Sunday, September 14, 2014

New Song of Blades and Heroes Campaign

Wow… September hit like a… like a… something that… um… well, it’s been very busy. I’ve hardly even painted anything in the last two weeks. (I did however finish building the first – of SIX – bookshelves I need to build this fall).

This week we finally kicked off the first of our Fall Song of Blades and Heroes Campaigns (using the campaign system from Song of Deeds and Glory). The plan is to run a short campaign through September – for everyone to learn the campaign system and get some sense of what works good in a campaign warband – and then run a longer campaign through October, November, and December. (Also I figured it’d give them a month to source out their OWN figures for the second campaign!)


FORCES


Amanda’s Amazons

Lasthena – Amazon Infantry Leader
Quality 3+, Combat 4, 70 Points
Leader

Kyra – Amazon Warrior
Quality 3+, Combat 3,  Points 30

Herophile – Amazon Warrior
Quality 3+, Combat 3,  Points 30

Niobe – Amazon Warrior
Quality 3+, Combat 3,  Points 30

Eurycleia – Elite Amazon Archer
Quality 3+, Combat 3, 50 Points
Shooter (Long), Unerring Aim

Polydora – Elite Amazon Archer
Quality 3+, Combat 3, 50 Points
Shooter (Long), Unerring Aim

Cybele – Amazon Light Infantry
Quality 3+, Combat 2, 28 Points
Shooter Medium

288 points
12 gold



Curly’s Crusaders (Rick’s Warband)

Curly – Dwaf Commander
Quality 2+, Combat 4, 95 Points
Leader, Fearless

Dwarf Warrior #1
Quality 3+, Combat 4, 34 Points

Dwarf Warrior #2
Quality 3+, Combat 4, 34 Points

Dwarf Warrior #3
Quality 3+, Combat 4, 34 Points

Dwarf Warrior #4
Quality 3+, Combat 4, 34 Points

Dwarf Warrior #5
Quality 3+, Combat 4, 34 Points

Dwarf Warrior #6
Quality 3+, Combat 4, 34 Points

299 points
1 gold



Champions of Lagozed (The Boy’s Warband)

Garthoth – Lizardman Champion
Quality 3+, Combat 4, 82 Points
Amphibious, Tailslap, Tough

Lizardman Warrior #1
Quality 3+, Combat 4, 52 Points
Amphibious, Tailslap

Lizardman Warrior #2
Quality 3+, Combat 4, 52 Points
Amphibious, Tailslap

Lizardman Warrior #3
Quality 3+, Combat 4, 52 Points
Amphibious, Tailslap

Lizardman Warrior #4
Quality 3+, Combat 4, 52 Points
Amphibious, Tailslap

290 points
10 gold



Elysthyth’s Wander’s (The Girl’s Warband)

Elysthyth – Elf Wizard
Quality 2+, Combat 2, 70 Points
Magic-user, Forester

Elf Elite Archer
Quality 2+, Combat 3, 70 Points
Shooter (Long), Unerring Aim, Good Shot

Elf Elite Archer
Quality 2+, Combat 3, 70 Points
Shooter (Long), Unerring Aim, Good Shot

Elf Warrior
Quality 2+, Combat 2, 38 Points

Elf Sneak
Quality 2+, Combat 2, 53 Points
Stealth, Forester

301 points
0 gold


ROUND ONE

For this round we determined Elysthyth’s Wander’s would battle against Curly’s Crusaders and the Champions of Lagozed would battle against Amanda’s Amazons


GAME ONE

Elysthyth’s Wander’s  was defending against Curly’s Crusaders. The Girl picked out the “Clearing in the Woods” Game Board and they rolled “Accidental Meeting” for a scenario.


Dwarves and Elves scattered about the woods in an Accidental Meeting engagement.

We’ve not played this scenario before. Each takes turns deploying the other players models such that none are within One Long of another figure. It was quite fun. It would such to play with a warband of goblins or something with mostly Q4+… you’d never get then all together…


This elf as a bit surrounded… The Girl was a bit overwhelmed as to what to do and briefly considered conceding before they even started!? WE encouraged her to try it out a couple turns and I ended up giving an awful lot of advice…


With their 2+ Quality the elves very quickly gathered together and started raining arrows down on the slow-moving dwarves who were desperately avoiding the woods. (Woods are for cutting down and making axe-handles!)

At the other end of the table Curly gathered up a few of his warriors and charged into the middle of the clearing. Curly (seeing he could make it to the wizard and wanted to show off to his pals) made the mistake of charging ahead of his mates… He managed to knock the wizard down, but in the Elves next turn he was surrounded, and cut down. The loss of their leader unsettled a few of his compatriots who fled. Another Dwarf was killed in a gruesome fashion (arrow through the neck) that caused more to flee, which brought the numbers on the table lower than those that had left and antoehr morale test carried off all bu one of the Dwarves…


The last dwarf standing.

Checking afterwards Curly managed to survive without a scratch. Apparently when the rest of the Dwarves thought he’d been killed, it turns out the elves had simple pinned him down, bound and gagged him. He was later found still bound and gagged (and naked) wanding out of the woods with a fresh tattoo on his but that read something like “Elves Kick Ass”.

The Other Dwarf was well and truly dead.

Elysthyth’s Wander’s netted 13 victory points, one campaign point, and 30 gold for this adventure. Rolling on the exploration temple the Elves discovered a Temple of Evil – which they declined to sack (due to the one in six chance of incurring the wrath of the evil deities!).

Curly’s Crusaders gained no victory points or campaign points, but did collect 20 gold and found an abandoned keg of ale in their explorations. Not enough to Hire a replacemtn for their lost warrior, so they’ll be down a bit for the next game.


GAME TWO

Next The Boy’s Champions of Lagozed battled Amanda’s Amazons. The Amazon’s defended a mountain pass and rolled “On Dangerous Ground” for a scenario.


Somehow I only managed to take one picture of this entire game…. This is just at the start of the Lizards’ second turn. the Lizardman warrior in contact with the Amazon light infantry is about to take her down… The only casualty the Amazons suffered in this game.

The first success for the Amazons was to take Garathoth down an notch – being tough, his first wound only reduced his quality – but it was enough that when they outnumbered and Gruesomely Killed one of the other lizardman warriors he fled the field! Another Lizardman warrior was felled before the rest fled.

After the battle Amanda collected 11 victory points, a campaign point and 60 gold! Her injured slinger was seriously injured and will miss the next game. In their explorations the Amazons discovered a Haunted Wood… lacking a necromancer, no ghouls joined their warband…

The Champions of Lagozed collected 1 victory point and 20 gold. The came across a roadside shrine to Lagozed and made an offering, but Lagozed did not show them favour… The injured Lizardman was moderately wounded and will suffer a reduction in quality for the next game. Like the Dwarves, they were not able to aquire enough gold to replace the lost warrior (the one that suffered a gruesome kill) and will be down one on their next game.  

Coming soon on Tim’s Miniature Wargaming Blog:

I have a few Greeks I’ve been working on that hopefully I’ll finish up this week. other than that, there will be a report of next week’s games one week from today (hopefully a few others might be able to make it out). 

Sunday, August 31, 2014

Market Stands and a Despatch Rider


Finished up a few more things last night…

(Remember: click on the pictures for a bigger version):


Market Stands and a Despatch Rider


These Market Stands came from Mega Miniatures – I’m not sure they’re available anymore. They came in a pack with the Carpet Stall I painted back in July.


I finished these up as I thought they’d make some fun background props/terrain for Song of Shadows and Dust - though these look a little more Medieval/Fantasy than Ancient… but… whatever…



Another entry for the Lead Adventure Forum Great War Painting Club - a British Despatch Rider from Great War Miniatures.



Coming soon on Tim’s Miniature Wargaming Blog:

I seem to have loaded up the painting table with Ancient Greeks. There’ll probably be a game report before you see those as I’d told the kids we’d play A Song of Blades and Heroes yesterday, but then didn’t get to that… so hopefully we’ll play this afternoon. 

Saturday, August 30, 2014

Belgians, Slaves, Wizards, etc.



An odd assortment of items rolling off the workbench today….

(Remember: click on the pictures for a bigger version):


Belgian machine-gunners from Great War Miniatures.


Another view of the same…


… and another..


…and one more.



A Scots Rifleman also from Great War Miniatures.

These miniatures above were painted for the Lead Adventure Forum's Great War Painting Club



Slaves/captives from Black Tree Design.


A roman up to no good tha I converted from a Warlord Games figure.


Finally a wizard from  Reaper Miniatures.



Some sort of Devil Dog - also from Reaper Miniatures - I was trying to go for roughly jakal like colours... but I think he may have turned out a bit yellow... 

Coming soon on Tim’s Miniature Wargaming Blog:

I have a couple of merchants stalls I was working on last night and will hopefully finish up this evening… I hope I might get in another game with the kids today… we shall see… 

Thursday, August 28, 2014

Roman Auxiliary Archers (and a Belgian Grenadier!?)


A Few more things rolling off the workbench…

(Remember: click on the pictures for a bigger version):


Roman Auxiliary Archers from Black Tree Design.


A Great War Belgian Grenadier from Great War Miniatures.

Coming soon on Tim’s Miniature Wargaming Blog:

More painting… unless I get another game in this evening….?

Wednesday, August 27, 2014

More Romans

(and a Great War Highlander!)

(Remember: click on the pictures for a bigger version):


The whole batch for the last couple of days…


Five legionaries from  Black Tree Design


Two more Legionairies – these are from Wargames Foundry, but didn’t come with scutum or pillum so I got some extras from Black Tree Design when I was ordering the last batch from them.


Dwarf Legionaries!? (also from Black Tree Design)


Dead Legionaries from Warlord Games


An old, old Roman Auxiliary cavalryman from Citadel Miniatures.

…and now for something completely different


I noticed, yesterday, that Lead Adventure Forum had a Great War Painting Club thing going on right now… and I’M a Great War Fanatic… and I’ve got no shortage of Great War figures to finish up… so I thought I’d get in on the action and dug this fellow out of the drawer last night and painted him up and started a couple more I’ll post over the next few days. (The figure is from Great War Miniatures)

Entries to the club are supposed to be single figures. I’m not really used to painting SINGLE Great War Figures… I tend to do them in unit batches of 15-30!? So this was a fun and interesting experience… Perhaps I’ll do an MG team or a gun crew for later in the week – as it counts as a single based “figure”.



Coming soon on Tim’s Miniature Wargaming Blog:

Probably a few Great War things this week… them back to ancient things… maybe another game or two… 

Tuesday, August 26, 2014

The Wolf of Iskedumdrum



The kids and I finally sat down to play another game of Song of Shadows and Dust. Often I set up games by coming up with two factions, we roll for objectives, set up the game and go… I take pictures and most of the fluff – the background situation, etc. – I come up with afterwards. This time the kids made up their own factions (with my figures) and came up with their own names (or ideas for names – which I them found rough translations for…) and backgrounds for their factions.



They are both working on assembling and painting their own miniatures for their own factions at the moment – hopefully we’ll see them in action shortly!


Iskedumdrum, 69 BCE


SITUATION

Magnus Malus Lupus is a rather corrupt property owner in Iskedumdrum. He is not above forcibly ejecting – or even murdering – occupants to take over new buildings. Recently he put an old hag out of her (and his) misery to take over one such building, but is beginning to regret that action. The “old hag” happened to be the grandmother of Rubia Cuculla – a young firebrand not to be trifled with!

Rubis Cuculla is out for justice. If she cannot get it through the Magistrate, she will find some way to personally ruin Malus Lupus…


SCENARIO

Magnus Malus Lupus is aggressively trying to take over a few new buildings in a new neighborhood (“Seize the Suburb” objective). He gets 1 Victory Point per 50 points of defeated enemies, plus one Victory Point for each turn one of his faction is in control of any of the three target buildings, but suffers -1 Victory Point for each turn his rival’s faction is in control of a building.

Rubis Cuculla is simply out for blood (“Looking for Trouble” objective). She gets 1 Victory Point per 25 points of enemies defeated.

The scenario took place at midday - 12 civilians on the table. 


FORCES

Magnus Malus Lupus – Corrupt Property Owner
Q 3+, C 2, 50 points
Leader

Foreign Bodyguard
Q 4+, C 4, 42 points
Armed, Barbarous, Heavy Drinker, Protect Leader

Cretan Bodyguard
Q 3+, C 3, 60 points
Agile, Armed, Bow, Protect Leader

Armed Henchman
Q 4+, C 3, 36 points
Armed, Bellicose

Henchman
Q 4+, C 3, 27 points
Grey

Boxer
Q 2+, C 3, 83 points
Hard, Street Fighter



Rubia Cuculla - Faction Leader
Q 3+, C 3, 60 points
Leader

Cretan Bodyguard
Q 3+, C 3, 60 points
Agile, Armed, Bow, Protect Leader

Armed Henchman
Q 4+, C 3, 36 points
Armed, Bellicose

Henchman with Javelin
Q 4+, C 3, 27 points
Javelin

4x Henchmen
Q 4+, C 3, 27 points each
Grey

Blind Prophet
Q 2+, C 0, 8 points
Distracting, Slow, Short Move, Clumsy


THE GAME

Rolling for his Hard Drinking Foreign Bodyguard, he turned out to be "Slow" for this game. The Boy won the initiative roll and things were off and running...

(Remember: click on the pictures for a bigger version)


The terrain – as set up by The Girl – for this scenario. Magnus Malus Lupus and his men are entering the table on the left. Rubia Cuculla and her men are entering from the right. The three target buildings are marked with chests on the roofs.


Magnus Malus Lupus looking to expand into an new neighborhood.


Rubia Cuculla and her hanchmen ready to spread out to defend the neighborhood.


Turn One: The Boy goes first. Magnus Malus Lupus rolls two successes and parades into the neighborhood ahead of his men calling for them to follow (issuing a group move order). The Boy rolls a one and two twos… turn over. They were hesitating... something just didn't feel right about this neighborhood... 


Meanwhile, on The Girl’s end of the turn, she has better luck with the dice and contacts two of the target buildings, putting The Boy 2 victory points in the hole!?


Turn two… as before Magnus Malus Lupus rolls two successes. He declines to move any further into the neighborhood without his gang and issues another group move order. The Boy rolls two ones and a four… so the gang catches up.

At the bottom of the 2nd turn The Girl gets two guys in contact with the third target building and The Boy is now down 5 victory points!


On his next turn his guys get two actions and he cleverly gets one guy in the corner contacting TWO of the target buildings – so at least The Girl isn’t putting him 3 points in the hole each turn any more! Not sure if that's totally legit, but I let him do it since things were going so badly for him... 


The rest move out into the square by the neighborhood well.


On The Girl’s half of the turn her Cretan Bodyguard knocks down the leading henchman in the group and The Boy is now down 6 victory points….

We began to wonder about that – perhaps he shouldn’t be able to lose more than he’s gained…? Not allowed to go into the negative victory points….? This seemed a little harsh!

On The Boy’s turn he moves Magnus Malus Lupus once and that ends his and the downed guy what was not able get up was finished off by The Girl’s Cretan Bodyguard. 


On The Boy’s next turn he got Magnus Malus Lupus moving towards the third target building – hoping he may be able to at least contest it so he would stop losing points he didn’t even have yet (but not before he lost one more victory point)! The rest of the gang started moving through the square under withering fire from The Girl’s Cretan body Guard – in The Girls’ turn her Cretan Bodyguard shot The Boy’s Cretan Body guard who was recoiled by her arrows – and a civilian fled (on short) away…

On The Boy’s next turn he got Magnus Malus Lupus in contact with the third building so he would no longer be losing points. The Gang got one action so The Boy’s Cretan Archer fired back recoiling his opposite. The rest declined to move – partly to stay together as a group. Partly because the Foreign Bodyguard couldn’t move much further anyway otherwise he’d be beyond one long form the leader – something a bodyguard isn’t really supposed to do!


At the bottom of the Sixth Turn The Girl’s Cretan Bodyguard took down The Boy’s Foreign Bodyguard (and moved up her Blind Prophet).

The Boy, seeing no way out of this mess, conceded and fled the field with is remaining four faction members – dragging the bodies of the two fallen members with them… as it turned out the Foreign Bodyguard was seriously injured, but made a miraculous recovery and gained the Lucky special rule! The Henchman was not so lucky – his serious injury left his leg permanently crippled and thus gained the Short Move special rule.

The Girl Scored 7 Victory Points – 4VP for the faction members that fled the field and 3VP for the 78 points worth of foes her forces took out.

The Boy… ended with -8 Victory Points. I think in a campaign we’d call that zero – rather than taking away from points gained in previous games. I think the negative victory points should be counted for the scenario though – if it had been the reverse (The Girl with a not-so-great faction for the objective, setting up poorly, and having bad dice rolls) the boy could have racked up 8VP for himself – which The Girl would be hard pressed to recover from…

I had kind of wanted them to, despite all the wonderous toys I have available, design a faction with figures that I have that they would be able to make with the figures they have – so they could see how it works out. The boy, as I had kind of predicted, took a small number of high-point, hard-hitting brutes… which, I’m hoping he realizes, was PART of his downfall here.

I like “Seize the Suburb” it forces players to split up their forces and prevents a simple brawl in the center of the table… sometimes… You do need numbers to do this, though – enough to contest all three, with a large enough group of others to go clear off enemies from one building to start scoring Victory Points.

As the last week of our summer wraps up I’m hoping we’ll get in a few more games – next I’ll probably get them to try building some different warbands with their fantasy figures as we’ll be running a Song of Blades and Heroes/Song of Deeds and Glory campaign starting in September.


Coming soon on Tim’s Miniature Wargaming Blog:

More games. More figures painted – I have a bunch of Roman Legionaries I’m just finishing up. 

Sunday, August 24, 2014

The Bad Legatus


My friends Dave and Patrick stopped by Thursday evening to try out Song of Shadows and Dust. It’s been a busy few days and my memory of exactly how things went down, turn to turn, is fading quickly… but I’ll do my best to relay the highlights of the action!


Iskedumdrum, 69 BCE


SITUATION

Quintus Malus Legatus was the bright shining star of the Iskedumdrum Militia when he joined 15 years ago – rising quickly and gaining a reputation as a steady, dependable, man who could get things done. Many still remember him thusly, and turn a blind eye or refuse to believe some of his more recent activities. Over a decade and a half of dealing with the worst elements of society, seeing many of the guilty get away with the worst sorts of crime due to political connections has had a telling effect on Malus Legatus.  First he became hard and jaded and disaffected, and then became utterly corrupt – taking bribes, extorting “protection taxes”, and more recently taking a more active hand in the criminal underworld – using his position as an officer of the militia to remove his rivals…

Publius Vindicus Consultus is a young magistrate in Iskedumdrum. He is determined to root out corruption within the militia. He wants to make an example of Malus Legatus!

Mad with power, Malus Legatus has become brazen and believes himself untouchable – he is at the point where he is even willing to risk open confrontation with the magistrates men in the streets..


SCENARIO

The magistrate needs hard evidence and has decided to try and capture one of Legatus’ men to be tortured and interrogated. They score 1 Victory Point for every 50 points of opponents defeated and a bonus 5 Victory Points if they can capture and drag one of Legatus’ men off their own table edge.

Malus Legatus is out to teach the neighborhood why you don’t mess with Malus Legatus. They only score 1 Victory Point for every 100 points of enemies defeated, but score 10 Victory Points if they can retrieve a bee hive and deposit it in the building of a businessman that’s been a little behind in paying his “protection tax”.

The scenario takes place in the scorching heat of midday – only 12 civilians are in the street.


FORCES


Qunitus Malus Legatus - Grizzled Militia Officer
Q 3+, C 3, 96 points
Armed, Dogged, Leader, Threatening

Veteran Militiaman
Q 3+, C 3, 50 points
Armed, Bludgeon, Determined

Militia Archer
Q 4+, C 3, 45 points
Agile, Bow, Steadfast

2x Militiamen
Q 4+, C 3, 39 points each
Armed, Bludgeon, Steadfast

Henchman (informer)
Q 4+, C 3, 27 points
Grey



Publius Vindicus Consultus - Magistrate
Q 2+, C 2, 100
Demagogue, Determined, Tribune

Frantix – Foreign Bodyguard
Q 4+, C 4, 42 points
Armed, Barbarous, Heavy Drinker, Protect Leader

Armed Henchman
Q 4+, C 3,  36 points
Armed, Bellicose

4x Henchmen
Q 4+, C 3, 27 points each
Grey

Blind Prophet
Q 2, C 0, 8 points
Clumsy, Distracting, Short Move, Slow



THE GAME

Rolling for his Heavy Drinking Body Guard – Patrick found his drinking today had made him a Combat Master!!

(Remember: click on the pictures for a bigger version)


The setting for the action. The behive is tucked in the carner behind the irritable mule and the target building is the one at the bottom right of the picture (with the chests stacked against it). The magistrate’s men can be seen entering from the top right. A few of Malus Legatus’ men can be seen at the top left.


Malus Legatus spots that meddling Vindicus Consultus and his men approaching.


Innocent civilians standing about the square unaware of the confrontation about to take place.


Legatus’ militiamen march past Mad Abdul’s carpet stall…


The standoff in the street.


Legatus’ men rushed in trying to block the magistrate and his men from advancing further so the militia archer could get to the beehive in the corner.


I can’t quite remember who struck the first blows… I think it may have been the Magistrate’s men. The civilians – that Patrick had hoped might join his cause – scattered.

The Veteran Militiamen was the first of them to go down – clonked on his head and knocked out cold. This Patrick decided would be his target for capture – Legatus’ Right Hand Man. Frantix, the Foreign Bodyguard of the magistrate, also took down the Milita Archer before he could get to the hive.

There was a little confusion about the details of how capturing someone worked… in the rules is explains that at any point during the player with the Abduction objective could choose to change a kill result to a fall, it then took two action to bind and lift a captured enemy… it also said that if the carrier was attacked that a captured enemy would be dropped and should be placed lying down on the table and could then get up…?!

So we weren’t sure if ANY fallen opponent (beaten, even roll on dice) could be captured – as long as there was a standing rival in contact with him that could spend two actions to bind and lift them? Or did they HAVE to get a “kill” – which would then be considered “knocked out” who could be bound and carried off at the player’s leisure.

If a captured person was dropped an did manage to stand up were they automatically unbound and able to fight again normally? How would they have gotten their weapons back?

To keep things simple for the evenings scenario, I said that the abducting player had to score a “kill” result (doubled) – but not “gruesome kill” (tripled) – to “knock out” someone. One action was required to bind them, a second action was required to pick them up or grab them to drag away. If they were then contacted they would drop the captured opponent, but once captured the opponent was essentially just a marker (as in the Rescue objective) that either side could “pick up” for an action and drag or lead away as they see fit.


The scrap continues – Legatus’ men were constantly hindered by the presence of the extremely distracting Blind Prophet…


For some reason Vindicus Consultus decided to push through the melee into the square – perhaps he wasn’t feeling much use loafing about in the back – and so decided to march into the square and try to rouse the citizens against the corrupt militiamen.


Sadly he was cut down by Malus Legatus himself – not close enough for any of the civilians to join in…


But close enough to his own men to cause most of them to flee!

Things were looking pretty bad for the Magistrates men.


But then Dave choked on an activation roll  and someone rallied the magistrates men: “Lads! Lads! We can’t leave the magistrate lying in the street there! We can’t let Malus Legatus get away with this!! Let’s go back there and get ‘em!!”


Frantix the Foreign Bodyguard, mad with rage, took on TWO militiamen!


Frantix was recoiled from the Militiamen. One of the Magistrate’s henchmen beat down Malus Legatus’ henchman who had just picked up the bee hive…


Which unleashed a swarm of angry bees… Malus Legatus and one of his militamen were knocked down by this – rolling about on the ground trying to get angry stinging bees out of their segmented armour!


Frantix took down another militiamen. The magistrates henchmen just could not get ther veteran militiaman bound and lifted… so many failed quality rolls… the Militia still hampered by the Blind Prophet’s presence…


Malus Legatus took to scaring off the Magistrates henchmen by bellowing threats to put out the eyes of their families and sell their daughters into Syrian brothels and such…


The game eventually ended due to the death toll… I think Frantix took down this last Militiaman he was fighting…

In the end, three of the magistrates men had fled the table and one henchman had been cut down along with the magistrate himself. Just over 200 points worth of troops defeated or fled netted Malus Legatus 2 victory points… Checking afterwards, the Henchman died of his wounds, but Magistrate Publius Vindicus Consultus luckily escaped serious injury and apparently the Fortunes smile upon him because he gained the “Lucky” special rule!

Malus Legatus had lost two militamen, the archer and his henchman (the one we decided was an “informer”). Enough to give the magistrate 3 victory points! The archer, the hemchman and one of the militiamen all died. The remaining militiaman was seriously injured and would suffer a permanent -1C.


Coming soon on Tim’s Miniature Wargaming Blog:

The kids are asking to play a Song of Shadows and Dust game today – perhaps there’ll be a second game report posted later this evening!