Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Wednesday, October 9, 2013

The Final Battle - Campaign's End

The Ogre's surprise attack had worked, and Admiral Storinson's fleet had been decimated. His own flagship had been one of the earliest casualties. He smiled as he remembered swimming towards the Ogre ship in an attempt to ram his pegleg through their hull.

His steel pegleg had been just sharp enough, and it had penetrated the ogre hull. Unfortunately not with enough force to hole it. Instead, it had wedged itself soundly in the large wooden planks. He had spent the next week flopping about attached to the side of the ogre vessel, alternating between keeping his head above water and trying to extricate his steel leg from the hull. So deep was the slayer rage that it had not occurred to him to unscrew the leg.

Eventually he had worked it loose of it’s wooden prison, and his hook hand had pierced a large chunk of driftwood while he sank into cold unconsciousness.

But he did not die.

It had taken days of swimming, if you could call splashing with an iron prosthetic leg and one hook for a hand ‘swimming’. For a while he had almost convinced himself that the sea would be a worthy doom. After all, who could beat the Sea in battle? But he had persevered, his powerful shoulders and arms pulling him through the water and he had found land.

The simultaneous shock and pleasure when he realised that he had crawled onto an unknown beach of Kanesdue, the Ogre homeland, was an odd feeling

 After months of hard travel, filled with empty stomachs and doom-seeking-adventures, he arrived at the Ogre capital ‘The Great Hall’. Looking over at it from nearby hills, he squinted. He squinted some more. Depth perception is hard when you’ve got one eye. Yep. It was a Dwarf army mustering outside the walls.

“All righ’ LADS!”, Storrisson roared as he strolled up to the group of slayers.
“Who are you? Havne seen yoo before”, said one suspiciously.
“Suspicious eh? I like that. Yoo can be mah secoority officer”.
“security what now?”
“NAME!”
“Garil!”
“GARIL WHAT?”
“emm, Garil...sir?”
“good lad, good lad.”
“ah here, he must be a bit touched”, muttered another slayer.
Storrisson’s head whipped around.
“Touched eh? Seein’ as yoo like touchin so much, you can be ships cabin boy.”
“Cabin what? now look ere-”
THWACK.
“touch me again and I’ll make you wish you were-”
“SECURITY OFFICER GARIL! If this ‘ere fellow even looks at me funny, clamp ‘im in irons!”
“AYE AYE SIR”, grinned Garil.
Some laughed, some shifted uneasily on their feet, unsure of this new figure.
“NOW, WHO CAN TELL ME WHAT’S HAPPENIN’ AT THIS ‘ERE ASSAULT?”, roared Storrisson.
“I can”, said a young slayer confidently.
“I CAN WHAT?”.
“I can sir!”.
“Excellent. Continue!”

Storrisson listened as the young slayer outlined the attack plan. He pointed out three key points which had been identified in the fortress, two towers and a section of wall. The slayer unit had volunteered for the worst job, or the best job based on your point of view. They were to guard one of the battering rams, then make a suicide charge on their target tower. Another young slayer told him of the Crypt Horrors within, and how they had beaten the slayers back with heavy losses on both sides during their last attempt at taking the city. 

“Have any of ye actually killed onythin’ since ye took up doomseekin?”
...
“Ah’ didnae think so, not enough scars among ye to cover mah left buttock. That’s allri’ lads, ye’ll get yer chances today. Each and every one o ye.” 

Storrisson gazed at the enemy walls, watching as the ranks of undead and ghouls jostled against each other. He could feel his dwarfhood growing in anticipation of the battle. He pulled an axe from it’s sheath on his back and held both it and his hook straight out.
“CABIN BOY!”
“Yes sir?”, said came a downtrodden voice, “aww jeez, is that what I think it is?” as he turned to face Storrisson. “Seriously?”
“Axe for hook, swiftly now!”
Cabin boy unscrewed the hook, and screwed the axe back in, in it’s place..
“Mark my words, I’m going to have one of their skulls over my fireplace aboard my new vessel when I return home”, said Storrisson as he pointed with his newly attached axehand at the Crypt Horrors.


Morbius gazed down at the dwarf lines. He was untroubled. Most of the dwarves from the previous assault now manned the ramparts beside their former enemies. Only the orange-haired dwarven berserkers could not be cajoled to stand up and serve. Stubborn even in death, it seemed. Perhaps it was something in the axes they had chained to their wrists that vexed the spell of awakening. Something for later study.

Although, even with the newly undead dwarves to bolster the defence, the numbers under his command were dwindling. It had been a hard march to slip his force past the dwarven blockade and then outwit the armies that attempted to stop him reaching the ogres keep. Only the sheer tenacity of the dwarven pursuit allowed them to reach him and lay siege. That assault had been thrown from the walls, but on the eve of victory a second dwarven army had arrived to oust him. 
 
Blast the dwarves and their halls for all time would have been a polite translation of the Nehekharan curses that issued from Morbius’ cracked lips.

As the liche pondered the dwarven assault began.

The familiar sound of the dwarf hold horn blared, echoing across the valley. Dwarf troops on all sides of the fortress roared and charged forwards. Storrisson could see the other band of slayers in the west climb over the walls, which were empty of defenders. The unit of warriors with them did not fare as well. During their charge rocks pelted them, but the dwarves could see no one on the battlements to throw the rocks! Their ladders hooked over the crenellations of the south west tower, and as the dwarves were clambering up the ladders they were swarmed by ghostly apparitions. Some dwarves immediately died of shock and fell from their perches, while others moved their booted feet to the sides of the ladder and slid down as fast as possible. They knew there was nothing they could do against a foe such a this.

 To the east the battering rams lumbered forwards, Storrisson knew it would take time for them to reach the walls. 

“RIGHT LADS!”, yelled Storrisson, “LAST ONE IN’S A RUDDY RATLING!”.
They didn’t need cajoling, they had worked themselves into a frenzy over the last hour. Headbutting each other, drawing their blood with blade edges. They charged at the tower he pointed at, screaming incoherently. Some of them started to climb the walls using the piercing hooks on the back of their axe heads, others used ladders. Storrisson flung his grapple over the battlements and started climbing towards the slavering Crypt Horrors.

With a howl of despair the spirit host guarding the South West tower was finally despatched by a dour looking dwarf carrying a glowing hammer. With the banishment of the host the dwarves began to clamber over the ramparts with nothing now to stop them. They leapt down the inner walls and thundered down staircases as they sought to follow their lord as he charged across the corpse strewn courtyard. Sensing the danger the liche climbed to the top of the walls and with a curse he unleashed searing bolts of black fire at the figure. The oily blackness was, for a moment, blasted away by the light from the dwarf’s hammer, but it spilled over and beyond it and where it met flesh it sizzled and spat. The dwarf roared and sank to his knees, and a gasp went up from the throng as they saw their leader fall. The attack began to falter.

 Morbius grinned widely and prepared to pour more black death into the screaming dwarf. As he began to recite the spell, a second attack demanded his most immediate attention. The dwarf ram had finally found a weak spot and the entire East wall shook and cracked, with the Southern section giving way entirely carrying away it’s defenders with it. It was at that moment the dwarf slayers burst through the doors from the North East tower and into the ghouls beyond. The carnage was horrendous, with slayers beheading slavering ghouls even as they were disembowelled by the stinking claws of the grave feeders. Several combats sent both ghoul and slayer over the sides to mutual doom on the rocks below. Among the spraying blood and viscera a single dwarf poked his pudgy finger at the vampire, Thomas, who had barely had time to draw his sword before charging the impudent dwarf.

It was not Thomas’ finest hour. In his haste to kill the dwarf he managed to slip on a pool of gore as he swung to decapitate the slayer. (Morbius later thought a little less showmanship and a little more looking where one was putting one’s feet might have been in order.) He landed hard on his rump, but thankfully did not have to endure the humiliation for long as the dwarf’s axe neatly sent his head spinning over the side to land with a wet thump on the packed earth before bouncing off into a pile of decimated skeleton warriors.

The combat raged on, both sides ruining the other. Eventually only the peg-legged dwarf
remained on the rampart, his arms red up the shoulders, but the ghouls, now leaderless, hissed and grew wary of the flashing axes. As one they turned and scuttled down the walls and into the sandy dune grass as the light began to fade.

Incredibly, unbelievably, this one dwarf had undone all of Morbius’ grand scheming with nothing more than a pair of axes and a refusal to simply die. The liche snarled, seeing the rest of the dwarf forces making their way across the courtyard now their lord had regained his feet, waving away those trying to help him up. Incensed, he met the slayers gaze, and the two took the measure of the other. Morbius called down to the dwarf.   

“I have decided, my good dwarf, that you are going to live forever.” 

With that, he faded away into the gathered twilight.

Monday, September 24, 2012

Map - Year 5, Turn 5 Sieges


The siege of Blood and Bone
report from the gm of the day, young John.

Warriors of chaos (approximate list)
  • 13 marauders with the mark of Khorne, 1 exalted hero with a flail.
  • No siege equipment.
Orges
  • 3 leadbelchers
  • 3 leadbelchers
  • 3 orges
  • 9 orges w/ironfist and champ and sb
  • 10 gnobblars
  • siege equipment: hell gate
Vampire Counts
  • tomb banshee
  • 21 crypt ghouls with champion
  • Varghulf
  • 4 Crypt horrors
  • Master necromancer with book of arkhan
  • 21 zombies with standard & musician
  • Siege equipment:  2 battering rams, clubs for the crypt horrors

We ate a LOT of bacon that day.
After a bit of a late start (plenty of chit-chat, coffee and bacon, the proper way to kick off hostilities) we got under way just after noon i think. Paul's fortress looked impressive even without painting. The objective were placed, 2 to the front one to the right hand side. The pre-siege phase was pretty unimportant, with just 9 zombies biting it form 2 rounds of leadbelcher fire. 

Turn one saw Dave's battering ram come up just short on the main gate section. The ghouls and the horrors both made their charges, to one of the front objectives and to the one on right hand side respectively. The zombies choose to stand and the varghulf fly into the keep, behind the main gate. The magic phase saw Dave miscast and lose a wound on his necromancer while bringing back the 9 zombies lost earlier, earning his troops the nickname "unflushable" on account of their sh*t never goes away. The horrors chose to attack the walls with the clubs and succeeded in breaching them, taking no damage from the marauders defend that section. The ghouls were also successfully in drive out the orges  defending the first objective, helped by Bruce failing a fear check and a break test. The orges in the next wall section also failed their panic test and took off too. With the damaged sustained from the shout attacks of the banshee as well, it was a bad turn for the orges. The defenders first turn was not great with a counter-attack to retake the first objective failing and only one zombie casualty inflicted in the shooting phase.

Castle needs a lick of paint.

The second turn saw the Vamps turn the screw. The horrors wiped out the marauders on the wall section with taking any wounds. The varghulf charged and defeated a unit of ogres and the banshee killed 9 gnoblars with its howl. In the defender's turn the marauders bested the horrors but loss a lot in doing so. The ogres charged the ghouls and died horribly as a result. The lead belchers continued to target the zombie with little luck. The third turn witnessed the fall of the second front objective and the banshee turning her attentions to the marauders. The zombies and the necromancer moved towards the right and targeted the chaos faction with a nasty curse of years that they never shook off, thanks to twice rolling three power dice in the next magic phases. Wilting under this, it took only two more turns for the horrors to take the final objective. 

Losses:
Warriors of chaos: wiped out to a man.
Ogres: everything bar 3 leadbelchers
Vampire Counts: 4 ghouls and 16 zombies

The tale of this battle was one of appalling leadership tests by Bruce and a lack of magic defense by the defender. It was a nice test game to see how the rules played. All told the game was wrapped up in under three hours, including set up. On to siege number two.


The Siege of Altdorf
or: The Altdorf Screw Job

Vampire Counts
  • 8 Crypt Horrors with champion
  • Vampire Lord all tooled up
  • Necromancer with dispel scroll and ruby ring
  • Regular Vampire, all tooled up too
  • Tomb Banshee
  • 38 ghouls with champion
  • Terrorgheist
  • 24 Skellies with full command and magic banner
  • Siege equipment: 3 battering rams and clubs
Dark Elves
  • Dreadlord, all tooled up (King.)
  • Hydra
  • 24 Executioners
  • Hag
Warriors of Chaos
Not sure on this one tbh.
  • Warshrine
  • ? chosen w/ mark of tz
  • ? warriors w/ mark of tz
  • Chaos wizard
  • Chaos lord (King?)

There is some confusion over whether Paul's king was involved in this battle. I allowed the chaos lord the use of an heirloom, but it did nothing so it no harm if the king was not there. (edit, the chaos king was not in fact at the battle!)

This battle was over before it began. Vic talked Bruce into letting him defend all three of the objectives, and talked Bruce into charging out through the gates to attack a battering ram with his general/king and the warriors. With Dave only having to worry about attacking Bruce, while Vic looked on disinterestedly. Vic troops never even moved. With his general also having a howl attack, along with two -1 ld modifiers, the warriors and chosen succumbed to a bad case of tintinitis. In turn 4 Vic revealed his true intention. Bruce took it well, though I doubt Paul will take it the same way.

Losses:
Warriors of Chaos: wiped out
Vampire Counts: 8 crypt horrors, 1 necromancer, 14 skellies.
Dark elves: Untouched, minus one soul.

Honestly, I do not think the results would have changed much with Paul there. Sure he would not have trusted Vic to the extent that Bruce did, even after the warnings. Vic's treachery is like the matrix. You can't be told about it, you must experience it for yourself. But with Vic switching sides it was 2,500pts verses 1,200pts. Anyway, the most important thing is we got the campaign moving again, and the hate flowing too. Next year is going to be fun.

Sunday, April 8, 2012

The Battle for Blood Keep

Golgor stumbled and crashed heavily onto the sand. He heaved himself upright and stared out across the dunes to check for signs of pursuit. There was nothing but the wind stirring the long sand-grass. He turned and jogged on, the days events still racing through his mind. The undead had been waiting for them on the beach before the castle for weeks, never moving, never faltering in their patience. The ogres knew they could not hold on, and with no sign of help coming, decided to sally out. They met on the shore, and driven mad by hunger, the ogres had charged headlong into a greater force, knowing it was either fight or starve, and for an ogre that's no choice at all.

The battle had started well, the yhetees and Golgor's lads catching a horde of rotten zombies in a pincer move and smashing them apart along with the hissing corpse-man who led them. Even the putrid zombies had looked appetising after weeks of nothing but scraps, and the yhetees didn't even hesitate to feed. On the dunes though, the vampire and his skeletons overwhelmed the bulls and the firebelly, the wraiths riding them down as they broke, leaving them dead in the surf. Golgor and the yhetees tried to charge them, but the screams of the banshee culled them before they even connected. Soon Golgor realised he was alone. The dead made no attempt to pursue but simply stood over his dead comrades as he turned to flee back to the empty fortress.

The sun was setting as Golgor climbed onto the old road to the causeway, the castle dark and silent before him. As he climbed, he saw a single rider sitting atop a ghostly steed in front of the open gates. It carried a long scythe that seemed to flicker in the dying light of the day. As Golgor made his way onto the causeway, the creature lifted it's head to regard him.

Golgor sighed. Ogres didn't fear death as men do, but still, it was a terrible thing to die hungry. "My old mum told me this kind of thing would happen some day." Golgor said to nobody in particular as the creature jerked it's mount into a trot. His pistols were soaked, and empty anyway, so he pulled out his trusty old club instead. He knew it was useless, but it felt better than nothing.

Expelling a last great sigh, Golgor charged.

Monday, April 2, 2012

Battle at Creeping Caves

[as occurred in Year 4 Month 3]

Dwarf (2365 point) versus Ogres (2000 point + 150 point core troop muster)

Caveat: I'm the Dwarf player, this report may be biased and my knowledge of Ogre army or rules is limited.

Background: 

At the start of the year, the Dwarves landed in force and occupied large parts of the Ogre Isle of Kanesdue, taking multiple provinces from the Ogres. The Ogre's then attempted to oust the Dwarven foothold in the Fortress at the Creeping Caves. The Dwarves retreated behind the walls, which the Ogre's then bombarded for a full month.

While the Ogre's were occupied battering the fortress, another much smaller Dwarf batallion had walked into the undefended Ogre capital. The Dwarves rejoice, but Ogre army is still at full strength and gunning for revenge. The Ogre's halt their bombardment, and attempt to move north to take back their Capital. The Dwarves in the Fortress at Creeping Caves sally forth and attack.

The Ogre's fight for their very empire, should they beat the larger battallion of Dwarves they will then outnumber the Dwarves in their Capital and can take it back easily. This would set the Dwarves back severely in their advance on Kanesdue.

An Ogre loss could mean the end of their Empire.

Army Lists: 

Note that these army lists are chosen as a single large legal army list per Empire. The Empire then divides up the larger one into smaller banners, which do not have to be legal on their own.

Ogres, 2000 point + 150 point core muster: 

From left to right in the Deployment Picture:
Deployment #1

- 3 Leadbelchers
- Rhinox + Scraplauncher & 7 Gnoblars on board
- 5 Ogres, FC, GWs + Butcher
- 5 IronGuts, FC, GWs + Hero with BSB
- 3 Leadbelchers - 5 IronGuts(?), FC, GWs + Lord (=General & King)
- 5 Mournfang Cavalry
- 5 Ironguts (150 points of mustered core troops)
Deployment #2
Mustered Ironguts on far right flank

Dwarf (2365 points): 

- 115: Thane with RoStone and MRoSpite (=General & King)
- 145: Thane with BSB & Strollaz's Rune
- 351: Runelord with Anvil, MRoGromril, RotFurnace
- 440: 30 Hammerers, FC,MRoGrugni
- 420: 30 Hammerers, FC, RoCourage
- 254: 19 Miners with FC + Steam Drill
- 254: 19 Miners with FC + Steam Drill
- 120: Organ Gun - 125: Cannon with RoForging
- 140: Gyrocopter Dwarves win the roll and go first.

Turns:

Turn 0+1a - Dwarves

Turn 0+1a - Dwarves
Strollaz moves Dwarven units in turn 0, turn 1 Dwarves keep on marching. The Dwarven Cannon hits the Rhinox+ScrapLauncher and causes 4 wounds. Only 1 wound left! The Anvil attempts to finish it off with the Rune of Wrath and Ruin, but fails to cause a single wound.

Turn 1b - Ogres

Turn 1b - Ogres - Scrap launcher hits but scatters just enough..JPG
Scraplauncher gets a hit in.

Ogres move up. Scrap launcher hits but scatters just enough, hits 6 Hammerers (one in each unit), kills 3. Butcher being near the wizards tower knows all the spells in his book. The Dwarves don't even notice the tickle of whatever was cast.

Turn 2a.1 - Dwarves - 'in which shit gets real'

Turn 2a.1 - Dwarves - Steady!.JPG
- Both units of miners show up, one behind the Tower, and one behind the right hand unit of Leadbelchers.
- Oh noes! The Gyrocopter is in the way of Hammerers charging. He knew his duty, he went to his certain doom by charging the Leadbelchers on the right thus clearing the path for the Hammerers.
- Both units of Hammerers charge, #1 takes out the unit of Ogres with Butcher, #2 takes out the IronGuts with BSB overrunning into the Leadbelchers.
- Cannon kills a Mournfang after this shot, but fails to wound the second. The cannon ball bounces off it's flank!
- Anvil lets the newly emerged Miners charge into the back of the Leadbelchers which the Gyro is attacking.
- The Organ gun lines up the incoming Mournfang and lets loose. BOOOOM! 2 hits. 1 wound. Spectacular .
- Hammerers#1 fail to catch Ogres + Butcher.
- Hammerers#2 catch the fleeing IronGuts and BSB are caught, and overrun into the Leadbelchers which the Miners and Gyro are in combat with. The Leadbelchers kill the Gyro, but lose Combat Resolution fleeing the table. Miners pursue and catch them, but are off the table. Hammerers#2 also pursue
Turn 2a.2 - Dwarves - charge results #2.JPG


Turn 2b.1 - Ogres - 'The Mournfang Menace'

Turn 2b.1 - Ogres

- Fleeing Ogre+Butcher rally and turn to face Hammerers#2.
- Scraplaunchers moves forward trying to escape the Miners behind the Tower.
- Leadbelchers on the left move towards Anvil and fire, causing no wounds.
- The Mournfang charge the Organ gun for it's impudence.
Turn 2b.2 - Ogres.2

- The Ogre King's unit attempts to charge Hammerers#1 (on the far left) but fails and moves 3".
Turn 2b.3 - Ogres.
- The Mournfang reform after wiping out the Organ gun in a single turn.

Turn 3a.1 - Dwarves 

Turn 3a.1 - Dwarves - Cannon targets Ogre General, but rolls a 1, not even denting his breastplate
look! it's a really crappily pasted in skyline! 
- Dwarves The Dwarf cannon targets Ogre General, but rolls a 1, not even denting his breastplate.

Turn 3a.2 - Dwarves 

Turn 3a.2 - Dwarves - Miners killed off the Scrap launcher, Hammerers#1 reform.2 - Miners killed off the Scrap launcher, Hammerers#1 reform
- Dwarves Miners charge and kill the Scrap launcher, Hammerers#1 reform.

Turn 3a.3 - Dwarves 

Turn 3a.3 - Dwarves - The state of play. Miners#2 come back onto the field. Hammerers reform.
- Dwarves Miners#2 come back onto the field.
- Hammerers reform to face the Ogre King.
- The Anvil hits the Mournfang with Wrath and Ruin, causing no wounds by halving their movement next turn - in the hope that they can't reach the Cannon when charging.

Turn 3b - Ogres

 - Ogres Unfortunately the Ogre King fails another charge (I think this is what happened, I'm a little hazy).
Turn 3b - Ogres - fail their charge against the mid unit of Hammerers
- The Mournfang with their half movement also fail their charge against the cannon. Turns out they couldn't have made it even with full movement.
- Ironguts keep moving and firing on the Anvil, but fail to cause any wounds.

Turn 4a.1 - Dwarves - 'Kingly Kombat'

 - Dwarves Both units of hammerers charge the Ogre General's unit
Turn 4a.1 - Dwarves - Both units of hammerers charge the Ogre General's unit

The Dwarf King challenges the Ogre King! He confidently accepts, why wouldn't he? He has an awesome weapon which allows him to always strike first!
Turn 4a.2 - Dwarves - Kingly Battle, the Dwarf King challenges, Ogre King accepts

The Ogre King lines up the little Dwarf, and lets fly causing 3 wounds. The Dwarf King saves 2 with Armour, and 1 with a ward save. The Dwarf King lets loose with his own attacks, 2 of 3 hit, but both fail to wound. Meanwhile the Hammerers take their blows from the Ogre Kings unit, but then wipe it out so that only the King is left. The King needs a double 1 to pass his combat res roll, and fails.

Turn 4a.3 - Dwarves

 - Hammerers beat and run down the Ogre King
Turn 4a.3 - Dwarves - Hammerers beat and run down the Ogre unit


Turn 4b.1 - Ogres

- You can't see them, but there's a unit of 5 Iron guts moving towards the front right unit of Hammerers.
Turn 4a.4 - Dwarves - the state of play.4 - Dwarves - the state of play
 

Turn 4b.2 - Ogres

Turn 4b.1 - Ogres - Leadbelchers charge the Anvil, Mournfang charge the cannon.
- Ogres Leadbelchers charge the Anvil, Mournfang charge the cannon.

Turn 4b.3 - Ogres

Turn 4b.2 - Ogres - Anvil does battle, both take a wound.
- Leadbelchers & Anvil do battle, both take a wound. Mournfang charge and wipe out the Dwarf Cannon in a single turn, but miss their overrun roll to get into the cannon.

Turn 5a - Dwarves 

All the units are too far away to help the Anvil now, it's on it's own.

Turn 5b.1 - Ogres

- Mournfang charge Anvil
Turn 5b.1 - Ogres - Mournfang charge Anvil


Turn 6a - Dwarves

- The Miners keep moving towards the Anvil, but they already know they won't make it on time.
- The Hammerers form up to take a charge by the 150 points of mustered IronGuts. They are feeling over-confident since they killed the Ogre King...

Turn 6b.1 - Ogres

- The Anvil stands (barely!).
Turn 6b - Ogres - The Anvil stands (barely)


Turn 6b - Ogres - 'a prelude to mortality'

Turn 6b - prelude
- The right hand Hammerers unit takes the charge from the Ogre mustered Iron guts, and gets wiped out except for King and BSB - they fail their CombatRes roll(they need snake eyes), but Flee 10 inches. Ogres don't catch, but you can't rally in turn 6 so the King and BSB are wiped out.

The Tallyman cometh, a count of dead and wounded: 

The Ogres kill 1229 points of Dwarves, killing the Dwarf King.
The Dwarves kill ~1800 points of Ogres, killing the Ogre King. 

The Ogres had been kept from retaking their capital. A mortal wound dealt to the Ogre Empire...but at what cost? The Dwarven King fled from a valiant unit of hungry ogre farmers, his cowardice witnessed by all...he has only one choice. He shaves his beard and breaks out the emergency supply of bright orange dye - joining the cult of the Slayers and leaving his kingdom in a state of disbelief and shock.

Wednesday, January 18, 2012

Battle Report 2 - Beasts vs Bretonnians

John verses Noel in the battle for the bits of The Isle of Mists that Paul does not control.

The Bretonnian fielded a force of 9 grail knights, 4 Pegasus knights, one unit of 9 knights of the realm and another unit of the same with 6 knights, battle standard bearer and level 2 damsel. The ranged part of the army was 2 trebuchets and 30 peasant bowmen.

The Beastmen went with 2 chariots, a jabberslythe, a large-ish unit of gors with a level 4 shaman and a unit of bigger gors with their general and battle standard bearer. 

The terrain had no real bearing on the game. Nor did magic, luckily for me.

Noel goes first and just barely comes out of his deployment zone with everything but the jabberslythe. That monster stopped just in front of my slightly cloistered battle line. It used it's special ability to make me roll against my leadership on both KotR units and the P. knight unit. The grail knights were immune to its power as they are ItP. The p.knights took one wound and i think the jabberslythe took a kotr withs its tongue attack. The magic phase was short. 4 power dice for Noel with me getting 2 dispel dice. Noel successly chanels and decides to try to summon another jabberscythe which forces me to dispel scroll it. This was the thing of note that happened in any magic phase in the game.

My first turn, I charge his unit of I think bestigors with both the grail knights and the unit with my general in it. I needed 8+ on both charge rolls with three dice. I made both much to Noels disgust. (This is the second battle in a row against Noel where i got lucky with my charging rolls. He hates me for it.) I position the other unit of kotr to charge the jabberslythe next turn. I totally forgot to move my p. knights. I need that app Craig.  My magic phase, I roll 4 power dice with Noel getting 3 dispel dice. I fail to cast some spell so on to the shooting phase. The 30 bowmen take out a chariot. One trebuchet kills a gor and the other miss fires taking it out for next turn. This was my best shooting phase of the game. I rolled above average for the bowmen to kill the chariot with a few wounds to spare. I was pleased to find that the peasants have longbows. The combat with the bestigors went well for me also. I screwed up at the start by issuing a challenge with the grail knights instead of my tooled up general. Forgot about the rule of only one challenge per combat. Hows that app coming Craig? With the bestigors great weapons allowing my to get all my attacks off first i managed to inflict double digit casualties while only losing 3 kotr in reply. I made lots of armour saves and a few ward saves to boot. Noel was not happy. His general ran but i could not catch him with my grail knights. Another rules based fuck up by me here. Noels unit was below 25% of its starting size so could not rally. There was no point in trying to run it down. I should have reformed with the grail knights instead. I also forgot to make his other units take a panic test for them fleeing combat within 6 inches of them. The generals unit withheld pursuit and reformed to face his unit of gors, leaving its flank open to being charged by the remaining chariot. 

On Noel's turn, he went on the defensive a bit to much imo. He charged with his chariot but not with his remaining unit of gors. His reasoning was that as they lacked great weapons they would be unable to do much damage to my knights with their 2+ armour save. That is a fair point but i was very worried about them charging. The extra bonus a ranked unit would have given him to CR had me sweating it. I probably would have held against the charge, with me general taking the +1ld bonus and the unit he is with having stubborn and the battle standard bearer as well making any break test on a 10 or less rerollable. The knights and the jabberslythe both did some damaged to each other but the knights managed to win on CR and broke the beast. They failed to run it down tho, with it stopping just in front of my archers. The magic phases was a wash again. As was the chariot attack with the knights killing it out right before CR. 

My turn was pretty uneventful. I forgot my magic phase entirely (app please) but remembered to move my p knights this time. They went flying behind the unit of gors. I reformed the grail knights so that the gors could not charge my generals unit next time with out hit the grail knights first. In the shooting phase, the bowmen killed one gor and my working trebuchet killed 2 p knights. With three of my knight units surrounded his unit of gors Noel was surprised that I took the shot. It was overaggressive to be sure, but this was the first time i had used them and i wanted them to have done something. Some people can't be told i guess. Anyway I charged and kill his jabberslythe, just so I would not have to type that word any more.

In his go, Noel was of the opinion that it is better to charge then to be charged. He went for my grail knights, who it turn out can actually take a charge. They routed the gors who fled into the p knights and died. Game over.

Monday, December 19, 2011

Map - Year 2, Turn 6, Year's End


And so year 2 draws to a close with the smell of burning goat and the watery graves of ogres...


A brief battle report from the Heart of The Dark.

Commander Delecroix look out at his next battle and despaired. "Where is the glory in this?" It was the voice of Julian La Roux, youngest of the Grail Knights. He had taken his vows after the storming of Kislev. Not even six months ago. Since then hard riding and little else. One ambush aside, all they had faced on this journey were bemused villagers eager to join their cause and wasteland. These men would ride with him in hell for a righteous cause. They feared not battle nor death. The lack of these things made them grow restless however. A quality unbecoming of a sworn knight of Bretonnia. The question needed answering. "First you honour our Lady, then you fulfill your duties to the Realm. Glory will follow soon enough."


Forces at play

The Bretonnian outriders had informed Delecroix that the Beasts ranks were depleted and that their attempts to rally support were mostly unsuccessful.( rolled a two on the muster table, Noel decided on a single chariot.)The  Beasts leader was a Doombull, and his personal guard would make up the bulk of the opposition.(1 doombull with heirloom and magic items, 3 minotaurs great weapons, unit champion.) The remainder was made up of chariots (3 i believe). There as no magic detected by the Damsel.

At Commander Delecroix disposal were 9 sworn knights of the Grail. (full command, war banner.) Two units of Peagus Knights (3 knights in each full command I think in each). His own guard rounded out his force. (6 Knights of the Realm fc, 1 lvl 1 damsel, 1 paladin bsb virtue of duty, 1 Bret Lord with heirloom.)


The Battle

First we honour our Lady.

Beastmen go first and move straight across the table full march move. The Minotaurs lead with all three chariots tuck in just behind. Noels entire army delivers impact hits if they charge. This forces me to charge them in response rather then wait to get hit. My first turn, the KotR pass their fear test and charge the minotaurs. The Grail Knight do likewise. One unit of PK charges a Chariot the
other fails its charge roll and goes forward 4 inches instead. The fight for all the marbles. My general calls out his general. Noel answers with his unit champ. I score one wound on the champ. Then the frenzied champ with his 5 str 7 attacks misses with all of them. Sweet. I forget to call out his general with anyone of the Grail Knights so he goes to town on them. 6 str 5 hits out of 7. Amour save 4 of them and ward save 1. Oh on, they killed Julian. In return i do 8 wounds to the the remaining minotaurs, win combat by at least ten. Noel fails his break test, i run him down and overrun into his two ramaining chariots. Noel concedesa and burns his capital out from under me.

I got very lucky with this fight. At the very least i probably should have lost my general too. If one of the units of Knight had not made the charge roll i was in big trouble also.

Still better lucky then good.