of the bridge and, for each Patrol Marker set, a single Patrol model on the Marker of their choice.

Scout: Do not use the Scout rule in this scenario. Instead Attacking (only) models with Scout may make a free Walk or Run action after deployment, testing for Noise as normal, but may not Engage enemy models.

The Winner

5 full Rounds after the Alarm Track reaches 3, roll a D8. On 1-5, the game ends. On a 6+, one more Round is played and then the game ends.

If the Attacker blows up the bridge, they score 5 VPs. Attackers earn 1 VP for every full 10 points of models they kill, Defenders earn 1 VP for every full 5 points of kills.

Scenario Rules

Alarm Track

Whenever a Defender becomes Suspicious or Alarmed, increase the Alarm Track by 1. If the Alarm Track reaches 3, all the Defenders are Alarmed. If the attackers blow the bridge, set the Alarm Track to 3 automatically.

Reinforcements

The Round after the Alarm Track reaches 3 the Defender may start bringing their Reinforcements onto the table. On their turn the Defender may Run a model onto the table, entering from any point along the Defender’s table edge.

Alchemist Fire Satchels

A model with the Alchemist Fire Satchel must be in contact with the Bridge, not Engaged, and use a long action to set the charges. At the end of that model’s next activation, the bridge is blown – deal 1D6 automatic hits with Piercing (1) to any model in contact with it and then remove the bridge from the table.

If a model carrying a Satchel is killed, place a marker on that spot. A friendly model in contact with that marker, not Engaged, may spend a short action to pick up the Satchel.

Feedback?

Thoughts? Or even better, playtesting feedback? So far it feels a bit fiddly, but that also might be OK if it allows for more narrative and immersive gameplay. And by keeping both sides very small until the alarm is raised, I hope to keep the game shorter.

Have you seen other stealth/infiltration mechanics that seem fun? Maybe replace the Alarm Track with a Jenga tower? Or use a battle board and dice pool mechanic? Let me know! I’m definitely looking for ideas.

Hi, everybody!

A family emergency meant I spent a lot of time this week waiting around in a hospital (everything went as well as could be hoped, thanks for asking!), and after hours of staring blankly at my Kindle or endlessly scrolling through Facebook or Reddit, or procrastinating over work emails, I realized “Wait a minute, I could be painting!”

hospital_2

Heroics & Ros 6mm MAF 1 Gaulish Infantry, WIP

I’m not gonna lie, it’s not great. The lighting is bad, my posture awkward, the dry air drinks in paint, and the limited infrastructure that I could smuggle in with all the more important stuff makes for a pretty challenging environment.

hospital_1

But I will say it let me zone out and relax for a few hours at a time, and at least feel a little productive.

I hope you never have to end up spending days at the hospital, but if you do, know that with just a couple bulging pockets this is an option.

A Labyrinthian Journey

Our miniature collections are often more than just gaming accessories – they are the tokens of our friendships, losses, laughs, triumphs, perseverance, growth, and more.

When I was working on these minotaurs, a flood of memories came rushing back and made me realize how there is more to our hobby than pushing toy soldiers around.

Minotaurs1

I believe these were given to me by my good friend Bryant some 25 years ago as a going away gift, before he departed for college and I got caught-up in the first dot-com boom. We could not have been more different – he was a talented basketball player while I was (and remain) athletically-challenged, a devout Christian when I was a firm atheist, academically successful where I struggled, first generation of immigrant Chinese parents to my white and 150 year-old American family, etc. But we became good friends, in no small part to D&D.

Minotaurs2

The models saw heavy use in our AD&D 2e Dragonlance campaign, but never got painted because painting is hard and I gave up on it. Then they sat in a box for years.

Then I was contacted by some guy on an RPG board, Andy, who was new to my city and wanted to play a game. So I invited him and some other internet strangers to my place for a new D&D campaign.

Andy was very nervous about meeting up in a basement with a bunch of strangers for D&D and — no joke — had a giant fucking kitchen knife(!) concealed in his jacket in case I turned out to be a psycho or something. (Yeah, *I’m* the possible psycho in this scenario?)

Andy and I became good friends, and he brought in his mathematician brother, Stath, who liked to paint minis. One day he fished these models out of my collection and gave them a nice paint job as a gift for me. Thanks to him, I got reinspired to paint and after all these years became halfway decent at it. Eventually careers took both Stath and Andy to NYC, but the hobby stuck with me.

A decade later, I was hanging out with a bunch of middle-aged dudes with kids and careers and whatnot we were all reminiscing about the “good ol’ days” of playing D&D, and thus the “Irresponsible Fathers of Hamm” society was formed. With a mix of chefs, grillmasters, and scotch aficionados it had a weird dynamic.

We were either a gaming club with an eating and drinking problem, or an eating and drinking club with a gaming problem.

D&D 4e was too complicated and tactical for our drunken murderhobo games so we landed on Warhammer Quest as our game engine. Now there was a game that you could drink, laugh, loot, and smite to!

Better than HeroQuest, even!

And what was the most lethal monster at low-levels in Warhammer Quest? Yup, you guessed it: The dreaded Minotaur. Out came these two models, and lo! many a would-be hero fell before them. That group was a monthly cornerstone of my life for several years, and these two minotaurs starred in much of it. But as we slid into our 40s and 50s new demands arose that pulled us all from the game table, the campaign came to an end, and back onto the shelf went the minotaurs.

KoW_Battlefield

Kings of War 2e: Herd vs Empire of Dust. I got utterly annihilated.

A few years ago, I got back into tabletop wargaming in a big way. And once more these ancient models are being pressed back into service, this time as “Guardian Brutes” in my Kings of War “Herd” army, and ready to see new friendships.

Herd_army

And so I touched up their paint jobs and gave them fresh new decorative bases, and thought fondly of my friends who have fought with or against them over the years –  Bryant, Andy, Stath, Jeremy, Mike, Alexi, Alex, Matt, Joseph, Hans, Tony, Ari, and Matt. Happy gaming, y’all, wherever you are.

Minotaurs3

Sittin’ on the Dock of the Bay

I was thinking back on our club and what we’ve done over the last year, and one of the coolest things was our first campaign finale, back in August. Three tables, each with a different theme.

To the south, the invasion is going poorly and a new shipment of supplies is desperately needed. Supply ships have gathered in the harbors of Senfrenco the Grey and are being loaded up to relieve the army. To prevent this from happening, stealthy elite warbands have infiltrated the city to wreak havoc and sabotage the war effort. But an equally elite force has been stationed in the city to prevent just such an occurrence.

Table One – the Main Harbor

The main harbor with the supply fleet. Half of this table should be densely covered in large docks and boats, the other half should have waterfront structures like warehouses and market stalls. The attacker is trying to set fire to the supply ships and destroy the supplies in a daring raid on the harbor, while the defenders attempt to drive them off and douse the flames.

t1

All of the tables were two scenarios in one. There was a main scenario worth 2 Tournament VPs, and a tie-break scenario worth 1. The Main Harbor was a mash-up of Baggage Train (secondary) and a slightly modified Burn the Stores (primary). While on ships models could Swashbuckle and gain Crushing Strength (1), Fly, and Smash as they swung from the ropes – at the risk of falling flat on their back!

All the club mates scrounged up all the ships, buildings, and scatter terrain we had to assemble these tables, and I scratchbuilt some additional bits.

I made the docks out of scored hobby foam and basswood. I thought this would be much faster than it was, but I couldn’t find 3rd-party docks for the size and layout I had in mind. I then spent hours carefully adding birdshit everywhere. I don’t know why that detail was so important, but I was convinced it needed more birdshit.

docks

The netting, ropes, and pylons followed Vee’s tutorial on The Crafting Muse channel.

nets

Table 2 – Armory Harbor & Lighthouse

A secondary harbor where gunpowder and cannonshot are stored. These are currently being loaded onto skiffs and other smaller boats to be ferried to the warships offshore. The attackers have snuck into the lighthouse and doused the flame to prevent reinforcements from coming ashore. The defenders need to drive them out and relight the beacon. Preventing the munitions from falling into enemy hands is also critical. 1/3rd table is harbor with small boats, and 2/3rds loosely filled with buildings, scrub, etc.

This table was a combination of Light the Beacon (primary) and Supply Grab (secondary). In addition, there were gunpowder kegs scattered about that could be detonated with incendiary attacks.

I didn’t get many good pics of this table, but the catalyst for the whole finale theme was this guy:

t2

One of our players had started scratchbuilding their own boats and casting them! (You can buy them here on Etsy.) He actually made several of the boats on our tables, including this brown one, too:

boat2

On both tables 1 and 2, there were rules for knocking models into the water, but this only happened on Table 2. Guess what showed up?

sharks

Table 3 – Street Fight!

During the raid, a spy was supposed to make their escape from the city with some precious secret plans, but he never made it out. Why? Among many other valuable things, the spy had discovered a secret weapon had been constructed in Senfrenco – an arcane battery that could unleash destructive power. Two opposing warbands pick through the city looking for the spy’s last known whereabouts near the arcane weapon, in a dense, populous section of town. This battle is 100% inland, and should feature dense, multi-level urban structures, barricades, fires, etc. plus some sort of sinister magic portal/weapon/macguffin.

t3

This table had, by far, the best special rule: Mobs of panicked civilians. Inspired by the Gangs of Rome skirmish game, these large-base roving packs moved about randomly every turn, but if you Engaged them they would run directly 1d8″ away from you. And if a model should happen to be in their path, they got trampled by the fleeing crowd and took an automatic hit.

So of course a game of “panicked people ping-pong” ensued!

mobs

Note the (ultimately victorious) dwarfs in the back-right cowering behind a building, hiding from the hordes being herded their way!

Wrap-up

It took a lot of people coming together to pull off a finale like that, but it’s a wonderful change of pace from the usual pick-up games at the FLGS. Really grateful to the club for making it happen!

 

A Finny Thing Happened on the Way to the Forum

So I’ve done a shite job of posting updates to the KOW Forum, or even keeping this blog up to date. In my defense, I’m a goddamn sloth.

However, I’ve finally finished up my Trident Realm warband! That’s actually a pretty big deal for me, even for something that was supposed to be just a table-top quality speedpaint project.

OK, not entirely finished. Gotta clean up the base edges, and I want to gloss or satin coat some of the minis to look more ‘wet’. And there’s always more layering and clean-up to do. But I’m going to call it here – realistically these aren’t going to hit the table much in the near future as our Vanguard campaign is ending soon, and I’m already feeling the draw to build a new warband. (Preferably tanky, as all I’ve really played are squishy finesse factions. Abyssal Dwarfs, maybe?)

Anywho, here’s how they ended up:

20200116_111843

Naiad Heartpiercers

20200116_112431

Naiads – Centurion, Envoy, Standard Bearer, two Lurkers, six Initiates

20200116_113458

Water Elemental (not Mantic), Mythican/Aquamancer, two Thuuls

20200116_113748

Treeleaper and two Riverguard

A sizeable chunk of these were painted by my buddy MattP (I traded him a bunch of neglected Cadians). We independently landed on very similar color schemes, so that worked out nicely!

FYI, I’m in the market for one more Heartpiercer so I can at least have an MMC troop on hand for regular Kings of War! Ping me if you have a spare.