Showing posts with label Dwarves Versus Goblins. Show all posts
Showing posts with label Dwarves Versus Goblins. Show all posts

Monday, June 8, 2009

Warhammer Wars for Saturday, June 13, 2009

Fellow Warmongers,
We shall once again engage in battle upon a field of battle, a "battle-field", if you will; on Saturday, June 13, 2009, at say.... 10 A.M. (so probably actually begin at 11, with the intent to finish before Tim's graduation party). It shall be at the Kennithian fields in Saint Helens, Oregon. Because it seems likely that the grudge-writing ownership-recording goodish people of Campaignsville will be absent, it will not likely be written in the campaign books. If that is the case, it shall be Fuller's Lizardmen of Green Pouponsville vs. the Proud and Wonderful, Honorable Dark Elves of Kennithia in a 2500 point battle to the pain. As should be the case, the taint of Chaos will be evident in a 2500 point battle ready army, as well as a possible smaller detachment if the case calls for it (perhaps a 1-1.5k battle if preferred by his opponent?). As for the Ogres of Snotsville, the Cristened Vampires of Crisonia, the non-hetero elves of Hookahsville, near Rick City, the Orcs and Gobbos of Whoeverwantstousethemismasichisticallyinsane, the Dwarves of Stumpy's Guns and Ammo at the Y, the Brettonians of Liam the Young, and whoever else I've forgotten, as for you all, please RSVP so we can accomodate your spot in concrete.
Signed,
his everlasting wonderfulness most powerful and benevolent kingship.....me.

Saturday, December 13, 2008

Warhammer Game 2, December 13th, 2008










Just as in the first game, we rolled for teams; 2 lowest rolls would be Dwarfs, 3 High rolls would be Goblins. I rolled a 2 and was looking forward to another shot at using the Thunderers. Rick and Kevin also rolled 2s. But Phillip and Josh, seeing those super-high numbers knew it was not going to be worth rolling so they both threw down 1s. A more pathetic roll I hardly hope to ever see. Awesomely hilarious.


They set up first which was perfect. The cannon went in the middle of the field but way forward. I thought that was a tactical error. The field was small enough the cannon could reach the entire table. The center was correct but I believed it should have been set up as close to the table edge as possible.



We responded by putting out our 20 man Night Goblin Archer unit 20 wide to cover massive frontage. The plan was simple. Advance them 4" per turn, fire, and move everything else behind them. We knew the Archers would all die but by that time, we should be close enough to get our Night Goblin Spear men, Spider Riders, and Slugdrool the Troll into close combat at or near full strength.

Plus, by keeping our General in the center, all our tests would be on a Leadership of 8 instead of 5 (and 4 for Slugdrool).

They next placed a unit of Thunderers to their left (our right) of the Cannon. We placed Night Goblin Spearmen behind the Archer screen. Then they made what I felt would turn out to be another tactical error. They placed the Warriors way out on their Right Flank (our left).

I knew what he was trying to do, which he later confirmed, was to flank us. Unfortunately, he had not played the Dwarfs before and underestimated how bad the 2" less movement per turn would hurt.

We placed our second Night Goblin Spear men on our left flank behind the Archer screen. The only remaining choice was where to place the Night Goblin Spider Riders. My plan was to put them between the Night Goblin Spear men units. Again, however, deploying second helped us.

Josh pushed his Miners up to the front line for deployment. Good choice in some respects; it would let them get into hand-to-hand as quickly as possible. However, by putting them only 12" from where we could deploy, it gave me an opportunity.

I changed my plan and put my Spider Riders to the right of a building, out of sight of the Cannon and Thunderers, but looking straight at his Miners. If we got the first turn, I would charge immediately and be able to get my Spider Riders into combat on the first turn, uninjured. Full strength, the Spider Riders might do some damage even with their pathetic Weapon Skill.

We placed our General with the Spear men on the right wing, our Shaman with the left wing Spear men, and Slugdrool in between.



We won the roll for Initiative and elected to go first.

GOBLIN TURN 1

I declared a charge with the Spider Riders. Our Archer screen advanced 4". Slugdrool passed his Stupidity test. Our army moved forward.

The Archers unleashed their hail of arrows. Rick rolled as many 6s as I have ever seen and 3 Thunderers fell in a hail of Arrows. Nazbad Wartfinger attempted Fiery Blast but it fizzled. Meanwhile, the Spider Riders slew 2 Miners. The Miners were unable to do any damage to the Spider Riders and, surprisingly, decided they did not feel like fighting!

The Spider Riders chased them but had to stop when they ran into Dragon Slayer Borri Graniteskin.


DWARF TURN 1
The Miners would turn around on a 9 or less. Josh rolled a 10. That hurt them badly. 5 Miners coming into the battle with Norri and the Spider Riders would have insured a Dwarf win in maybe one more turn.

The cannon belched fire towards the Archers. However, he overshot and the cannon ball landed on the Night Goblin Spear men, then careened through 2 more ranks, killing all 3. The Thunderers unleashed a hail of lead and killed 2 more Archers. Our screen was falling fast.




Meanwhile, on the flank, Norri killed a Spider Rider while taking no wounds himself. However, the Riders won due to having him outnumbered and their Standard. But Norri is Unbreakable. No break test...this was not going to go well for the Goblins. We needed the Spider Riders to somehow do a wound or else keep Norri occupied.


GOBLIN TURN 2
The Archer screen moved forward another 4". The entire army moved forward behind them again as Slugdrool kept his focus. The archers fired again, this time turning their attention to the Cannon, having seen it's fearsome potential. 2 Cannoneers went down under the hail of arrows. The last cannoneer had seen enough. He suddenly remembered he had left a tall, frosty mug of ale at the inn last night and got a head start on getting back to it.



At this point we were ecstatic. The archers were expected to absorb casualties, not deal them. We planned to win in hand-to-hand combat and lose the shooting phase. However, so far the score was 3 Thunderers and the Cannon for us, 5 Archers for them. I will make that trade every time. The Goblins were winning the shooting fight numerically and impact wise. Hilarious. Not for the Dwarfs, I suppose...

Meanwhile, Nazbad Wartfinger got distracted by a wart on his finger and failed to deal any Fiery Blast goodness once again. Goblin sorcery; HA! Worthless.
In close combat, Norri again slew a Spider Rider while taking no wounds yet again lost the battle to their superior numbers and Standard. Being unbreakable, unhittable, and unwoundable by the Spider Riders, he laughed it off, took a big drink from his hip flask, and settled in to deal more damage when his own turn arrived.


DWARF TURN 2
The Warriors on the left Goblin flank reformed, getting ready to charge the Night Goblin Spear men flank in another turn or 2.

The Thunderers once more fired, having great success as 5 Archers switched to a lead diet. Lead diets are seldom healthy, and even more rarely healthy when they are at the hands of Thunderers. They passed their Break Test again, though. Sweet!
Norri noticed he was not making much progress against the Spider Riders so doubled his output, putting down 2 of them. Only 5 left. But they were doing a phenomenal job of keeping him from getting into combat with the Spear men, so it was all good.

GOBLIN TURN 3

On the left flank, the Spear men started to charge, but then noticed it was Dwarf Warriors they would be facing. They started an impromptu Karaoke whistling contest which caused their charge to peter out about half way home.




Somehow inspired by the whistling, Nazbad again tried the Fiery Blast. Miracle of miracles, he rolled a 9! The Dwarfs laughed. Picking up just 3 Dispel dice, they rolled them out. 6...1...wow! All they have to get on the third die is a 2 to dispel it. And....they failed. They rolled a 1. The spell worked. 4 Dwarfs took wounds...and then Josh rolled 3 fives to keep three alive. Only 1 Warrior died.

The Archers, inspired by seeing their Shaman actually do some damage, killed 2 more Thunderers. The Thunderers were going to run but they were too busy reloading their guns so they elected to shoot them one more time at least before following the Cannoneers example.



Norri, meanwhile, was still having fun so he killed 2 more Spider Riders who passed their test.



DWARF TURN 3
On the left flank the Dwarf Warriors charged into the Spear men.



The Thunderers thought since they were only hanging around to shoot their guns they should do some damage. Blood spurted in fountains as 3 archers fell victim.

The Warriors slew 4 Spear men, who could only kill 1 Warrior in return. Somehow, though, they passed their test.

Norri then noticed the Dwarfs could use his assistance in the battle, so he got to work and slew the 3 remaining Spider Riders in one go.



GOBLIN TURN 4

Big Boss Dagskar Earscrapper noticed the Spear men he was with were planning to charge the Thunderers. He figured they could take out the 5 remaining Thunderers without his help, so headed over to offer his leadership against the Warriors who were crushing his left flank.

Meanwhile, Slugdrool the Troll found a few maggots in the Dwarf body he had been carrying around for a few weeks. He decided they would make an excellent snack so he wandered straight ahead munching on them instead of charging the Warriors flank.

The Archers elected to reform so they could charge the Warriors flank.

The Spear men charged the Thunderers. They could not slay a single one and one of their own died. Still, with rank bonus, they won the combat but the Thunderers had no intention of fleeing. They knew if they could hold on a turn or two, Norri would come in and save them.



The Warriors did not plan to wait. They killed several Night Goblins who could do no return casualties. One of the rearward Goblins who could count noticed the bodies piling up and began a rapid retrograde movement. Most armies call that a "retreat". The Warriors overran the retrograde, eliminating the unit.

Things looked bad for the Goblins. The Thunderers and Norri would no doubt make short work of the Spear men and the Archers would be no match for the Warriors. Only a huge smurf-slap by Slugdrool could sway things at this point.

DWARF TURN 4
The Warriors found themselves out of position so they reformed in preparation for charging the Archers. Norri moved towards the Thunderers.


The Thunderers then went to work...only to see 4 of their number fall to the Spear men while doing just two casualties in return. The Thunderer Champion looked around to rally his troops and noticed he was all of his troops. He elected to flee.

GOBLIN TURN 5
Slugdrool thought about charging the Warriors but decided to wait and see if they were going to wander off towards someone else, letting him attack them without danger to himself.


The Thunderer could prove a threat and Norri had their flank, so the Spear men decided to charge. The Archers unleashed a hail of Arrows at the Warriors. The Warriors laughed at the incoming flight. Unfortunately, that meant their mouths were open. Had they not been laughing, they would have lived, but the arrows took them in the throat and 3 Warriors shockingly died.

DWARF TURN 5
Angered by the carnage wrought by the Archers, the Warriors charged into them as Norri headed towards the Spear men. The Warriors were deadly, slaying 3 Goblins, but one of their own also died. With their rank bonus, the Goblins stood firm.

GOBLIN TURN 6
The Spear men reformed to face the inevitable Norri onslaught.

Slugdrool and Dagskar both elected to charge into the flanks of the deadly Dwarf Warriors. Seeing the massive Troll approaching their flank, the Warriors decided they had urgent business elsewhere and started heading towards it, only to see Slugdrool overtake them and hack them down without mercy...including Thane Godri Thunderbrand.


DWARF TURN 6

Norri, the last remaining Dwarf on the field, charged into the Night Goblin Spear men. However, he had been tippling a bit too much. As a result, he rolled 3 1s in 4 dice, killing just 1.




GOBLIN TURN 7
Slugdrool and Dagskar charged in to attack Norri. Slugdrool wounded him. Roaring in anger and frustration, Norri slew another Night Goblin, but they responded by killing him.


Review
What a great battle! So many big events, big swings in momentum. The Miners leaving the field without doing any damage was a huge blow. Then, the Spider Riders kept Norri occupied for 3 full turns (5 combat sessions). Even though they did no damage, they kept him from running roughshod over the Spear men which allowed the Spear men to destroy the Thunderers before Norri could get to them.



Additionally, the Archers outperformed all expectations. If they had just survived 3 turns we would have been ecstatic as that would have let us get our Spear men into combat safely. Instead, they dealt massive amounts of death and destruction:
1) The Cannon
2) 5 Thunderers
3) 3 Warriors in shooting, 1 more in Hand to Hand!
Total: 12 Dwarfs which rendered the War Machine worthless after killing just 3 Night Goblins.

The Warriors were pretty devastating as well, though. Once they got into action they wiped out a 20 Goblin unit of Spear men and a Shaman, then got 3 of the Archers before running from Slugdrool.

And Norri was a maniac. He single-handed killed 10 Spider Riders, his presence occupied a unit of Spear men who desperately needed to be moving towards the Warriors, and only some poor rolling kept him from wiping out a unit of Spear men in the last turn.

After the second turn, things looked bleak for the Dwarfs. Their cannon was gone, their Thunderers were at half strength already, and the Miners were gone. They were in bad, bad trouble. However, things started to look up on turn three.

After the fourth turn, things looked great for the Dwarfs. The Archers were out of position and much weakened, the Warriors had just dispatched the Spear men, the Thunderers were holding strong, and Norri was about to make the fight between Thunderers and Night Goblin Spear men into a one-sided affair favoring the Dwarves. Slugdrool was wandering off the wrong direction, Nazbad was dead, and they were well set up.

In their 5th turn the Warriors would crash into the Archers and most likely destroy them in one turn. Norri would take 2 turns to get to the Thunderer battle, but they had survived the worst of it. So the Goblins had 2 turns left before being annihilated.

Unfortunately for the Dwarfs, the Goblins got a few good rolls in the 5th turn, first killing THREE Warriors in the shooting phase...in just 3 hits...and then the Archers not running when the Warriors charged. That extra turn let the Fear-causing Slugdrool to panic the Dwarfs. Had they not failed that test the Goblins probably run in turn 5 and the Dwarfs win.

It was a close-run thing and a lot of fun.

Saturday, November 29, 2008

Warhammer Game 1

 
The time has come for the first game. Representing the mighty, heroic, and extremely well-dressed, handsome dwarven army (pictured above) would be the mighty, heroic, and extremely well-dressed, handsome Rick and Drew. Rick took, from left to right, the Warriors,  the General, and the Troll-Slayer. Drew got the  cannon, the Thunderers, and the Miners. The plan was simple. Protect the wings with the fighters, shoot their dangerous stuff with the cannon and thunderers.
 Opposing the valiant but badly outnumbered Dwarves would be the foul-smelling, craven, malicious goblin hordes which was ironic since they were being played by the foul-smelling, craven, malicious Kenneth, Phillip and Josh (not pictured). Ha, just kidding. They are not malicious. Again pictured left to right, Kenneth took the Night Goblin Spearmen and Shaman. He put the shaman in the unit for protection.

Phillip had the fast-moving Spider Riders and the Night Goblin Archers. Josh got the Troll, The Goblin General, and another unit of Night Goblin Spearmen.

GOBLIN TURN 1
 
Kenneth checks out his unit statistics.

The Spider Riders marched forward their full move. The King's Wall was an unfortunate obstacle that would slow them a bit. As it turned out, that time it slowed them would possibly determine the outcome of the entire battle. Actually, the entire Goblin Army moved forward at a full march. They clearly wanted to get into hand to hand combat as quickly as possible so they could use their superior numbers to overwhelm the Dwarves
The Shaman cast Burning Hands on himself as the Dwarves were unable to dispell. Everyone was out of range so the Goblins ended their first turn.

DWARF TURN ONE
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We moved both wings forward at a fast march. We wanted our hand-to-hand fighters to get in contact with the Goblins as soon as possible. We figured to deal more casualties in close combat than the Goblins, though their numbers could prove problematic. We would simply count on our gunmen to whittle down their numbers. The Thunderers and Cannon cannot move and fire so they stayed put. The Cannon took aim at the front rank of the Spider Riders. Unfortunately, needing 2+ to kill them, I rolled snake-syes. Then the Thunderers took a bead on the Spider Riders and unleashed their mighty hand-guns.
With deadly precision, they mowed down fully half of the Spider Riders, leaving just 5 alive. Fortunately for the Spider Riders, they were within range of the General. His added Leadership let them pass the test.

GOBLIN TURN 2

The Spider Riders thought about charging the Miners but chose to bypass them in favor of getting ready to charge the Thunders. In my opinion, this was a slight tactical error. If they charged they would pin down the Miners, letting the Night Goblin Spearmen charge in with an advantage, and also keep them from getting shot at by the Thunderers and Cannon. Then again, he did need to dispense with the Thunderers. This was certainly a bad moment for the Thunderers as they are really effective when shooting...not so much hand-to-hand. If the Spider Riders reached them, they were likely to flee the field.
 
Using the Spider Riders for Cover, the Night Goblin Spearman advanced, ready to charge the Miners on their own.
The Night Goblin Archers advanced to the King's Wall while Drool the Troll and General Eargrabber advanced towards their opposite numbers. They fired on Norry Trollslayer, but the hero laughed off their hail of arrows, taking no damage.

DWARVEN TURN 2
Again the Dwarven fighters moved forward as quickly as possible. Meanwhile, the mighty Dwarf Cannon roared again. This time the Night Goblin Spearmen lost a couple members. Again the Thunderers fired. This time they slew just 3 Spider Riders but, devastated by the carnage, the2 remaining Spider Riders turned tail and fled. 

With the Spider Riders fleeing, it opened the Night Goblin Archers to the fury of the Thunderers in future turns, at least until they closed with the Miners in furious hand-to-hand combat. But that was several turns away if it was to happen at all. 

GOBLIN TURN 3
The Night Goblins moved into close range with the Miners but were unable to charge. The Troll, however, did move into contact with Norry. Meanwhile, using the little-known "Drew needs to remember and explain the rules better" clause, the Night Goblin Archers expanded their front and unleashed a mighty hail of arrows at the Thunderers. 
Having already seen the ineffectual nature of their bowmanship, the Thunderers laughed off the hail of arrows...at least, until they noticed two of their number laying on the ground, shot dead. The Goblins, heartened by this turn of events, raised a mighty cheer.

DWARF TURN 3
On the right wing, the Warriors charged into the Night Goblin Spearman while on the left the Miners charged the Shaman-strengthened Night Goblin Spearmen. The Warriors fought the Spearmen to a draw, but the fight between Troll and Troll-Slayer went very poorly for the dwarves. With a mighty effort, Drool dispatched Norry, giving the Goblins a mighty boost in morale. This was offset, however, as the Miners took not one casualty and ran the Night Goblins off the table. The Mighty Cannon belched forth flame but another roll of Snake-eyes meant it again did no damage. The Thunders killed a couple Night Goblin Archers. Things were looking good for the Dwarves.

GOBLIN TURN 4
Having dispatched Norry the Troll-slayer, Drool had to choose between helping his General and helping the Night Goblins. Seeing a chance to strike the Warriors in the flank, he charged into battle against them.This proved to be a brilliant move. Seeing the overwhelming horde in front of them, with the Troll-Slayer next to them, and their mighty General being matched blow for blow by the Goblin General, the Dwarven Warriors began to flee. With howls of delight, the Night Goblin Spearman pursued and slew them all. The tide had turned as the badly outnumbered dwarves saw their main unit crushed into tiny little soup bones which no doubt would find their way into Goblin Stew-pots post-battle.

DWARF TURN 4
The Miners moved towards the Archers, the Thunderers shot at the Archers, the Cannon took out a couple Archers.

Goblin Turn 5
The Troll charged in to attack the Dwarf General. Hand to hand, the General slew the Goblin Troll but was in turn killed by the Goblin General. On the Dwarf Right, the Night Goblin Spearmen wheeled to face the Cannon while the Archers retreated from the Miners. Their arrows flew in, killing two Miners, but the Miners stood resolute, unwilling to retreat.


The Night Goblin Archers continue their retreat, firing as they back up from the Miners.

Meanwhile, the Spearmen engaged the Cannoneers. Expecting an easy victory, they were unable to slay even a single Cannonneer while taking 3 casualties of their own. Somehow they passed the break test.


DWARF TURN 5
The Thunderers looked for a new target, the Archers having retreated out of range. There was one...the Goblin General. He went down under a hail of bullets.


GOBLIN TURN 6
Again the Cannoneers held firm. The Archers took the Miners down to just 2, but they again refused to flee. 

DWARF TURN 6
The Thunderers turned to face the Night Goblin Spearmen whenever they inevitably broke through the 3 cannoneers.

The last two miners charged into the archers and began hewing them down. Frightened by the ferocity of these two miners, the archers began to flee but were run down and slain to the last Goblin.


At this point, technically, the game should have been over according to the "official" rules. However, we had lost track of turns. Also, we typically play to the bitter end. So...

GOBLIN TURN 7
The last remaining Spearmen finally killed the stalwart cannoneers. Unfortunately, that put them in the open, facing the might of the Thunders.

DWARF TURN 7
With a smile on their face, the last 8 Thunderers unleashed the fury of their Handguns. After some abominable rolling against the archers for most of the game, they were ready to rectify their ineptitude. All 8 hit, 6 wounded, and the Night Goblins began to flee. With just 5 left, the battle was over.

The only survivors are pictured below.






 As it was, I think the plan Rick and I had was pretty good. We controlled the center of the field, used our advantages and minimized their advantages as they achieved numerical superiority but that was offset but us doing more casualties in the actual combat...which is how the two armies are set up.

This battle hung by a thread several times. If the Cannon actually killed Spider Riders or Spearmen on the two times I did zero wounds by rolling snake-eyes, or the time it mis-fired when facing the Spearmen at the very end, it could have been a rout. 

Conversely, had the Miners not saved every hit laid on them by the spearmen and survived to reach the archers, the archers could have won it. Had the Spearmen gotten through the cannoneers on their first or second try, they could have charged the Thunderers. In hand to hand they would have probably run the Thunderers off the table. 

Ultimately, it was a close game and hopefully a fun one for all involved. Except for the Troll taking out the Trollslayer in one turn, basically every break went the way of the Dwarves. One or two reversals and the Goblins could have won. 

One thing I forgot, though it would have mattered in one combat, was the Spears. Spearmen can use 2 ranks every turn when they don't charge. Since I charged them with my Miners, they would have had an additional 5 attacks or so which could have changed the outcome of that attack. That was an error on my part.

I think if the roles were reversed, I would have done a few things different. The King's Wall delayed the Spider Riders long enough to allow them to be destroyed before they could ever come to grips with the Dwarf units. If I were to deploy the Goblins, I would run the Archers to the Wall in a 16 wide group to make it tough for the Dwarves to shoot at anyone but them. With the General hanging close to them, their leadership tests would be on an 8, they are a large unit so would not break the first 2 or 3 turns. The Spider Riders and Night Goblin Spearmen would be placed clear of the wall so they could move as quickly as possible once they got past the wall. 

Also, I might leave one side of the field clear. Dwarves are very slow, so if I could overload one side of the field and effectively take half the enemy force out of commission, this would allow me to get some flanking action in. No matter how tough a dwarf unit, if faced with 2 units of Spearmen packed 5 rows deep, one on their flank, that dwarf unit is going to run. Pursuing the Miners would bring the Spearmen close to the Thunderers. Once in Hand to hand, they could roll up the flank and keep the Cannon from being a factor. Of course, if the Dwarves adopt the same strategy, I would be in trouble as the flanking roles could be reversed.

I would also tend to keep at least 4 ranks deep by 4 wide rather than going wider but shallower. That would give me the max advantage in hand to hand. Even though the Dwarves are going to do more casualties in almost every exchange, the depth would matter. Let's say the Dwarves do 3 casualties and the goblins 1. That plus 2 will be overcome by 2 rank bonuses. If I still have 3 rank bonuses, it will be the DWARVES taking the break test. So numbers might be best used by making the most ranks possible. Or I might even, in the future, be tempted to combine the 2 units into one massive unite that could go about 8 wide by 5 deep. 

I will experiment a bit with the Goblins. They are the exact opposite of my preferred style...which is a few tough guys who are lethal. I am not great at winning through numbers. 

Conversely, the Dwarves are not my style either. I do not like relying on War Machines like cannons. The idea that my guess was pretty irrelevant was frustrating. At one point I guessed 1" in front of the cannon, rolled an 8 on the Artillery Die, and watched my cannonball sail harmlessly over the Night Goblins. The next turn it misfired. Then the Spearmen charged it and the jig was up. I am not a huge fan of something that can add 2,4, 6, 8, or 10" to my guess...if it doesn't misfire entirely. You not only have to be good at estimating the distance from you to the target, you also have to be somewhat fortunate in your rolls to injure anyone. 

Fortunately, the Thunderers are pure awesome. I like them. Great range, decent chance to hit, good chance to wound. Deadly. Actually, except the War Machines, very slow foot speed,  and lack of armor (other than the Miners), the Dwarves fit me pretty well...:-) I am a Bretonnian General at heart, so I will avoid playing them for a while.