Monday, November 28, 2022

Rats! And ROUS's (for Post-Apocalyptic Games)

    My Reaper Miniatures rat swarm arrayed in front of some recent post-apocalyptic terrain I'd painted
Everyone has their own personal flavor for a post-apocalyptic setting. They range from raw and gritty, Mad Max type of setting to a world populated with bizarre mutants, sentient plants, and psionic powers. My preference is more toward the first, as I've mentioned in my posts before. My personal apocalypse is a channeling of the Terminator movies with a self-aware Artificial Intelligence launching a war of destruction against humanity via the various bots that humans had created.

ROUS's (Rodent of Unusual Size) ready to pounce on any unwary survivor who doesn't believe in them
So, besides Bots (and fellow humans), that leaves me in need of some "bad guys" for the players to struggle against in their bid to survive the dangerous, post-apocalyptic world. Rats are hardy creatures, and can grow quite large, so I figured swarms of bad-tempered rodents would make logical monsters prowling the ruins of humanity's cities. And why not an occasional ROUS (Rodents Of Unusual Size, for those not familiar with the classic Princess Bride movie), too? Reaper Miniatures makes a number of different rat packs in their line of plastic miniatures. They came essentially in three sizes. Dire Rats came in a pack of eight and were the smallest. Giant Tomb Rats were the next size up, and the six in the pack were appropriately shaggy and angry looking. The largest were ("ROUS's? I don't think they exist..." RAHHRR!!!) the Barrow Rats, and came two to a pack. All in all, I had two dozen rats to paint up after a few months of collecting packs from Guardtower East or Dragons Guildhall on our Saga game days.

    My two dozen rats were painted in four basic colors, dry brushed over a black base coat
I decided that I wanted to black prime my rats to give them a dirty look. I would just dry brush the fur in one of four colors - light gray, dark gray, medium brown, or a cream color. I could have done more colors, but I thought four would provide enough variety. The ears, nose, and tail I painted a base salmon color and dry brushed a lighter pink. I gave them ivory claws and teeth, along with black eyes with a red dot to give them a feral or "eyes glowing in the dim light" aspect.

    I like how the pink tails, noses, and ears make them stand out from their dark background
Once they were all painted, I applied a heavy black wash. Most of the rats had various stone tile or cobble stoned bases, which I also did in shades of gray. All in all, I was happy with how they came out looking ragged and dirty. Since I am using Fistful of Lead rules for my post-apocalyptic games, I based the smaller rats up three or four to a base as a "Swarm." The ROUS's, which are the size of a very large dog or small bear, were individually based, of course. Since base size or shape doesn't matter for this game (or most rules I play), I put them on some available oval MDF bases I'd purchased last year at Cincycon

    I textured and decorated the bases to look like a decaying urban battleground
I flocked the bases with Woodland Scenics Fine Ballast (Gray Blend). I gave this a dark wash, as well (perhaps too dark?). I also put some resin bricks on the bases that I'd purchased at the Dragons Guildhall, too. I finished the bases off with some tufts of grass for that overgrown urban environment effect.

My horde of rats painted up quickly, so now it is on to more projects!

Saturday, November 26, 2022

Holy Mackeral! Another Wars of Insurgency Report

    An overview of the village where most of the battling BushWars campaign contingents ended up
Having a few days off for the Thanksgiving holidays, I decided to re-post some more Wars of Insurgency battle reports from the active and enthusiastic Nunawading Wargames Association. Since they post their AARs on Facebook group, most readers are unable to access them unless they join their group. Plus, I think readers of Lead Legionaries will enjoy their humor and excitement, as well as the models and creativity they show. So enjoy!


...or in this case, "Don’t be late for the flight!"

    The goal of the contingents: Board the flying boat and get the heck out of there!
by Mike Fly Goldyn (July 1, 2022)

Last night, several national contingents - New Guernsey, Omovo, PKL and Zevonia - were operating along the coast of Khenefria and at a given point in time converged into an area where it was known that a flying boat was moored. A race developed as to which national contingent would embark on the flying boat (a Beriev Be-6) and fly to safety.

    All four contingents had to march across the board and find clues or equipment to help them
Advancing towards the port town, the Zevonians found a crate with two LMGs within. Unfortunately, they were useless. They also encountered the local population first. It was a decidedly frosty reception.
(Side note: civilians were in the area to offer information to contingents they were questioned by. Some were ambivalent, one was enthusiastic, but most were downright hostile, even aggressive! Several soldiers met their end from a well-placed kick!).

    The New Guernsey contingent hopped on board the dubious and flammable transport of a fuel truck
It was the PKL contingent that started the shooting. New Guernsey troops found two vehicles, a fuel truck and a bus, in working order and had decided to use those for transport. As the New Guernsians were traveling past, the PKL-ers threw a barrage of hand grenades at the passing vehicles. A lively gunfight ensued between the soldiers roadside and the vehicle passengers. (Side note: statistically, it was amazing how many hand grenades were duds! At times, it was like throwing rocks.)

    The Zevonian contingent advances along the edge of the board, hugging the cover

The fuel truck driver was shot and killed whilst hurtling down the road. With a combination of gymnastics and extreme contorting, the officer passenger was able to shift the dead driver out of the seat, replace him as the driver and gain control of the truck. Similarly, the bus became a bullet magnet, gradually filling with casualties. But they gave as good as they got. The roadside was piling up with PKL dead and wounded. 

    After a long and harrowing run, the New Guernsian hijacked bus crashes into a building
Finally, the PKL-ers managed to blow up the fuel truck in a great ball of flame. Surprisingly, there were few casualties as those hanging onto the truck for grim life managed to jump clear before the explosion. At almost the same time, the bus driver was shot and killed, causing the bus to swerve and collide into a mud brick building. It was this bus crash that caused the most casualties. 

    One squad enters the village, peering around the corner for signs of their foes
Thereafter, both the New Guernsians and PKL-ers were spent forces. What was left of the PKL contingent decided to continue their advance to the town, past more abusive villagers. The New Guernsians took shelter in the building they just crashed into. Sporadic gunfire between the two contingents continued until the PKL-ers moved out of range. 

    Omovans and Zevonians take cover and begin to battle it out in the center of the village
The Zevonians made steady progress towards the road. They threatened the New Guernsians, made a marriage proposal to a local villager and… other stuff. On the other flank, the Omovans also advanced towards the road, meeting along the way several unhelpful villagers. 

    Interrogating locals could end up helping a faction (or not!), as it did with the Omovans
With some luck, they found the one key person of the operation. In the briefing, it was stated “No One is your friend; trust No One”. Upon approaching a rather attractive (and dangerously armed) young girl, she introduced herself as No One. She showed the Omovans a secret tunnel system that led to the other side of the town, just opposite of the pier. 

    No report of factions attempting to interrogate the elephants (despite their reputation for memory!)
As the Omovans were about to descend into the tunnel, the poor hapless PKL detachment (downgraded from contingent) entered the town and thus coming into range of some F.L.A.W. guerrillas. The resulting ambush caused yet more casualties on the ever-shrinking PKL detachment. 

    The formerly peaceful village erupted in gunfire as the four factions made their way slowly to it
The town now became the focus of new conflict. The remaining PKL-ers took shelter in the corner townhouse, engaging in a firefight with the guerrillas. The Omovans found an Umgawan special forces team who were there to hunt down the F.L.A.W. guerrillas. They all emerged from the tunnel in the courtyard of a walled building. The Zevonians engaged the guerrillas. The New Guernsians remained skulking in the mud brick building. 

    Sneaking through a grove of palm trees towards the outskirts of the village
In amongst the carnage, some bloke started playing singing bowl music (probably some stray musician from Duloc), enhancing everyone’s morale. The F.L.A.W.-ists were eventually eliminated. The Umgawans left as their mission was completed. The Zevonians changed targets and started shooting at the Omovans, whilst the Omovans were battling the remnants of the PKL-ers.  

    The firefight in the village gets more intense as the end of the game nears
In amongst the flying bullets and lobbed hand grenades, the Zevonians made a dash for the pier and the Beriev flying boat moored to it. Amongst the bullets and wood splinters from the pier, the Zevonians managed to embark onto the Beriev, take off and fly away with no further calamities. Mission success for Zevonia! 

    The Zevonians hurry down the pier and pile into the waiting flying boat to make their getaway
Side note: as the Zevonians won the battle and managed to fly away with a crate full of platinum bars, they will be rewarded with D10 x10 points which they can add to their contingent in the next game. Many thanks for another exciting and hilarious game to Tom Chenu, Ashley Jenkins, Piotr Kaczmarek and Aaron Mauger, with additional thanks for the special input by Keiran Pycroft.

Wednesday, November 23, 2022

Great Airfield Raid (Nunawading Wargames Association report)

    Technicals, fixed wing aircraft, helicopters, and more add to the din of the Great Airfield Raid
As author of the modern skirmish rules, Wars of Insurgency, it always gladdens my hear to see a group of players using the rules enthusiastically. The most prolific group that I am aware of is in Australia - the Nunawading Wargames Association.  This report is from one of their games this past August. As you can see, they added their own semi-historical mix to what looks like an incredibly fun game. My thanks to Ashley Jenkins, Mike Fly Goldyn, and the rest of the crew for letting me republish their words and photos!

    Aircraft burn and explosions rock the airfield as Zevonians and other factions battle it out

I had the great pleasure of hosting a Bush Wars game alongside Mike Fly Gołdyn at NWA's open day in August. What follows are all the images I captured along with a (somewhat incomplete) report:
Fly and I had set up the table and were waiting for some victims to come along and have a go. After a while, I said I'd like to have a crack at raiding the airfield with my prized Zebra cavalry. Fly cackled, stroked his silvery beard and said, "Go ahead"!

    The Zealous Scouts and their zebra mounts add a dash of imagination to the NWA Bush Wars games
And so the Zealous Scouts raced down the airfield's access road, the thundering of hooves drowned out by the hail of grenades that were thrown into each bunker as the zebras charged in. They began to draw effective fire as they made it down the road, and casualties began to mount. But help was on the way as three more players joined the game. 

    Guns blazing, the Zealous Scouts circle a mortar pit, pouring fire into its crew
Backed by newly arrived Technicals, the remaining zebras finally reached the end of the road, clearing a mortar pit with grenades. Now down to half their original number, they were set upon by a pack of spear-wielding mummies and a melee broke out. Casualties were traded, but the zebras vanquished their supernatural foes before being wiped out by direct fire from a 25-pounder across the runway.

    Once the mortar pit was cleared, another enemy appeared to challenge the Zealous Scouts
The Zealous Scouts had fallen, but their sacrifice paved the way for the newly arrived Technicals to wreak havoc along the flight line. Hangars burned, helicopters and fixed-wing aircraft alike brewed up, and chaos reigned. To make matters worse for all involved, a UFO made a wheels-up landing (that is, crashed) in the middle of the runway, its crew disembarking and vaporizing anything that moved. Meanwhile another horde of mummies appeared.

    Who's to say the thousand year old tradition of using elephants in warfare ends in the modern age?
By now, the defenders were beginning to get their act together. A group of Zevonian elephants and rhinos lumbered out, opening fire on mummies and raiders alike, while a flight of AH-1 Cobras based at the field got up and made strafing runs on the attacking column.

    And if Elephant Technicals are a possibility, why not machine gunners mounted on rhinos?
Soon an airstrike hit the elephants, killing some and causing a stampede among the others. To make matters worse, both Cobras were downed by machinegun fire. The Zevonian rhinos made their presence felt, dispersing the mummies and what was left of the raiding force, as the local air crews taxied their aircraft around burning wrecks and narrowly avoided the UFO blocking the runway as they made their escape.

    Explosions rock the airport and black flames sweep across the airfield and hangars
The airfield was wrecked, but the raiding force paid the ultimate price in doing so. A Pyrrhic victory for the attackers. Thanks to all involved for a very, very entertaining game.

    NWA's 'Bush Wars' campaign features a variety of factions battling it out often in multiplayer games

    Bush Wars features a fascinating mix of 'What If?' to go with modern standards, like jeep Technicals

    For those who scoff at the supernatural, don't forget about the Simbas and their magical beliefs!

Saturday, November 19, 2022

Rusted Post-Apocalyptic Vehicles

    My rusted out, dilapidated Post-Apocalyptic vehicles from Diabolical Terrain
When I go to a convention, I always like to try to support the vendors in attendance. Sometimes this leads to purchases that I don't need right away (or may never truly need). Other times, it leads to purchases that are a bit more pricey than my normally cheapskate nature might contemplate. 

    This abandoned taxi makes for great terrain for a Post-Apocalyptic game (or modern junkyard?)
Such was the case with these two 3-D printed dilapidated Post-Apocalyptic vehicles. I was at DayCon 2022 and one of the vendors in attendance was Diabolical Terrain. They 3-D print a very cool Post-Apocalyptic line which is meant (I believe) for the Fallout Miniatures game. These were incredibly cool and evocative terrain pieces that immediately caught my eye. The price tag was a bit of sticker shock, though, considering what I normally pay for 3-D printed terrain. I ended up buying two dilapidated vehicles, a van and a taxi, to place on the tabletop for my Post-Apocalyptic games. 

    The Bass Reeves, one of my Post-Apoc gangs, check out the taxi for anything salvagable
The van was $30 and the taxi was $20. I think that is a tad steep, but the sculpts are very clean and required zero cleanup or trimming. DayCon is a convention I attend every year, so I wanted to support its vendors. So, I sucked it up and made the purchase. Once the rush of getting things ready for the Advance the Colors Saga tournament was done, I immediately slotted those into my painting queue. If I am going to pay top dollar for these cool terrain pieces, then I am going to get my money's worth and get them on the table ASAP!

    Hopefully the two-tone rust effect and the sky reflection on the windows came out okay on this model
To prep them, I spray painted them with Krylon matte black. I followed that up with my usual 50/50 mix of black acrylic paint and water. I went online and look for images to inspire me, but was surprised to find very few. I figured these being Fallout terrain that there would be a bunch of screen shots of the game featuring this van and taxi. Not the case -- or at least in the search terms I was using. So, I decided to go with a very faded yellow as a base coat for the taxi. I dry brushed this white, but felt it looked too blanched, and didn't have even a hint of that taxi yellow. So, I did a wash of golden yellow and was much happier with the result.

    I love how all the various ribs and metal beams are twisted and bent on this van model!
Trim for the bumpers and wheel wells was done in a steel color with silver highlights. Same for the metallic chrome around the headlights and tail lights. I also did splashes of medium gray on the tires. For the rust, I once again resorted to Google Image searches for patterns of rust on old, weathered vehicles. I used a medium brown as the initial coat, following that up in the center portions with a terra cotta orange. I went back and forth about how to paint the taxi sign atop the vehicle. It is divided into three sections, which I have never seen anywhere on a taxi. I decided to ignore the sections, and simply use a Sharpie marker to write "TAXI" on it. 

    The Vallejo black wash provides an overall grimy effect that, even though I water it down, looks good
The final coat was with Vallejo Black Wash, watered down considerably. I love how it settled in the folds and creases and made the vehicle look long abandoned. I didn't consider what it would do to the Sharpie, though, and it made the letters run. On reflection, now I actually liked the effect it had on the lettering. I think it adds to the overall sense of ruin and neglect. For the windows, I had painted them solid black. I used a very watered down deep blue on the top half of each window to give the effect of reflecting the blue sky. I used a line of watered down very light blue to give the effect of white clouds reflecting off the glass. I finished off the windows with diagonal streaks of the almost white blue to represent glare. I like how the windows came out, and think they give a decent effect.

    This vehicle looks long since looted by previous survivors in the grim post-Apocalyptic world
The van I dry brushed a cream color with another highlight of white. I gave it a dark olive drab green broad stripe at the bottom, which was dry brushed with a very light olive drab. The interior was done with the same cream for the floor and console, while the seats were done in a lighter olive base coat. Dark steel was used on the chrome or metal sections, with a silver dry brush, like with the taxi. I used the exact same rust effects, as well as the black wash. I was really worried that I didn't put enough thought and effort into the van, but really like how it came out.

All in all, I am very happy with how both terrain pieces came out. I recommend these Diabolical Terrain pieces if you want some iconic looking, Post-Apocalyptic terrain for the tabletop.

Thursday, November 17, 2022

Giving Fallout Skirmish Rules a Try

    My Super Mutants investigate a damaged auto repair station, where it looks like a blast went off
One of our friends, Mike S, has been a devotee of the computer game Fallout for years. Once the miniatures game came out, it was a no-brainer he'd buy into it and collect miniatures, terrain, and more, eventually running it for us. The confusing thing was why it took him so long! I expected him to beat my post-Apocalyptic games to the punch easily. I guess he was waiting till he felt comfortable running the rules for his son Jason and his nephews before springing it on us.

    Mike and Jason S ran the game for us, which flowed fairly quickly as we searched the various ruins
Well, our first taste of the rules came last Sunday when Mike and Jason showed up to teach us the rules and run an introductory game. The seven us were each given a four-figure squad. Our game included two Super Mutant factions (Keith and I), two Raiders (Jenny and Joel), and two Minute Men (Andy and Bruce). The mission of the mutants was to find food and investigate the area. Food, incidentally, included Humans! Each other faction had a similar mission, though the human factions weren't as keen to cannibalize as the mutants might be...

    My super mutants and pet 'dog' break camp - I have to say the Fallout Miniatures didn't impress
It took a bit longer for us to wrap our head around the rules, and even longer to get a handle on the weird dice faces on the proprietary dice that Fallout uses. Well, to be honest, I never really got a handle on the symbols. I would have to say it is my chief beef with the rules. Do you really need five or six different colored dice each with an array of cryptic symbols on them, in addition to ordinary numbers? You can't work with percentages and the various sized dice to attain the results you're looking for? Or is it perhaps to simply sell dice along with the oddly-scaled plastic figures they make for the game?

My mutant checks out the intersection, finding nothing interesting (Keith snapped up the goodies!)
Speaking of the figures, I honestly was not impressed with them. My friend Mike is a talented painter, but the proportions of the miniatures screamed Clix figures to me. I know a lot of folk use the various clix figures that have fallen out of favor as an inexpensive source for miniatures. I just don't like either the scale or the shiny plastic look to them. My three super mutants and "dog" looked like the Incredible Hulk, which is fine if you're playing Marvel superhero clix, but...

    Our cohorts, Keith's Super Mutants, chase Bruce's Minute Men out of the shanty town
Anyway, enough complaining! How did the game go? Well, we mostly moved towards the center, which was bad news for the factions in the center of the table. Poor Jenny and her Raiders got squeezed on one side by Andy's Minuate Men and the other side by my Super Hulks. Andy's sharpshooters killed two of her figures sheltering on a concrete roof, while my dog and one of my Hulks got another one who was trying to flee. Andy was also shooting Joel's Raiders, as was Bruce. Bad day to be a raider. I think both Joel and Jenny ended up with only one figure left on the table.

    Keith's mutants are hot on the trail of humans - "Them's good eatin'!!"
Bruce, like Jenny, skedaddled when he saw Super Hulks coming their way. Keith pressed him closely, the dog scampering ahead to engage one of the Minute Men. Although his buddies came to his aid and eventually shot the mutated, wild boar sized pooch dead, Bruce had lost one of his figures to its massive maw.  Andy undoubtedly killed the most enemy, taking cover in ruins and blasting away all game long. He even took a long range shot at one of my hulks, claiming it couldn't hide behind a puny, human-sized door. My green-skinned menace took offense at the derogatory comment about his bulk, but decided to scoop up the dead Raider and drag his dead pooch along back to camp. My other mutants grabbed Jenny's dead Raiders, and similarly headed home.

    Mike's Fallout terrain looked nice - a good mix of 3D printed, resin, and MDF terrain
The game flowed fairly quickly with the spiraling activation system (players going around the table to activate or hold a figure at the ready).  I had no problem with that, though I do like the randomness and strategy of the Wiley Games system I am using for my post-Apocalyptic rules better. Keith said he preferred the Wiley Games system over Fallout. I'd be willing to give it another chance now that we have a better idea what we're doing, though.

With Jenny, Joel, and Bruce's figures falling back, and my mutants carrying more than they could eat for a few days back with them, we called the game. The jury is out for me on this one. I didn't hate it, and am sure I will get used to the annoying dice. So, we shall see what the, ahem, Fallout is on the first playtest and see if we do it again!

Thursday, November 3, 2022

Halloween Bash: Squabbling Over the Hound of Hell

    Keith's Mephits swarm around Cereberus, the 3-headed guardian of Hell, in our Halloween scenario
Since the next day was Halloween, I was able to convince the Sunday evening gamers to break out the Reign in Hell rules and our cabals that we had built last year. It had been many months since we'd played the rules and it seemed like the perfect opportunity. Our usual host was out of town, so Jenny and I hosted. Keith brought over a special, Halloween themed battle mat. There were only five of us that evening, so we decided to play "The Beast" scenario on a 36" square mat.

    My too slow Wendigo cabal advances on the first turn of the game
In "The Beast," all the players are trying to capture the hulking, namesake creature who begins at the center of the table. We represented the Beast with a three-headed model of Cereberus, the Greek guardian of Hell, appropriately enough. Players could either attack Hades' lapdog normally or they could attempt to subjugate him. To do so, the player must have an active demon within 3" of the Beast. They roll 6d6, and if they roll any 6's, they score ONE success. Once a player reaches 10 successes, they take over control of Cereberus. They may then roll one activation die for the Beast as if he were his own demon and activate him on the Initiative die he chooses.

    To our left, Allen's Demented cabal of Death Angel pass around terrain, seeking out its enemies
I was playing my standard Wendigo cabal with the addition of one Greater Demon, a Serpent Knight representing the Horned Serpent of Native American lore. I had asked the players to build 150 point cabals. They could purchase one Greater demon. The rest must be Lesser Demons (not counting the Leader and his Devout, which are technically free). So, besides Wendigo my leader and Skadegamutc, my teleporting shaman Devout, I fielded 3 Armored Demons (Bear Skinwalkers), 2 Corpulent Demons (Wolverine Skinwalkers), and 1 Mephit (Great Horned Owl).

    Mike S's Earthbound cabal features a Succubus which can take control of one of your demons
To my left was Allen, playing a Demented Cabal that I had created. His leader was Death Angel, his Devout was Bone Dragon, and he had a Torture Master as his Greater Demon. Otherwise, he fielded 2 Slaughter Fiends, 1 Tentacle Beast (Ent), and 3 Spined Demons (Terror Birds). Jenny was to his left with the cabal I had painted for her as a Christmas present this past December. Keith was next in the circle, fielding a very Mephit-heavy force. He wanted to see how the Demonic Air Force played out, and as we shall see, it was very effective in this particular scenario. His force was technically illegal, as he fielded 12 demons -- two above the maximum of 10. We shrugged it off as most were Mephits, which we knew from previous games, die easily.

    Cereberus lashes out at his Mephit tormentors, nearly dismembering one with a swipe of its paw
The final cabal was Mike S's Earthbound cabal. Its Devout is a Succubus, which has the ability to activate and move (and attack with) another player's demon if it is within 3". This would prove crucial ability on the final turns of the game. Well, that is until Wendigo bounded over and slew the Succubus! There's no gratitude in Hell, as both Mike and I knew he had actually done me a favor right before I killed his Devout! But I am getting ahead of myself - first, setting the scene.

    Jenny's massive leader roars towards the Beast, while its Spined & Slaughter demons follow
On Keith's first turn we realized his very clever plan for winning this scenario. He flew his horde of Mephits directly towards Cereberus. Each landed within 3" of the hulking, three-headed hound, and began rolling to subdue the Beast. Even though Keith was rolling under average, he was quickly racking up successes. Inside, I think all of us thought, "Uh-oh!" The Beast activates on Initiatives 12 and 6 (twice, as opposed to player-controlled demons, which activate only once). On 6, Cereberus pounced and rended one Mephit to within a point of death. That was actually a very bad roll. Reign in Hell is very bloody. You hit an enemy demon on 2+ if you have a greater Combat Value, 3+ if the same, and 4+ if the enemy's is greater. With 12 attack dice (13, actually, since he was charging), Cereberus should have scored 11 hits, on average. Saves are only on a "6" on 1d6. With Combat of 3, and thus only three saving rolls, the lucky Mephit should have been shredded!

    The cabals of Jenny and Allen close in on each other in the center
On Turn 2, Keith took advantage of the ability to Attack and then Move, and had all his Mephits rack up more successes while pulling them back out of the range of Cereberus. "Stick and Move," light horse tactics in Hell?? Either way, it was working out for Keith. Mike S saw the danger right away and ignored my cabal and quickly began hurling his demons at Keith's minions. They quickly began mixing it up, with Mike's Succubus sending Keith's Corpulent Demons towards Cereberus to be eaten and draw the Beast towards Keith's other minions.

    Jenny's demons keep pushing on the center, but Keith cleverly began pulling back, saving his cabal

I had split my cabal, with half moving to form a wall between my cabal and Mike S's (I never trust Mike in multiplayer games...ha, ha!). The other half moved to attack Allen's cabal. My shaman slew one of his Spined Demons with two attacks, then teleported back to the cover of rocky terrain. A wedge of one Bear Skinwalker, Wolverine Skinwalker, and the Horned Serpent moved up and ganged up on Allen's other Spined Demons. We eventually slew all three of his Terror Birds, but at the cost of being too far away to do anything to Cereberus. 

    A huge scrum develops in the center with demons from four cabals slashing away at each other
Meanwhile, Jenny and Allen were pushing towards the great, three-headed Beast. Jenny was racking up successes at controlling Hades hound, but Keith had built an insurmountable lead. As one, the four of us decided we needed to switch tactics to killing the creature, instead. The winner of the scenario is either the player who controls the Beast at the end or has slain it. Keith soon took control of Cereberus and showed us he had no plans to make it easy on us. He began pulling Cereberus back towards the far corner of the board. This meant all of our slower demons would have no chance at getting into the fight. Only our faster moving demons, or ones who were already nearby, had any chance at helping out in the onslaught on the Beast.

   Wendigo has misjudged the situation - his Skinwalkers and Horned serpent are out of position
Mike S started away at Cereberus, and we all began to help out. I had racked up several "Soul Dice," which you get when you slay an enemy demon. You roll 1d6 and can then use that dice's score once to substitute it for the number of either your combat roll or an opponent's. I began using my rolls to cancel out the sixes Keith would roll as saves for the Beast. Mike S began doing the same. At first, we felt there was no way we would get to the 40 wounds needed to kill the Beast. However, they slowly began to pile up.

    Every demon of Keith's enemies piles damage on Cereberus - but with 40 Life, its a long way to go
I moved my teleporting Shaman, my Horned Owl, and Wendigo as fast as they could go. They would be my only contribution to the fight (other than using soul dice against Keith). Mike S had the great idea to move his Succubus next to my shaman and order him to teleport and attack Cereberus. The hound was in the 30's on damage. We had only one turn remaining, though. It was an all-out attack on the Hound of Hell. I waited as long as I could to attack with Skadegamutc, because I didn't want to just soften the dog up for one of the others to cherry pick me. Finally, on my last Initiative Dice, I attacked with my Devout Shaman. I rolled a bit under average, but Keith would need to roll decently for Cereberus to survive. 

    Sideshow battles abound - here Death Angel & his Torture Master take on Jenny's Corpulent Demon
I missed killing the Beast by ONE POINT! Lucky dog!! A couple other players sent Mephits at Cereberus (they were the only ones that could move far enough to attack where Keith had retreated him to). However, Keith would have to whiff all his saves for them to have a chance, and he did not. The final turn ended with Cereberus having one point left. Keith's Demonic Air Force was victorious! Of course, we could have placed an asterik next to his victory since he began with 12 demons, but he earned the win. He quickly realized the advantages of his cabal in this scenario and executed his tactics perfectly.

    With more than 50 demons on the table, it was a riot of mayhem on the tabletop!
The game was a blast, and everyone had fun. We will definitely have to descend into Hell for more games again, soon...

    Despite my misjudgement, my shaman Skadegamutc came within 1 point of killing Cereberus on the last turn!