The Silver Bayonet – The Troll Hunts

My foray through the Silver Bayonet solo campaign continues and in this mission my hapless British unit tries to have a good night’s sleep after their close call in the ruined chapel. As all good horror fans know however, sleeping in the woods is asking for trouble and trouble indeed finds the sleepers!

This mission is played on a 2’x2′ table, and rather than marking off an area of my 6’x4′ mat as I’ve done for the last two games, I decided to break out a panel from my Citadel realm of battle board which doesn’t see much use these days (neoprene mats are just so convenient!).

The scenario setup has two randomly selected sentries standing guard while the rest of the unit is asleep around a campfire. There are four clue markers set up close to the outside of the table, two of which have goblins close to them with a further two goblins appearing at two randomly selected table corners. The sleeping figures need to roll each turn to see if they wake, or if a monster attacks them they automatically wake. Either way once a figure wakes it gains fatigue tokens which negatively affect its defense and melee ability for the turn.

The board at the start of the game.

Goblins are very tricky to deal with in the game, they have very high defense, they make mechanical devices fail when close, they are hypnotic meaning voluntarily attacking them is tough, and they have damage reduction (negated by cold iron). They are repulsed by holy symbols, which give them penalties to hit, so MacPherson’s bagpipes should help keep them at bay to some extent!

I didn’t have a campfire model on hand, so some twigs from the garden and some orange wool from Bolt Action vehicle damage markers did the trick!

Hopefully they’re sleeping lightly…

Turn 1

The sentries burst into action, with Pryor moving towards the closest clue and investigating it – finding a gold ring which allows me to add a skill or power die to my fate pool (I choose power). MacPherson tries to shoot the closest goblins but finds his pistol won’t fire. Clearly the creatures have some power over mechanical devices! He attacks instead and scores a solid hit. The goblin misses on its attack back, clearly disturbed by the bagpipes. The Major stirs but fails to wake. The goblins near MacPherson swamp him but his pipes affect them and they both miss. On the other hand he rolls amazingly and hits both with his attacks back, killing one.

Seems that they’re heavy sleepers…

The rest of the goblins close in on the sleeping forms which all fail to wake! At the end of the turn another goblin enters the table.

The board at the end of turn 1.

Turn 2

MacPherson and Pryor are still the only two awake at the start of the turn. MacPherson continues his rampage, disposing of the second goblin. Pryor sprints towards a second clue. The major keeps slumbering. The goblins next to the camp reach Lieutenant MacRae and Crowe and attack them, waking them. Very luckily for me (given both men are fatigued) the only goblin attack that hits only deals small amounts of damage. Even more lucky, MacRae hits his opponent back and Crowe hits one of the two goblins attacking him. The other goblins close in on the camp fire, and my sleeping figures all fail to wake. MacRae attacks on his turn, misses and the goblin strikes nastily, prompting me to burn a fate die to reduce the damage. Another goblin arrives onto the table, things are looking pretty grim.

The board at the end of turn 2.

Turn 3

MacPherson runs to the rescue of the Lieutenant and Crowe, charging the closest goblin. His attack misses, but so does his opponent’s strike back. Crowe is one of the only models in posession of cold iron shot so I really need him to be able to fire which he cannot do if he’s close to them due to their disruptive aura. For that reason he moves back and takes a shot but misses. The Lieutenant then dives in the gap and takes on Crowe’s attackers. He misses and so does the goblin.

Moments before disaster…

The goblin on MacPherson attacks, misses (those bagpipes!) and MacPherson misses right back. MacRae is in for a bloodier fight: the first goblin attacks, hits him for low damage, and MacRae’s strike back kills the goblin (after I spend my skill die re-roll). The second goblin hits him, dealing 10 damage, which would take MacRae out! I spend my second power die to reduce the damage – this keeps MacRae in the game. MacRae scores a solid hit back. The third goblin also hits MacRae and this time it’s too much for the brave Lieutenant and he collapses. The last goblin charges the Major, waking him by scoring a solid hit. The Major tries to strike back but misses, still bleary-eyed.

Pryor investigates the clue he was moving towards last turn and finds some nice dry wood which he lights up, never know when something will need to be set on fire! Fenner finally wakes up and moves to investigate the clue to the north. He finds a bag of iron nails that he promptly loads into his musket. The Major moves away from his attacker and fires his rifle at it, hitting and heavily wounding the goblin. MacInnes sleeps on.

A large troll walks onto the eastern edge of the table.

The board at the end of turn 3.

Turn 4

At this stage, the Lieutenant is down, a troll is approaching, and the goblins have been cleared from the North-West corner of the board. Time to clear out!

MacPherson sprints away from the goblins. Crowe walks away and reload his rifle with some cold iron shot. The Major does a quick reload and fires at the closest goblin but misses. He then also moves away. Most goblins are now out of range of attacking anyone so they just follow the unit members. One goblin is in range of MacInness and rushes him, waking him up with a close miss. MacInnes reads the room and moves back rather than attacking back. The troll approaches the campfire, picks up a rock and throws it but misses.

Time to get out of here!

Fenner moves back and fires his iron nails at the closest goblin but misses. McInnes legs it away from the goblin, fires his pistol and also misses. Crowe moves back and reloads.

Another goblin enters from the North East corner.

The board at the end of turn 4.

Turn 5-6

These turns are rather uneventful, the unit moves back and finally off the board, taking pot shots at goblins and the troll but no more real damage is done.

After the game I rolled on the injury table for Lieutenant MacRae and he picked up a permanent injury for his troubles, with a nasty leg wound that reduces his move by one.

The troll and the goblins enjoying their well-earned camp fire

This mission felt like the hardest by far, the goblins are really tough! I didn’t even brave tangling with the Troll, that felt like a good way of losing half my unit. This game is quite interesting, I achieved most of the objectives (investigating 3 clues, killing 3 goblins, getting 6 unit members off the table), but it still felt like losing as I unceremoniously scampered off the table. It’s a great bit of atmosphere through mechanics I think.

There’s one more solo mission left in the main rulebook which I’ll run through soon I think. As I mentioned last post I’ve been enjoying this game enough that I’m preparing a new unit for the Egypt supplement, so will continue solo missions in a different setting after that.

10 thoughts on “The Silver Bayonet – The Troll Hunts

  1. The pictures came out very nicely and I liked seeing the board-level images in particular. Its nice to see you use the Citadel terrain as well, including the Realm of Battle board which I really liked even if I never owned one.

    Those goblins were dangerous and some of their abilities I would not have predicted. It is an interesting result that running away and killing a few goblins is good enough to go down as a win. I’m sure it could have gone a lot worse, truthfully! I’m looking forward to the final mission as this was a really fun one!

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    1. Thanks Jeff! I’ve had the citadel board since it was first made and it used to be my standard gaming board for many years. Almost completely replaced by neoprene mats these days they’re just so much more practical ( not to mention nicer to models if they get knocked over!).

      The game really pushes the horror side and surviving the monsters while investigating clues is the main goal but there’s no winning and losing as such. You just get more or less XP depending on what you achieve during the game. You could tell this was going to be a tough one because you got lots of xp for getting 2/4/6 members off the board!

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      1. I hadn’t thought about model damage when it comes to a board like that. Truthfully, I’ve recently contemplated making some kind of board similar to those but I’m on the fence about whether it would make my games look any better or not.

        That makes sense. I hadn’t thought about the horror element when it comes to mission objectives. From that perspective, just surviving makes a lot of sense!

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      2. The 3D-ness of boards like that does make for nice looking games, it’s really a balance of realism vs practicality in the long run. The neoprene mats make it easy to place models and terrain, but in my mind they need more terrain to break up that flatness.

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      3. That makes sense and I appreciate the additional info. I might share what I’m thinking about in a future post and see what people think and if they have any experience with it or advice they can share.

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