Showing posts with label solo. Show all posts
Showing posts with label solo. Show all posts

Friday, 8 June 2018

The End of the Journey

Close to the northern border, it looks as though the little band of heroes will reach safety or will they?

Move 9
Rodmar - more dice throwing- 2, 2 and 3. Reinforcements - two Orc Warriors appeared from the right flank. Monster Frenzy - all the Orcs homed in on the player characters. Even the Green Troll, though still too far away to be aware of them, managed to start travelling towards the heroes. Wandering Monster - yet another Orc Bruit appeared on the left flank. This is getting scary.

Jusius - 10, 12 and 13. He rushed towards escape.

Aldun - 14. He followed Jusius.

Oswyn - 16. So did he.

The End of Move 9 - Tension is growing!
Move 10
Rodmar - 2 and 9. Monster Frenzy - the Orc Brute closed in on him and attacked but again got beaten back - 1Hp. Horde Activates - the groups of five and two Orcs moved closer still. With dice throwing like this they could still catch the heroes.

Aldun - 9, 12 and 20. That's better! He attacked thr Orc Brute but took a wound -1Hp. He tried again and again was hit but managed to block it with his shield at last. He used the last two activations for further attacks and at last struck home, killing the Orc Brute.

Jusius - 1. Oh, come on! Reinforcements - another 5 Orc Warriors appeared. This time on the northern edge but fortunately a little way to the right of the band.

Oswyn - 18. He breathed a sigh of relief and rushed off the board.

End of Move 10 - Closing in

Move 11
Rodmar - 9 and 17. He searched the Orc Brute's body, finding 8 Sp, and then escaped.

Aldun - 4, 17. Monster Activates - the Green Troll moved round the bush but was still too far from the heroes to cause a problem. Aldun moved off the board.

Jurius - 10 and 11. And finally all of the band were off the board.

The end!

The Final Scene - the heroes gone but plenty of foes still on scene.

There you have it - the game over- and I haven't had as much fun on my own for a long, long time. There was real tension building as the game progressed and more enemy appeared. I think I was lucky that the Green Troll started off stuck in a corner and so didn't cause any problems. Perhaps that is why Andrea has a different way of deploying.

Next posting I'll do the Post Battle and Campaign Activities.
 

 

The Journey Through the Badlands Continues

So we left three of our heroes going like the clappers up the board while the fourth is being left behind single-handedly having fought off an Orc Brute.

Move 3
Oswyn - again trying to rejoin his friends, rolls 3 dice - 1, 11 and 12. Trap - fortunately in this scenario, this card only applies in the northern half of the board so he can ignore it. He moves twice and almost catches up with them.

Aldun - 3. Scenario Event - Oswyn spots something interesting on the next Orc Brute.

Jusius - 3. Ambush - an Orc Warrior springs out of a bush right beside Rodmar who rolls a 15, battering him with his staff. Don't mess with a druid with a hangover!

Rodmar - 17. Moves on muttering to himself.

End of Move 3 - So far so good. Oswyn is getting closer to the rest of the band and no one has been harmed.
Move 4
Oswyn - 4, 4 and 18. Monster Activates - the Orc Brute moves closer but doesn't reach the warband. Wandering Monster - another Orc Brute appears on the northern edge. Oswyn gets closer to the others.
Aldun - 9 and 17. He increases the distance between himself and Oswyn and reaches the next Orc Brute but doesn't have an activation left to fight him.

Rodmar - 11 and 14. Angry because of Aldun's recklessness and his hangover, he charges the Orc Brute and attacks him - 2. Whoops, he takes a hit from it.

Jusius - 16. He continues to scuttle after Aldun.

The End of Move Four - the first wound to our heroes!


Move 5
Aldun - 7 and 9. He tries to attack the Orc Brute but Loss of Balance and falls down. The Brute gets a Free Hack and inflicts 1Hp. He manages to stand up with his successful activation.

Rodmar - 2, 5 and 9. Reinforcements arrive - just one Orc Warrior appears at the southern edge. Ambush - another Orc Warrior jumps out at him from the bush and gets despatched just as quickly. He moves on, deciding to lay off the drink in future.

Oswyn - 9, 13 and 17. He shot at the Orc and killed him with a 20. Oswyn moved on and then shot at the Orc Brute who came into view but he missed him

Jusius - 11 and 19. He moved to join Aldun and Rodmar and struck the Orc Brue with his dagger and scored a hit.

The End of Move 5 - the heroes are beginning to leave quite a trail of carnage behind them.



Move 6
Aldun in base contact with the Orc Brute decides to go in for the kill and throws three dice - 7, 16 and 16. Loaded - it has twice the amount of treasure on it. He attacks the Brute with the two activations and, aided by Rodmar's presence, gets two hits. The Brute is dead.

Jusius - 7 and 1. Manna Flux again. Who cares - he can't use any magic following his disaster in the first move. Things Could Get Worse - it's now raining. -2 for Oswyn's archery.

Rodmar - 12 and 16. He searches the corpse of the Orc Brute - 6Sp and then moves forward.

Oswyn - 20, 5 and 17. I decided to use the 20 critical activation bonus to cancel the 5 and Oswyn finally managed to join up with the others.

The End of Move 6 - Another Orc Brute Killed and the band back together
Move 7
Aldun - 3, 7 and 15. That'll Come In Handy - they spot a jewel worth 11Sp under the nearby bush but the Orc Brute behind the bush suddenly appears round the corner. Horde Activates - there were no hordes on the board and nothing that could form one. Aldun moved on.

Jusius - 8, 10 and 16. He moved to the dead Orc Brute, searched it (6 Sp) and caught up with Aldun.

Rodmar - 2, 5 and 7. Ambush - another Orc Warrior jumps out of the bush and attacks him but again Rodmar swats him with his staff. This is becoming a habit. Wandering Monster - another Orc Brute appears. Fortunately he arrives at the far side of the southern board edge well away from the warband. They're at Our Back - 5 Orc Warriors appear. Again they are some distance from the heroes.

Oswyn - 2, 11 and 19. Horde Activates - the 5 Orcs start their long journey towards their prey. Despite the rain, he takes two shots at the Orc Brute and hits he both times and kills him.

The End of Move 7 - Things are beginning to heat up a bit
Move 8
Rodmar - 12, 14 and 18. He moved to the bush and picked up the jewel; then he searched the corpse for 4Sp and then moved on again. Escape seemed close hand.

Jusius - 1, 3 and 4. Oh dear! Horde Activates - those five Orcs moved closer. Loss of Balance - but he managed to make his DL throw. That's a Big One - the Orc Brute to their front has an extra 1Hp.

Aldun - 3, 9 and 16. Manna Flux again! He moved on.

Oswyn - 2, 10 and 10. Things Could Get Worse. The rain stopped. Oswyn rushed forward to keep up with ohers.

End of Move 8 - The foe is moving in!
I'll leave it there for this evening. The final installment should come tomorrow hopefully.

Fun with Sellswords & Spellslingers or How Hard Can it be to Roll an Eight!?!

No, I haven't been abducted, imprisoned or otherwise hidden away. I've been busy painting up some of my lead mountain - both 10mm fantasy and 15mm scifi - and spending money on a variety of sets of rules. 

And I may finally have found my Holy Grail for fantasy skirmish rules - Sellswords & Spellslingers by Ganesha Games. I have always appreciated Andrea Sfiligoi ideas but I think that he has really excelled himself with this set. I won't spend any time decribing them - there are several others who have already commented favourably on them. See, for example, John's thoughts, The Raft or Argonor.

But this morning I managed to have my first game, playing solo and will give a blow-by blow account which should give you a good idea of how it works. This is going to take more than one posting but here goes.

So firstly, here's my initial warband, all 10mm Pendraken Miniatures:
From Left to Right, Oswyn Strong Arrm, Jurius Flamewielder, Rodmar Oaksoul and Aldun Swiftblade
Oswyn - Archer - 10Xp
Archery Level 1 (6Xp)
Strong Level 1 (4Xp)
Armed with a Strongbow (Damage 2) and Dagger (Damage 1)
Jurius - Magic User - 17Xp
Spellcaster (20Xp)
Spell - Fireball (5Xp)
Negative Trait - Weak (-8Xp)
Armed with Dagger (Damage 1)
Rodmar - Druid - 13Xp
Fighter: Staff Level 1 (5Xp)
Healer Level 1 (2Xp)
Tough (6Xp)
Forrester (3Xp)
Negative Trait - Heavy Drinker (-3Xp)
Aldun - Swordsman - 20Xp
Fighter: Sword Level 2 (10Xp)
Armour Level 1 (6Xp)
Shield Level 1 (4Xp)

Like probably all wargamers, I had a little tinker with the rules but nothing too drastic.

The rules suggest a board of 36" by 36" with a normal move of 4" for 28mm figures and suggests that for 15mm and below, the board should be 60cms by 60cms and the numbers are given simply regarded as centimetres instead.  However, that would mean that a 28mm figure could theoretically traverse the board in nine moves while a 15mm figure would take fifteen moves. I, therefore, decided to say that 1" for 28mm figures is 1.5cms for 15mm figures.

Also random deployment is done by rolling d6 x d6 but, as other players have identified, this tends to lead to foes or terrain being placed centrally. Instead, as my board is 60cms x 60cms  I used a d6 to decide the tens and a d10 to decide the units for each axis.

Like others, I decided to plump for the first scenario in the rulebook - Through the Badlands - where the characters have to cross from one side of a rather bushy board to the other confronted initially only by one Green Troll and four Brute Orcs and the potential of a trap or two laid in the northern half of the board. 

And the characters only needed to roll 8+ on 1-3 d20 activation dice apart from Rodmar who needed to throw 9+ due to a bad hangover following a heavy drinking session at the Duck and Dragon the night before.

Easy, right?!

I used the above method to randomely place the bushes and then the Troll (fortunately right in the top left corner) and four Orc Brutes (one right at the top centre, two in open ground in the northern half and one on the right flank behind a bush). 

The Initial Set Up with the Warband at the Southern Edge
Move One
So I decided to move Aldun first and threw two dice - 5 and 20. I could have used the 20 (critical success) to cancel out the 5 but decided to risk it and drew the Monster Frenzy card - all foes move. So that was a good start! Fortunately none were within charge reach but they all got a little closer...all apart from the Troll who just wandered around. Aldun then moved on.

Oswyn - 1 and 13. Mana Flux - an equal chance to increase or reduce Jusius' chances at casting magic. I rolled a 5 so chances have improved by +2. Oswyn decided to shoot at the Orc Brute on the right flank and succeeded - 2 damage.

Jusius - 8, 8 ans 20. He decided to launch a fireball at the Orc Brute to well and truly finish him off so I rolled and got a 1 - a critical failure. Jusius can not cast magic for the rest of the scenario so that Mana Flux +2 came in handy! Now all put harmless, Jusius decided to use the rest of his activations to catch up with Aldun so that he had some protection.

Rodmar - 9 and 17. He also moved to catch up with Aldun and Jusius.

The End of Move 1 - Oswyn pauses to take a potshot at the advancing Orc Brute on the right while the others leg it! Meanwhile the rest of the Orcs draw nearer.
Move 2
Oswyn - I decide to roll three to enable him to catch up with the others but 1, 3 and 19. Tread on a Scorpion - fortunatley he rolls above the necessary DL10 and so managed to squash the creature without being poisoned. Then Monster Attack - the Orc Brute charges Oswyn, who decides to have a go at an Opportunity Shot - 7 and misses! The Orc Brute is on him and attacks - 16. Thankfully Oswyn even with his little dagger manages to finish the wounded Brute off. He uses his successful roll to search the Brute and finds 9Sp.

Aldun - 8 and 20 and, ignoring the desperate combat going on behind him, decides to continue towards the horizon with two moves.

Rodmar - 12 and 16. He follows suit.

Jusius - 12 and 15 - is no better.

The End of Move 2 - Oswyn may be a little richer but his friends seem to be deserting him.
Well, that's enough for the first post. I'll get more of the report done later.

Thursday, 5 December 2013

The Armies Draw Up Their Lines

The Battlefield
Well, the terrain is laid out and the figures are deployed using WHAA's rules again.









The Chaos Army
The Chaos Army looks pretty small compared to the Crusaders.
The Crusaders

From top to bottom, you've got the mounted Chaos Knights, the Mass of Chaos with the Major Demons behind it/them, the unit of Large Demons and then the Chaos Warriors with Kronos the Champion behind them.














 Here you have Brother Equile and the Crossbowmen on the hill (far enough away from the Abbot that his sensitive nose won't pick up the smell of swine), two Hordes of Peasants encouraged by Brother Germaline, two units of Spearmen, the Abbot, three more Hordes and finally two units of mounted Knights.

Now it is just a matter of time. Battle needs to be commenced and concluded soon. The lads will soon be back for Christmas and will be invading every spare space we have, including my wargame room (it's actually one of their bedrooms!)

Monday, 18 November 2013

No One Would Have Believed in the Last Years That this World Was Being Watched Keenly and Closely by Intelligences Greater than Man's...

"Why, O why did you forsake us?" Abbot Crispin whispered as he knelt in earnest prayer on the cold stone floor of his private chapel. "Was our cause not worthy of you? Were you not glorified by our bloodshed?"
But there was no response form his god.
Instead the silence was interrupted by a sheepish knock on the door. 

The abbot sighed and beckoned the knocker in but soon regretted it as Brother Equile entered the room followed rapidly by the stench of the pig sty that he had just left.

"Yes, Brother, what do you want?" Crispin demanded impatiently, still finding it difficult to exercise the forgiveness that he so often encouraged his flock to embrace after the monk's treachery at the battle on the steppes.

"Father Abbot, I bring dire news" Equile announced his head bowed low.

"What is it, man?" asked the abbot, trying to fend of the smell of pig swill.

"A messenger has come from the next parish," explained the monk. "He speaks of creatures appearing from another plane - evil beings, soulless beings, followers of another god."

"Enough of your blasphemy!" the abbot shouted. "There is only one god. Get out and tell that foolish messenger not to spread such terrible lies or he will face excommunication."

The monk scuttled out the room. He had learnt not to challenge his superior. 
Turning his back on the closing door, the abbot wandered to the window and surveyed the  rolling landscape. In the distance he could see dark smoke billowing into the sky. But no, that wasn't smoke! They were dark flying beasts - creatures that he had never seen before. And as he looked on a troublesome dread crept upon him.

Once more Crispin fell to his knees: "Lord, we need your help. Do not abandon us in our hour of need."

Well, I enjoyed my recent game of Mayhem so much that I thought I would get going on another one straight away, though the battle may take a while to actually set up. And this time the creatures of Chaos are going to come to Crispin's homeland seeking to take advantage of the Crusader's weakness after their recent failed attack on the Orcs.

Once again, I've gone for armies of about 200 crowns and I've also adopted RRtK's idea where half of the crowns are used for a base army and then the rest of the crowns are spent on units which are selected by rolling dice. This allows a general to be sure of having certain units in his army but unable to choose the whole make up of it. Of course, this can mess things up a little as there were some units of my Chaos Army that I was hoping to give an airing to but they weren't chosen by the dice rolls and I'm afraid that I didn't manage to recruit the angels this time. Clearly Crispin's god is having one almighty sulk at the moment.

And so here are the armies:


The Crusaders
Abbot Crispin (the General)
Leadership D12
Move D6
CQ D20
BAR D20
General
Cost 10 Crowns

Brother Germaline (Hero)
Move D6
CQ D20
BAR D20
Hero, Spear & Shield
Cost 15 Crowns

Brother Equile (Hero)
Move D6
CQ D20
BAR D20
Hero
Cost 11 Crowns

Two Units of Knights
Move D8
CQ D10
BAR D10
Cavalry, Heavy Armour, Lance, Shield
Cost 26 Crowns

Two Units of Spearmen
Move D6
CQ D10
BAR D12
Spear, Shield
Cost 15 Crowns

One Unit of Crossbowmen
Move D6
CQ D12
BAR D12
Crossbowmen
Cost 16 Crowns

Five Units of Pilgrims
Move D6
CQ D20
BAR D20
Hordes
Cost 15 Crowns

Chaos
Major Demon (General)
Leadership D12
Move D12
CQ D8
BAR D8
Flyer, General, Terror
Cost 41 Crowns

Kronos (Hero)
Move D6
CQ D6
BAR D12
Hero, Axe
Cost 47 Crowns

One Unit of Chaos Knights
Move D8
CQ D8
BAR D10
Cavalry, Heavy Armour, Lance
Cost 29 Crowns

One Unit of Chaos Warriors
Move D6
CQ D8
BAR D10
Disciplined, Sword, Shield
Cost 21 Crowns

One Unit of Large Demons
Move D8
CQ D6
BAR D8
Behemoth, Terror
Cost 21 Crowns

One Unit of A Mass of Chaos
Move D4
CQ D20
BAR D10
Behemoth, Fear
Cost 16 Crowns

I'll stick up pictures when I get the battle going.

Sunday, 17 November 2013

Initial Thoughts on Mayhem

Well, I thoroughly enjoyed the game, even though it was a bit disjointed when the demands of life interrupted the flow. Even though the loss of the angels so early did rather make the result seem inevitable there were certainly several points in the battle where it appeared the tide could have turned.

The rules worked well for solo wargaming. Being used to the mechanisms of Two Hour Wargames, which are very much designed with the solo gamer in mind, I had wondered whether Mayhem would cope as well. I would say that they work better, albeit that I used 2HW's ideas for the layout of terrain and choice and deployment of troops. There is just the right balance of uncertainty and the greater number of options for troop design give much more variety so that I create the troops I wanted and make sure that there was sufficient differentiation between them.

I'm not usually a lover of lots of different dice but it does work here. And I particularly liked the concept of having to choose between "default" and "danger". Just to explain more fully, when it come to rolling dice, you can either not roll and simply accept the default score - half the potential score (2 for d4, 3 for d6, 4 for d8, etc) and you can go for danger and roll the dice so that you can achieve the maximum score but also the minimum. This is such a simple concept but, as some of my "wrong" decisions demonstrated, they can have catastrophic results.

And while on the subject of the dice, I couldn't believe the number of natural 1s that I rolled and again they tended to be at quite decisive moments.

As I say, the loss of the angels so quickly was decisive - the loss of nearly 25% of the army's points value. I had been looking forward to watching the carnage that they wrought amongst the orc riders but, thanks to a natural 1, it was all over for them. I do wonder about the quality of Terror that I had given them. The rules say that if a unit wishes to initiate combat with a unit that causes terror, it requires more command points to be used but if the terror-causing unit initiates the combat there is no effect as such. I would imagine that if you are attacked by a unit of terrifying creatures, there would be a tendency for some of your own ranks to turn and run.

The pilgrims did far better than I had anticipated, especially as I had given them very poor statistics - a combat quality of d20 I thought would be a death sentence for them. I can see hordes being a real problem as they take so much to wipe them out.

I do like the way that the way units are destroyed differs depending on the type of troops they are - disorder, damage and attrition - though I found myself having to reread that section several times to make sure that I got it right.

I am not sure that I used the generals and heroes correctly. On a small board with 40mm bases there was never a problem of a unit going beyond the control of a leader so the orcs did not seem to be at a disadvantage by only having the one compared to the crusaders' three.

Of the rules themselves I would say that they could be better organised. There were times when I knew that a specific rule was in there somewhere but needed to trawl through them to find the clarification I needed. I have created my own quick reference sheet which helped. However, I recognise that part of my problem has been that I have got far too comfortable with the  mechanisms of Hordes of the Things and 2HW and this problem will no doubt dissipate as I get more used to them.
In the meantime I hope that Brent Spivey, the author, will correct me if I misinterpreted the rules anywhere.

Sometimes I felt the results were perhaps unrealistic (a fantasy game - realistic? Yeah, right!) particularly the way that the crusaders battled on even though they were reduced to just two units of  crossbowmen. Using the command point dice to decide whether they will break may not work as the higher value of the dice the less likely the army is to break and surely one sign of a good commander is knowing when the battle is lost and when to make a tactical withdrawal. Hence I felt that one of the Brothers had to make a move and risk demotion in his holy order.
And the way that you can carry out some actions with one unit, then move to another and then return to the first does feel strange. I like it as a game mechanism. It's fun and I can see how making the right moves at the right time can make a real difference in a battle but it didn't feel realistic. I couldn't see some of the moves I carried out happening on a battlefield while the enemy just watches on.

So in conclusion, I will certainly be using these rules again. They have been promoted to being my favourites for solo mass fantasy battles and I look forward to having a game with one of my sons to see what he thinks of them (he is used to beating me at HotT games).

Mayhem are not complete yet. Brent says that there is a third section coming soon-ish, covering strongholds, sieges, mini-campaigns, terrain and more and I am certainly looking forward to that coming out (especially as once you have bought the rules you can download the updated rules for free!)

And finally,what of the armies? The peace-loving orcs returned to the steppes, the chieftain's leadership still intact. Abbot Crispin went back to his chapel to reflect and question his god about what had gone wrong; Brother Germaline returned a hero and spent the rest of the year travelling the villages relating how god had blessed others through him, and Brother Equile, following his desertion from the cause, was guided to a new ministry in the pig sty.
Meanwhile, on another plane, the gods of chaos have been observing the foolish clerics' failures. Now is the time to move into the world of men. I just need to paint up my chaos general and heroes.

Wednesday, 6 November 2013

Let Battle Commence

Playing this solo, I used dice rolls to lay out the scenery which, as you can see, rather messed up the Nomadic Orcs's initial deployment. And I used RRtK's rules for deploying the troops, classing the Nomadic Orcs as a 'B' type - mainly mounted and fast - and the Crusaders as an 'A' type - heavily reliant on melee troops albeit they're rubbish pilgrims!

Rolling for who would move first, the Nomadic Orcs got the upper hand and for the first go, decided to live dangerously for the command roll - got the maximum 8 and that was even forgetting that I could roll more than one die (I must withdraw myself from HotT mode!)

The Initial Layout
  
Angels and Crossbowmen on the Left Flank
Pilgrim Hordes with Abbott Crispin and Brother Equile

 
More Pilgrim Hordes with Brother Germaline
 
Knights and Crossbowmen on the Right Flank
 
The Orc Right Flank
 
The Orc Centre with Trollkin, Chieftain and Orc Nobles
More Orc Riders on the Left Flank
 Turn 1
Deciding to take the initiative, the Orc Chieftain ordered a general advance
and riders moved forward at a furious pace with the units on both flanks seeking to get around the sides of their enemy.

I decided to  go dangerous with all the units and all scores were average or above (why can't I roll like this when I play my son?). Lastly I moved the Chieftain - 3!

Taken aback by the enthusiasm of his troops, the chieftain decided to play it a little more cautiously.

The Crusaders' turn and the command roll is also good - 11 (again I forgot to roll more than one die...grr). This could be a short game.

Encouraged to see the Orcs moving forward to embrace their holy enlightenment, the Abbot also proclaims a general advance and the pilgrims singing the latest battle hymn rush headlong towards the centre of the enemy.

The crossbowmen also move forward and let fly with their bolts at the flanking Orc riders, hopefully softening up their ranks for the angels and knights. The crossbowmen on the right flank miss their target (dangerous roll of 2) but those on the left flank hit their much closer enemy (only 5" so default will suffice) throwing one unit into disorder. Seeing their opportunity to swoop down upon the shaken enemy the angel host cry out with a loud voice and edge forward (tried a charge move and rolled two 2's!). Meanwhile the Abbot and monks, being men of peace, followed the angels' example and moved forward just enough to show that "we're all in this together" (rolled two 1's and a 4 - might go for default in the next turn).

Turn 2
I decided to try default for the Nomadic Orcs so 4 command points - rally the unit hit by the crossbows (2 points) and charge (2 points). That's that for this go!
 
Angered by the crossbowmen, the Orc riders rallied and charged into their attackers and this time it is the crossbowmen's turn to be disordered (4 & 7 v 11).

Orc Riders Chanrge into the Crossbowman
 
I managed to remember the multiple dice roll and scored 10 for the Crusaders' command points.

The crossbowmen, not too happy about getting into hand-to-hand combat, rally and quickly disengage (5 cp) shouting to the angels "We've softened them up. They're all yours for the taking!" as the host passes overhead. The angels need no more prompting and this time sweep in for the kill (just making it!)  
 
The Angelic Host sweeps in for the kill

The fighting is intense but not surprisingly the riders go under the furious onslaught from above. What is surprising is that the angels also are destroyed. Oh dear! The angels' 3d4 get 1,2 & 4 but the Orcs' 1d10 also gets a 1. I wasn't expecting that!

Meanwhile the pilgrims, wanting their moment of glory (or martyrdom) continue to rush forward against the enemy but perhaps shaken by the departure of their supernatural allies fail to engage. Unbelieveable - 2 inches away and for my charge I roll two 1's!
Two 1's!
The abbot and the monks sensing unease in the ranks advance a little quicker this time to bolster up the ranks.
The Situation after Turn 2
 There will now be a short interlude while I go and do the weekly shopping. :)