Showing posts with label Lady Thornburg. Show all posts
Showing posts with label Lady Thornburg. Show all posts

Sunday, 16 November 2014

In Her Majesty's Name - The Temple of Ghatanothoa.


Managed to get together with Robafett on Halloween and play another game of In Her Majesty's Name. Rob had actually planned and pointed two Companies for the game, his new 'Vulture Squadron' and some Cowboy / Ranger types...all looking good...but then in his excitement, he forgot to bring the miniatures. No problem, out came the trusty Darkest Africa figures! Using the Cowboy / Ranger stats he selected a few suitable minis and created another company. I had been thinking of using my recently painted Fistful of Kung-Fu Martial Artists, perfect for some Martial Art Monks from the "Sleeping Dragon, Rising Sun" book. We used a variation of the Marked for Death scenario.

The Temple of Ghatanothoa.

Somewhere remote on the edge of the Tibetan mountains is rumoured to be the ruins of an ancient temple to the little know god, Ghatanothoa, a large, amorphous, exceptionally hideous being. It is rumoured among those academics of a more open mind that somewhere within this old temple is in fact a rare entrance or portal to the lost lands of Mu.

The draw of such a great discovery and the potential riches held there has led Aubrey Fallsworthy (aka Lord Glenmore) to send Lady Eleanor Thornburg (the younger sister of his sweetheart Leonore) to China to gather some suitable mercenary types and investigate. To this end, Lady Eleanor, along with her trusted guide Haajid, has recruited the German adventurer, Major Johan Eberhardt, and a small contingent of his Marines under the command of Kapitan Hans Bauer. They are joined by the strange Russian, Aleksandr Gruzinsky, a Doctor by profession but with an seemingly unfathomable knowledge of dark arts.

Unbeknownst to Lady Thornburg and her party, the ancient ruins have been protected for centuries by a sect of highly martial monks, devoted to the protection of the secrets of Ghatanothoa. Led by the wise old Zhao Wei and his young protégé, Master Yu Jin, a group of these monks have been aware of these outsiders intentions and have returned to their 'monastery' and lay in wait for the unsuspecting adventurers. Their intention is to single out the the leader of this group and sacrifice him to their god to scare all others away!

We join the story shortly after scouts sent by Major Eberhardt have discovered the monastery and ruins. He now leads the group into the clearing, when a cry in a strange language rings out across the hills...


The Setting.

A small clearing surrounded by heavy forest and hills. The relatively new 'monastery' compound can be seen to the left of the picture with the ruins of the ancient Temple of Ghatanothoa to the top.  The 'Idol' can be seen at the foot of a mountain to the right.


The hideous 'Idol' (father of Ghatanothoa) sits menacingly, watching the path to the temple of its 'son'...


A view along the temple road.


"Who" is the strange visitor hiding in the trees?


Outside the monastery looking towards the 'Idol'.



The Companies.

Zhao Wei and the Monks of Ghatanothoa.


Abbot Zhao Wei - Pl 3+, FV+4, SV+4, Sp+1, Ldr+2, Martial Artist, Inspiration, Path of Shadows, Dragon Talons, Clouding Mens Minds, Harden
Master Yu Jin - Pl 2+, FV+4, SV+3, Sp+2, Ldr+2, Martial Artist, Path of Shadows, Intervention, Resonant Touch,Clouding Mens Minds
Monks (Disciples x5) - Pl 4+, FV+0, SV+0, Sp+0, Martial Artist, Path of Shadows
Demon- Pl 4+, FV+3, Sp+1, Tough, Heart Rending, Dragon Talons

Abbot Zhao Wei and Master Yu Jin lead the Monks

Major Hans Eberhardt and his Marine Troop.

Major Johan Eberhardt - Pl 3+, FV+2, SV+4, Sp+1, Ldr+2, Gunslinger, Lightening Draw, Lined Coat, 2x Pistol, Carbine
Lady Eleanor Thornburg - Pl 4+, FV+1, SV+4, Sp+0, Hunter, Stealthy, Brigandine, Hunting Rifle, Fighting Knife
Doctor Aleksandr Gruzinsky - Pl 5+, FV+0, SV+4, Sp+0, Medic, Gunslinger, 2x Pistol, Lined Coat, Shadow Mask (Mask of Imotep), Stormrider (Path of Shadows)
Riflemen (4) - Pl 4+, FV+1, SV+2, Sp+0, Marksman, Brigandine, Carbine, Knife
Kapitan Hans Bauer - Pl 3+, FV+3, SV+3, Sp+1, Ldr+1, Marksman, Lined Coat, Carbine, Knife
Haajid the Guide - Pl 5+, FV+1, SV+2, Sp+2, Stealthy, Marksman, Blowpipe, Knife

Kapitan Bauer, Dr.Gruzinsky, Major Eberhardt, Lady Thornburg & Haajid

The Game.

The calm before the storm...


Kapitan Bauer leads the way - his troops fan out across the low hill. Major Eberhardt keeps close behind.


Lady Eleanor Thornburg moves quickly and quietly to the flank behind the line of trees...she takes up position in the ruins.


The Monks appear on the horizon. One moves forward at an incredible rate, flitting between tree and rock almost in the blink on an eye!


Spotting the danger these fleet of foot enemies pose, the Kapitan orders his men to form a firing-line - the monks appear to be unarmed, hopefully the troops superior firepower will halt this threat in its tracks.


Two more of the monks dart across the road, taking cover by the walled compound...


...they are quickly joined by Zhao Wei.


The Kapitan's men open fire at the approaching monks but their fire seems un-effective.


Haajid the guide moves forward to join Lady Thornburg.


Master Yu Jin appears at the top of the hill. A strange demonic beast seems to accompany him!


Despite their constant fire, two monks are nearly on top of the shocked soldiers in seconds! Major Eberhardt meanwhile joins his brave men.


Across the way, another monk, under fire from Lady Thornburg, launches forward to attack the surprised Haajid...who quickly steps back into the shadows!


The battle begins in earnest - one monk leaves himself too open as the troops let off another round of fire...


...he slumps down and rolls to the bottom of the hill. Two of his brother monks move forward to press the attack, cursing the German troops! Zhao Wei watches from just behind an animal enclosure.


Spotting the leader of these seemingly inhuman monks, Kapitan Bauer orders his men to concentrate fire on the elderly 'cultist'...and Zhao Wei decides his best option is to retreat.


In the confusion, Dr. Gruzinsky moves in pursuit of Zhao Wei, only to come under attack from the martial art master!


The battle rages on the hill - lightning fast monks zip around the stunned troops, fists and kicks flying!!


As the battle rages on, Major Eberhardt throws his weight into the fight but is suddenly aware that much of the monks efforts seem to be aimed at him??


Meanwhile, a long-coated stranger looks on from the trees.


Finally the combined efforts of the troops and their leaders begins to pay off - despite their skill in close quarters, the monks take another casualty. Another monk (in purple) seems to forget all his training and spends his time showing how high he can kick.


While across the way, the ongoing fight between Dr. Gruzinsky and Zhao Wei reaches its conclusion and the Dr. falls to the floor out cold.


Master Yu Jin and his demon companion continue to move forward whilst things look bad for the now lone monk fighting the troops.


Lady Thornburg spots the prancing, preening show off monk in purple and promptly takes aim and puts him down! Zhao Wei wastes little time and darts forward - his only aim is to take down the leader (Eberhardt) of these trespassers! The summoned demon joins the fight on the hill but is immediately dispatched by the troops.


A desperate game of cat and  mouse ensues as Zhao Wei and Master Yu Jin rush forward, chasing the now worried Major Eberhardt wherever he runs! Lady Thornburg and Haajid attempt to aid the Major whilst the Kapitan and the remaining battle worn troops run after Yu Jin, hoping to delay him before he can join his master in his relentless assault on their leader.


An epic battle of varying styles rages...a lone soldier heroically rushes forward in a vain attempt to help.


Another soldier manages to catch up with Kapitan Bauer and his comrade as they fight Master Yu Jin. Master Yu Jin does not appear to be concerned...


...within moments one soldier and Kapitan Bauer himself are down. Master Yu Jin turns to face the remaining terrified marine.


It is too late. All their concerted efforts fade to nothing as Zhao Wei launches a final deadly strike...Major Eberhardt falls to the ground!


Zhao Wei stands menacingly over the body of Major Eberhardt, glaring at any who would dare approach. From the surrounding woods and hills more strange voices (and other sounds caused by some creature unthinkable) can be heard.

With the fear of God put into them, the adventuring party quickly gather their wounded and flee this dreadful place...

"Blood for the Blood God!" etc.

From the outset, Robs heavily armed troops really looked like they should come out as victors in this battle. My martial monks had no ranged weaponry at all but the incredible power 'Path of Shadows' proved to be an essential ability for the monks. In no time at all my high kicking cultists were in amongst Robs shocked troops, who literally only got off a couple of shots before they were face to face. Despite their martial arts skills, once in close combat, the Marines did pretty well. This was partly down to support from their leaders (and some good rolling by Rob!) and with this and some solid Marksmanship, I was reduced to two figures, my leaders Zhao Wei and Master Yu Jin. My summoned 'demon' was all teeth and no bite. He never got to use his rather nasty Heart Rending ability and was put down as soon as he entered the fray! Apart from a couple of hairy moments my remaining two put up a great fight and using their 'Clouding Mens Minds', 'Resonant Touch' and 'Harden' powers made them almost invincible. In the end, the only issue was to actually catch up with Robs leader!

Another great game of IHMN.

The Doctor makes an appearance but played no part in the game - for an example of the Doctor in action in a IHMN game see the superb Wee Blokes - Cyberman Hunt in Obsession.

Figures are from the Northstar 'Fistful of Kung-Fu' range, Copplestone and Foundry. Doctor Who and the TARDIS make a cameo appearance courtesy of Heresy and Ainsty.

The Monastery is from PMC (now Caliver), roads are Flames of War and the Temple is from GW. The idol is from the 'Bag of Cthulhu' by Fantasy Flight Games.

Wednesday, 2 July 2014

In Her Majesty's Name - The Cabinet of Dr. Nebogipfel.


Robafett and I managed to get in our first 'test' game of In Her Majesty's Name the other week - we didn't have anything specifically painted for this and as it was a last minute thing we just threw a few bits onto the table, picked out some minis from my Darkest Africa stuff and got stuck in! I had not bought the rules at this point (I have now!) so it was down to Rob to do the 'rulebook page flick' honours.

The Cabinet of Dr. Nebogipfel.

Our first foray into the world of IHMN concerned the sudden discovery of a previously thought 'lost' piece of equipment designed by the insane (according to some) Dr. Moses Nebogipfel who had strangely disappeared from his study some time during the winter of 1894. No-one is quite sure what this invention is really capable of, but of course it is of great interest to those who wish to acquire power and knowledge.

The location is a small English village somewhere in the North. The device is rumoured to have been found by a schoolboy who duly brought it home. At some point an explosion occurred, destroying the schoolboys family home, though fortunately the family were not in the house at the time. The Reverend Anstey braved the ruins of the house and collected the device and took it to the only place he felt the infernal thing would be safe - the Church of St. Lucy (Patron Saint of Sore Throats etc)

A British Rifle 'Company' has been sent to clear the village and secure the device - intelligence suggests that the dastardly mercenary and adventurer, Aubrey Fallsworthy (also know as Lord Glenmore) has heard about this through his nefarious sources and (with the help of his mixed band of soldiers of fortune) intends to obtain the device for himself!

British soldiers under the command of Captain John Gideon, have ushered the villagers to safety and are making their way back to the Church to protect the device until specialists can be called in.


The Setting.

The village of Little Ribble - the ruined house can be seen in the background, the Church of St. Lucy to the fore. 


The Companies.

British Rifle Company, 24th Foot.

Captain John Gideon - Pl 3+, FV+4, SV+4, Sp+1, Ldr+2, Breastplate, Pistol, Sabre
Sergeant Thomas Webber - Pl 4+, FV+3, SV+3, Sp+0, Ldr+1, Bayonet Drill, Brigandine, Rifle, Bayonet
Doctor Donald Edwards - Pl 4+, FV+0, SV+0, Sp+0, Medic, Pistol, Lined Coat
Riflemen (6) - Pl 5+, FV+2. SV+2, Sp+0, Bayonet Drill, Brigandine, Rifle, Bayonet
Marksman Mason (1) - Pl 4+, FV+2, SV+2, Sp+0, Bayonet Drill, Marksman, Brigandine, Rifle, Bayonet


Lord Glenmore & the Rapscallions.

Aubrey Fallsworthy - Pl 2+, FV+3, SV+3, Sp+1, Ldr+2, Fearless, Hunter, Tough, Arc Rifle, Pistol, Jack
Lady Leonore Thornburg - Pl 5+, FV+0, SV+4, Sp+0, Gunslinger, Pistols, Magneto-static Waistcoat
Darragh 'Irish' McAdams - Pl 5+, FV+0, SV+2, Sp+0, Engineer, Fanatic, Jack, Pistol 3x Grenades
Mr Sohal - Pl 4+, FV+3, SV+2, Sp+1, Strongman, Jack, Machine Gun, Sword
Rapscallions (3) Ahmed, Abdul, Hammad - Pl 5+, FV+1, SV+2, Sp+0, Brigandine, Rifle
Rapscallions (2) One Eyed Old Bob, Dirk Drake - Pl 5+, FV+1, SV+2, Sp+0, Brigandine, Shotgun
Sir Neville Barrington - Pl 5+, FV+1, SV+2, Sp+0, Marksman, Brigandine, Rifle



The Game.

The approach from South Street, looking towards the Church of St. Lucy...all is quiet.


Little Ripple.


Captain Gideon and Sgt. Webber usher the men forward - they need to secure the Church at haste!


Lord Glenmores party are spotted in the distance, approaching from South Street.


Sgt. Webber barks orders, the men begin to fan out.


The hand of God is truly with Captain Gideon and his men - they grab the initiative, Sgt. Webber and two men take up a defensive position in a coal dump by the old factory. The Captain and the rest move towards the Church. He instructs Mason, the squad marksman to take a high point on the warehouse roof.


Irish McAdams and One Eyed Old Bob take a path to the left, hoping to flank the British Soldiers. Lord Glenmore, Lady Thornburg and Dirk Drake do the same to the right. Mr Sohal and Sir Neville, along with Ahmed, Abdul and Hammad take the direct route to the Church, hoping to draw fire and distract from the flanking attacks!


Abdul scouts forward a sees the British running across the village green.


Captain Gideon makes it to the Church first and secures the entrance. He spies the device sitting at the altar!


Abdul opens fire and he draws attention from the waiting British troops in the coal bunker! Nobody is hit as everyone is too busy running...


...backup is not far behind him. The British need to get to the Church pronto.


Finally the British soldiers reach the Church...just as the Rapscallions reach the crossroads - this could get messy!


Marksman Mason reaches the roof of the warehouse and spots Irish McAdams and One Eyed Old Bob sneaking up behind a gate, hoping to ambush the Sgt. and his men.


Fire is exchanged across the usually quiet village green - once again nobody is hurt.


Lord Glenmores men, realising they need to act fast decide to take to the offensive and Abdul, Ahmed and Hammad bravely charge across the green towards two British troops taking cover in the trees by the Church! Bullets fly in all directions - Sgt. Webber and his men target the machine-gun toting Mr Sohal...and bring the giant Sikh down! At this moment, One Eyed Old Bob appears through a gate just opposite them and opens fire with his shotgun...to no effect.


A brief gun fight occurs between the men in the Redcoats and the two Rapscallions. Everyone keeps their head down but thank the Lord for Brigandine armour.


Taking shots, Abdul, Ahmed and Hammad make slow progress moving towards the well hidden British.


Captain Gideon organises the defence inside the Church. Doctor Edwards steps back, eyeing the strange contraption by the altar with suspicion...


Reaching somewhat of a stalemate, both sides continue to pour fire at each other but neither side can be dislodged.


Meanwhile, Lord Glenmore, Lady Thornburg and Dirk Drake, cautiously make their way along the right flank - they curse as there is precious little cover though.


In desperation, and under fire from the warehouse rooftop, Irish McAdams throws one of his grenades into the coal bunker - BOOM! One of the British troops put out of the fight but the Sarge and the other man dust themselves down and breath a sigh of relief.


At the crossroads, the continued withering fire from several directions takes its toll and Sir Neville is hit and drops to the floor next to Mr Sohal...


Realising his shotgun is just hitting the side of the coal bunker, One Eyed Old Bob skirts around behind it and opens up with both barrels - to no effect...again!


Lord Glenmore and his followers meanwhile move through the trees on the outskirts of the green to get a better position.


With volley fire from the three Arab mercenaries, combined with supporting fire from Lord Glenmores group, the two British soldiers taking cover in the trees are injured!


Dirk Drake makes his way forward, taking cover where possible. His shotgun is useless at this range against the troops inside the Church. Just out of shot, Irish throws another grenade, taking out the other soldier in the coal bunker. Sgt. Webber seems to be made of steel though and still stands!


The constant battering of bullets is too much, finally Hammad falls to the ground.


One of the British troops outside the Church is dazed but is okay. He pauses briefly to look at his fallen comrade, pulls himself up and takes aim at the Arabs. Dirk Drake uses the opportunity to run to the side of the Church...almost there. Meanwhile Lady Thornburg, not known for her patience, takes matters into her own hands and rushes forward, guns blazing!


Irish jumps out from his hiding place as he spots Sgt. Webber charge into hand to hand combat with poor One Eyed Old Bob. "Dat's not a fair foit" he yells!


Trading shot for shot, a barrage of bullets fly across the village green!


Lady Thornburg blazes away at the Church door but the stiff upper lip Brits will not be moved. Lord Glenmore starts to think that today is just not his day - he curses as he realises he should have brought some heavier firepower...or maybe just more cannon fodder?


Too late for One Eyed Old Bob, under fire from above and seeing the size of the doughty British Sergeant, Irish decides that discretion is the better part of valour and looks for his escape route!


Lord Glenmore calls to his unruly band of cads and bounders to retreat. They gather up their wounded and make their way back along South Street. The small Britush garrison will soon be re-enforced and his group do not have the pluck or manpower to take on the British Army.


Trading a last few shots, the brave Sgt. Webber shouts after the fleeing group and sends them off with a flea in their ear!


Lord Glenmore and his Company move quickly onto to their waiting steamboat on the River Ribble. Captain Gideon does not have the men to give chase and watches as the Rapscallions disappear into the distance. Primary objective achieved, he gathers men to congratulate them on a jolly good show!



Although both sides still had a lot of fight still left in them, as time was marching on we decided that this was a good place to end the game. Considering Rob had only read the rules once (and myself not at all) this was really easy to pick up. By the last few moves we were both playing and rarely looking at the rulebook other than to check specifics, such as grenades. Otherwise we just found ourselves getting into the game itself rather than spending loads of time checking rules etc. To begin with, rather than faff around with pointing up groups we based the two companies on ones straight from the book, Lord Currs Company and the British Rifle Company. We chose reasonably appropriate minis to fill the roles and added our own character to this.

Now I have the rulebook myself I am quite excited at the prospect of creating other Companies. You don't require many figures, indeed you can even use what you already have available. One useful thing with the system is the amount of pre-created Companies in the three available books and the flexibility to either base your own on these or literally start from scratch.

All in all a great little game and look forward to playing more!


Figures are Foundry Darkest Africa and Wild West and the British are Empress Miniatures Zulu War.

Warehouse, factory and small house are by Sarissa, church and houses are Warbases, school house is Plasticville and the roads are Flames of War Cobblestone Roads (15mm but look great for 28mm too), the small shed by the church is from TLM/Timeline on eBay.