SBH- Cavemen campaign

This post come up as take the bait from alith_anarr, about creating a short campaign based on SBH, with a Cave Wars setting. Where here is my proposal:


 Setting:
 During the last season, the weather has been very dry and the animals have started to emigrate, the reason is, as the big shaman says, that the great god Kulila is unhappy and has punished to the Green Parrot clan. A group of powerful warrior have to go to the mountain, and capture a big wolf to sacrifice it to Kulila, to recover their favours. Here is their adventure.

 Cavemen side:
 The cavemen player will build a 300 points warband using the next troops:
 0-1 Cavemen Leader: C4 Q3+ Dashing, Leader, Heavy Armour, Savage. 88pts
 1-4 Veteran Cavemen: C3 Q4+ Dashing, Steadfast. 36 pts
 2+ Cavemen warrior: C3 Q4+. Gregarious 27 pts
 1-5 Cavemen Slingers: C2 Q4+. Shooter: Medium. 18 pts
 2+ Cavemen Firebearers: C2 Q4+. Terror (Only Animals) 30 pts



 Scenario 1: Looking for the Beast Lair.


 The hunters arrive to the zone where the Beast lives, an arid zone with some weed bushes. In the North are some caves where the Beast has his lair. The cavemen must find where it lives, so they start to explore.


 Objectives: The cavemen must find the correct cave, there are three, the first one could be with a 5+ in one dice, the second try will be a 3+ in a dice, and if no look in the last cave the will find the beast.


 Enemies: They are no alone, there are a group of cave orcs or lizardmen wandering in the zone looking for a prey. They will deploy in the middle of the table.


 The orc stats can be taken from SBH Orc Warriors, or Lizarmen and will form a warband of around 200 pts.


Modifications:
 The scenario can be made more difficult if the enemies warband is formed by a bigger group, or if they are deployed in two groups.

Scenario 2: Hunting the Beast.


 The hunters have taken about the Beast out, now they must send it into the pit that is in the middle of the table. It has one medium and one short of side. The beast will attack any miniature closer than 1 Long move, and will ignore any other creature.
 It will flee from the Firebearers when they come closer than 1 Long stick, moving away from them in a random direction, roll one dice:
 1-2 The beast will flee to his right
 3-4 The beast will flee directly in straight line from the fire.
 5-6 The beast will flee to his left.


 It will never run away from the board, and if it arrive to the border, and must move more, will move to contact with the closer miniature.


 The beast can't be killed, because it must be sacrificed by the Shaman in the village.
 The Cavemen Leader has a pot with transfix spell that requires 2 turns being near the creature doing nothing more. 


 In the zone will be a pair of dire wolves that will attack any cavemen that get close of them.


The Beast stats are:
 Beast C5 Q4+ Big, Tough, Savage.

Scenario 3: Returning home.

The path is one long stick wide, and is clear terrain. In their sides, there are a forest plenty of protection for the ambushers, with little clear zones.

The cavemen are returning with the beast captured. But an enemy warband is ready for ambush them.
The ambushers will be a orcs or lizarmen warband of 250 pts 


The cavemen have to cross the table through the path. They will deploy in a border of the path.
The ambusher will deploy two markers (one of them is a dummy) for each ambushed troop, no closer than 1 short stick from the path. They have to not allow the cavemen arrive to the other side of the table.


 When starts the battle, with the first attack, the Beast starts to recover from the spell, and in the third turn of battle the Beast will be ready and will start to break the ties.
On turn 4 from the first attack roll a dice, with a 5+ the Beast is free and will attack the nearest miniature.
On turn 5 from the first attack roll a dice, with a 4+ the Beast is free.
On turn 6 from the first attack roll a dice, with a 3+ the Beast is free.
On turn 7 from the first attack roll a dice, with a 2+ the Beast is free.On turn 8 from the first attack the creature is free.

 After been free, the creature will be Knocked Down during this first turn, so will use its activations for stand up. Them, will roll every turn 3 dices, for activation.

 With the Beast free, the only way to knock it down is throwing on it a Transfix pot. The Leader still have for two shoots.

 If the cavemen can't humble the Beast another time, it will attack them trying to assassin them.
 If the cavemen can arrive to the other side of the table with the Beast tied, they have won the campaign.

 That's all by now.

 <<<Versión en español>>> [Mañana que tengo la cabeza como un bombo ]]]]

A Review: USEME An Eldritch Horror

  The guys from 15mm.co.uk have published a new setting for their successful USEME, this time the new book let us to play in a 1930's England where the Lovercraftian creatures live and fight against investigators. police and soldiers, and among them the cultists!

 The rules continue being the same, the system is the same, and the stats are the same; I mean, the troops whether they be a soldier, cultist or a servitor of the Cephalopod God will have the typical stats: Elan, Move, Weapon and Special Rules. Let's take a look on four creatures typical creatures:

 - Soldier Infantry: Infantry, Elan 3, Move 4, Bolt-Action Rifle, Grenades.
 - Cult Devotee: Infantry, Elan 4, Move 6, Submachinegun.
 - Inbred Fisherman: Humanoid, Elan 3, Move 6, Shotgun.
 - Octopod Grunt: Humanoid, Elan 4, Move 4, Shotgun, Fightening.

  As you can see, the stats are very similar, I am not sure why the Cultist has a move 6 stat, but all the other looks like logical.

 With the creatures, the troops creation is the same, the Infantry has a nemesis in the Humanoid, Light Vehicles with Brutes, Heavy Vehicles are Monsters and the Super Heavy Vehicle are Eldritch Gods.

  The book gives some special rules in a very similar style than the other USEME: Enegy Shield, Hero (or Villain), Sniper, Melee specialist, and so on. But these rules have another additional rules as the Sorcery with 3 new spells with a Cthulhu flavour, also, there are Madness rules, that let your characters to fall in the insanity if they contact to much with the Eldritch horrors. And of course, there are some typical artefacts like The Necronomicon, or the Eldritch Sign.

 In summary, USEME An Eldritch Horror,  is a very interesting setting that shows how a simple ruleset can be expanded using a little of imagination and with very little rules added, everything is in 33 pages, with an A6 format.

 Pros:
 - Very simple system, fast play and playable with 1D6, and a bunch of miniatures.
 - The rules are very easy to be learnt.
 - A wide variety of troops creation.
 - It has a point system for troops creation .
 - The battlefield could be as big or small as you need.
 - Playable in any scale.
 - You can download a free scenario from Barking Iron Online.
 - You can keep the rulebook in a pocket.

Con:
 - It could be considered too much simple.
 - The troops stats are not too much varied.
 - 15mm.co.uk doesn't offer a range for this setting.
 - No graphics for explanation in the rulebook.

 Eldritch gods are returning.....

<<En español>>
Los chicos de 15mm.co.uk han publicado un nuevo escenario para su USEME éxito, esta vez con el nuevo libro vamos a jugar en la Inglaterra de 1930, donde las criaturas de Lovercraft viven y luchan contra los investigadores, policías y soldados, y entre ellos ¡los miembros del culto! 
Las reglas siguen siendo las mismas, el sistema es el mismo, y las estadísticas son lo mismo, quiero decir, las tropas, ya sean de un soldado, miembro de una secta o un sirviente de Dios Cefalópodo tendrá las estadísticas típicas: Elan, Mover, Arma y las Reglas Especiales. 
Vamos a echar un vistazo a cuatro criaturas criaturas típicas: 
- Soldado de Infantería: Infantería, Elan 3, Move 4, Rifle de cerrojo, Granadas. 
- Cultista Devoto: Infantería, Elan 4, Movimiento 6, Metralleta. 
- Profundo Híbrido: Humanoide, Elan 3, Movimiento 6 Escopeta. 
- Seguidor del Dios Antiguo: Humanoide, Elan 4, Move 4, Escopeta, Terrorífico.  

  Como se puede ver, las estadísticas son muy similares, no estoy seguro de por qué el miembro de una secta tiene un movimiento 6 de estadística, pero todas las demás estadísticas parecen lógica. 
Con las criaturas, la creación de las tropas es lo mismo, la Infantería tiene un enemigo en los Humanoides, los Vehículos Ligeros son los Brutes, los Vehículos Pesados ​​son los Monstruos y los Vehículos Super Pesados ​​son Dioses Antiguos.

  El libro da algunas reglas especiales en un estilo muy similar a la de otros USEME: Escudo de Energía, el Héroe (o Villano), Francotirador, Especialista en Combate Cuerpo a Cuerpo, etc. 
  Sin embargo, estas reglas tienen otras reglas adicionales como la Brujería, con 3 nuevos hechizos con un sabor lovercrafiano, también, hay reglas locura, que permiten a sus personajes caer en la locura, si se ponen demasiado en contacto con los horrores Eldritch. 
  Y, por supuesto, hay algunos objetos típicos como El Necronomicón, o el Signo Sobrenatural.

 En resumen, USEME An Eldritch Horror,  es una ambientación muy interesante que muestra cómo un conjunto de reglas simples se puede ampliar con un poco de imaginación y con muy pequeñas reglas añadidas, todo está en 33 páginas, con un formato A6. 

 Pros
 - Sistema muy simple, un juego rápido y jugable con 1D6, y un montón de miniaturas. 
 - Las reglas son muy fáciles de aprender. 
 - Una amplia variedad de creación tropas. 
 - Cuenta con un sistema de puntos para la creación de las tropas. 
 - El campo de batalla podría ser tan grande o tan pequeño como necesites.
 - Jugable en cualquier escala.
 - Puedes guardar el libro de reglas en un bolsillo.

Contras:
 - Podría ser considerado demasiado simple. 
 - Las estadísticas de las tropas no son demasiado variadas.
 - 15mm.co.uk no ofrece gama de miniaturas para este ambientación.
 - No hay gráficos explicativos en el libro de reglas.

 Eldritch dioses están regresando .....

After the rest....

In the last week our cavemen has been preparing the assault to the cave orcs settlement, the problem was that I didn't have the scenery, so I decided to build some of them.

Here is the progression.

 First I started building the orcs huts with foam, here are the photos:

A free advice, remember, don't use contact glue with the foam or...
Them I glued on it some sand, and prime with brown

 I was very unhappy with the result, so I decided to look for another ways for building the huts, so I caught the toilet paper carton, them I glued on it some toilet paper, and put some epoxy on the roof for representing the furs, and on the walls, and here it is:






I have to paint it, but I am so happy with the result that I am building five more, they will work very good for the settlement.


Every respectable settlement requires a good protection, for that, I have built the two picket fences.
If I can I will build some more.

 Well, the settlement assault is very near, so Happy raid!