Showing posts with label Empire. Show all posts
Showing posts with label Empire. Show all posts

Saturday, January 12, 2013

2800 Beastmen V. Empire

2012 was a lost year in gaming. 4-1/2 games of Warhammer was all I got played. So I am making a conscious effort to make sure I get regular games in this year. With that in mind, I challenged any of the Starving Crazed Weasels to a game. Fullur accepted the challenge.

As usual, I put off the misery of list-building til the last possible second, then hastily threw one together Friday after racquetball. Perhaps feeling excessively euphoric after running the table, going 5-0 in cut throat and never letting Scott and Tim COMBINED score 15 in any single game, I built a nigh-invincible list of beastmen.

Then this morning on my way out to the game, thinking about some of the tweaks I had done, I realized the points did not make sense. Got to the game and re-calculated. Sure enough, that last tweak had put me over the allowance for characters.

So I hurriedly tried to tweak it and it just became a jumbled mess I was unhappy with and did not want to play.

So I went back to the Orc and Goblin army I played twice last year and greatly enjoyed.

Of course, when I figured out Fullur had put off list-building and was finishing his, I decided to try one more time to tweak the Beastmen.

Thing is, my first Beastmen build had two giants...way out of the ordinary for me. Giants stink up the joint FOR me but are devastating AGAINST me. I knew he would be playing the Steam Tank and thought it would be funny to club it with a special Giant attack.

Well, when I went to re-tweak the list I randomly started in the "Rare" section and took out a giant, put in a Jabberslythe. Flying enemies routinely give me problems and in the WoC game my D-Prince was awesome, flying around wreaking havoc. So I would use that power for me.

Ultimately I ended up with a playable list and we rolled up battleline.

As always, click the picture to see all of it



From my standpoint I made a couple errors in setup. The Giant went on my far right. The Steamtank ended up on his left. This happened because I dropped the giant early, my head in other places. However, the weaknesses were minimal and the overall set-up was exactly what I wanted.

My horded up Gors with a couple Wargors in it would control the center of the field. The 20-strong Gors with Great Bray-Shaman would protect their flank while having its own flank anchored on the Wizards tower. The Minotaurs could either sweep between the house and the tower or follow the 20 gore and get some nice combo charges.


Meanwhile, the Empire crowded itself. Post-game, Fullur was rather harsh on himself about his set-up, and it is easy to see why.

The Knights were off on a flank with one unit angled to join what would inevitable huge amount of combat in the center of the field. The Knights of the Inner Circle with their strider banner would come out of the Blood Forest and try to roll up a flank. They were probably a bit too far from the action but with a potential 14" move, not a huge deal.

It was in the center his problems existed. The gunners should have been 5 wide and 2 deep. That would have allowed him to put both combat units in front. Instead his 30 strong Greatswords took up space, the wide lines of gunners did likewise and he had no place for the spearmen flanked by 2 Halberd detachments except backing up the greatswords.

Strategically speaking this was disastrous. General Robert E Lee won a lot of nearly unwinnable battles simply by having numerical superiority at the point of contact despite being outnumbered by far in any given battle.

Clogging up his close-combat units like this would give me both numerical superiority in the overall battle AND superiority at the point of contact.

The tank could conceivably move really quick so putting it on the edge of the field was fine; this kept it away from my units strong enough to be dangerous to it (the Giant and Minotaurs) and potentially let it shoot horizontally into my lines.

He won the roll to go first

EMPIRE TURN 1
Marius, even with the BSB re-roll, failed his test. Ranting and raving, he stupidly moved forward 4". Fullur had planned to march close to 10 to get into combat quickly (and set up turn 2 flank charge with his Knights, incidentally) and this unfortunate roll disrupted that plan.

The steam tank used 3 SP to roll forward 8" and get in position to fire down my line, potentially doing lots of damage.

His 10 knights moved to get in position to countercharge me if I charged his greatswords or charge my flank if I failed a charge. He carefully weighed his options with the Knights of the Inner Circle and ultimately put them at a range where I would be statistically likely to fail to charge with my Giant...but have to try anyway lest his knights charge me and get the strength bonus.

He had no magic he even wanted to attempt. I used the Chalice of Dark rain on the theory it looked like we would be in combat on turn 2; he was moving aggressively and I had every intent of attempting to get close enough to ensure he could charge next turn.

His cannon was still able to fire, hit 2 Gor but killed just 1. The tank failed its Chalice roll and could not fire. I like my use of it. Probably the tank does 3 - 5 casualties at most...but with a 1-use item, you use it when you can. There was no guarantee it would not be most valuable right now.

BEASTMEN TURN 1
I wwas going to play aggressively as well. I rolled I think a 10 and hit his Knights of the Inner Circle. I had high hopes for this battle. His S3 or 4 guys should struggle to wound me and I was stubborn on a 10.

Then I made a move that could make or break the entire game. My Minotaurs had line of sight to the flank of his other knights. He thought I could not fit between the Wizard Tower and the house, but I had checked prior to setting the minos up and knew they did fit. I declared a charge needing I think an 8 or so...and rolled a 10. I passed the Dangerous Terrain tests for rampaging over obstacles and slammed into his flank.
It was at this moment the Knights wished it was night

I marched the Gor horde forward and moved the 20 gor to flank charge the greatswords after they slammed into the Horde.

Then I thought carefully about the Jabberslythe. I did not want his tank grinding me but I needed to get to the cannon. Aha! The Aura of Madness rule could force a wound or two on it with luck...I checked distance from his BSB...out of range...sweet! I aggressively planted the Jabberslythe in front of his handgunners. I would take a round of shooting and then probably wreck that flank with my monster.
To your uneducated eye that looks like a Necrosphinx...but a Jabberslythe it is

In my ecstatic state over making two possible but unlikely charges, I completely forgot to move either my Chariot or Ungor Raiders.

Magic: I rolled 9, got 2 from the Herdstone and channeled one. For the first time ever, I maxed out my power dice.

He quickly passes his first few Aura tests...and then his cannon fails so badly it is gone, and his Master Engineer thinks that was such a good idea, he also dies of fear. This is instantly my most successful magic phase ever and I have not cast a spell yet.

I boosted the Mystifying Miasma at his knights facing the minotaurs. He could not dispel it...all 4 attributes decreased by 2. He stopped me adding to their misery with the Curse of Anreheir, but I gave Wyssans Wildform to the Minotaurs and then cast the Miasma at the base level on his greatswords.

My most successful magic phase ever with magic being cast. Just brilliant.

The Knights and Giant went simultaneously. He got 3 wounds through. Ouch, that was....unexpected. Then his horse put a 4th wound on me. Super ouch. I would have expected 4 wounds if he had S6 from the charge...not from S3.

I rolled Jump Up & Down. Between 2 and 12 S6 hits. This would be fun. I passed my Fall Over test....and then rolled snake-eyes. 2 hits. Sigh. At least both wounded...but he saved one. Fortunately, I passed my break test but that was a tough pill to swallow. I should have done way more than 2 wounds. And taken less than 4.

Lets hope the boosted Minotaurs could make up for it against his weakened Knights. The Doombull has potentially 3 impact hits; it should not surprise you to learn he elected to do 1. It wounds. The other two minos also wound with their impact hits. He promptly saves the S6 hit (whch should have been S7...) and fails the S5s..two knights down. I am good with that.

The Bloodkine kills his unit champ in the challenge. The Doombull kills 4 knights (2 saved or it would have been a massive 6...even so, killing 4 Knights with one round of attacks is nothing short of awesome), the regular guys finish off the unit and I overrun something like 2".

EMPIRE TURN 2
Marius passes his test. Empire's turn to charge.

The Greatswords go after my 20 strong unit. I instantly realize my mistake and assume my Great Bray-Shaman will be leaving the table soon. I just hope somehow, someway I can survive the combat and find a way to stay in place.

Meanwhile his Spearmen charge the Jabberslythe. Whoops...did not anticipate that, either.

His tank thunders along 12", getting ready to heat-blast my Gor horde.

I stop the first two priest attempts to buff his Greatswords, using all my dice to do so thinking he only has one Hammer of Sigmar. Oops, he uses his OTHER Battle Priest to cast it on the Spearmen. I debate using my Dispel Scroll but think I might need it at a more key point in the battle so let it go.

The Steam from the tank hits 9 Gor but can kill just 1. His handgunners put two wounds on my Minotaurs. Could be painful, but not too bad...I will be wiping those handgunners out with said Minotaurs on my next turn.

He chooses the combat with the Jabberslythe first. His Captain promptly wounds the Jabberslythe whose spurting blood bile cannot wound him back. The Slyth is angry though, and hits all 5 attacks, killing four puny humans.

Said Puny Humans then wound the Slythe twice more, taking two sputing blood bile wounds in return for their efforts. I roll a 2 for Thunderstomp and both wounds...and I win the combat. Being steadfast, he stands but I am not sure how I feel about this; they wounded the Slythe thrice in one round with lowered WS. What will they do at full strength?

His Knights revert to form this turn, doing not one wound. I jump up and down and this time do not roll snake-eyes...I roll a 3. Yes, with between 4 and 24 potential attacks, I get 5. Grr. Anyway, I naturally fluff one of the 3 hits but he does me one better, failing both save attempts and failing his Steadfast LD test, then getting run down by the Giant who runs into the blood forest.
Guffawing madly, the Giant runs into the Forest to check his height against a tree

It is only fair to point out that each time I rolled for "Jump up and Down" I was literally imitating the Giant by "guffawing madly". I can only assume the dice punished me for this with their pathetic rolls...and Fullurs' dice rewarded me for the entertainment value by rolling even more pathetically.


Marius can only do 1 wound to my unit champ. It is enough to keep me from attacking him, but no overkill. I start to feel hope I might be able to keep this combat close and find a way to not flee.

His Captain and Warrior priest each kill a Gor. Still not too bad...his three heroes did a combined 3 wounds. They should have one 5 or 6 I should think. I am doing well here.

My Great Bray-Shaman shows them how a hero should fight, killing the Warrior Priest. Fullur looks crest-fallen....that was a big, unexpected loss.

I have primal fury for the first time ever. I have passed it. I roll 11 attacks...and 2 hit. Then I reroll and now 8 hit. Much better. I inflict 5 wounds, but he saves 4. My hope flickers. I needed to do a few wounds there to have any hope.

His Greatswords only do 4 wounds, but it is more than enough. I decide to break...and roll snake-eyes for distance. What is going on with these rolls?

He overruns and is safe from my horde. I am not ecstatic about that.

Beastmen Turn 2
The Minos make the obvious charge into his handgunners. I use the tactical wheel to get in his center and close the door, now in position to overrun into his halberd detachment.

The Gor horde makes the less likely but ultimately successful charge to support the Jabberslythe.

I move the chariot out of his charge range with the Greatswords, move my Ungor raiders to get a shot at them, move the Giant towards the combat with the Minos.

Without my Great Bray-shaman I have 2 level one Shadow Bray-Shamans with Miasma. He stops the first, but I get the boosted version off against his Spearmen, then max it with a 3, reducing him to zero WS, I...he is in trouble.

The Minotaurs are putting out ridiculous numbers of attacks between their base, frenzy, and Bloodgreed. The handgunners melt away without doing any harm and the Minos slam into the Halberd detachment.

Meanwhile, the Wargor kills his Captain in a challenge, my other wargor wounds his battle priest, the Gor kill 10 spearmen, the Jabberslythe kills 5, does another with a thunderstomp (in two attempts)...he cannot roll insane courage...I slam into his other handgunners...

The Gor horde hits the flank of his Halberd detachment in their overrun. This will not end well for his out-matched unit.


We look at the field. His 25ish remaining Greatswords with Marius, 2 Halberd detachments (one of which has about 5 seconds left to live, the other about 6 seconds) and Steam tank against...my entire army less the 20 Gor and Bray Shaman.

I ask him if he feels like he has any chance in this game. No. It would not be fun for him and, for that matter, me. All that is left is tabling him and what is the fun in that? The outcome is a foregone conclusion so we pack it in.


What went right
Everything. My flank charge with the Minos wrecked a key unit of his Knights and ensured that I was in combat with my strongest unit constantly. My spells were well-timed and devastating. My horde buffed with a couple Wargors was death incarnate, wiping out everything in its path. My Giant single-handedly took out his second strongest unit WITH HORRIFIC ROLLS. His two cannons (tank and actual cannon) combined to do two wounds....the same number as the rest of his shooting combined.

My plan worked pretty much the way I drew it up; the horde in the center controlled space and, even when I unexpectedly saw him bypass the horde with his best unit, I knew I had the rest of his army now in bad, bad position. Magic weakened him, sheer volume of attacks finished him.

What went wrong
The aforementioned pathetic dice rolls by the giant, the large numbers of unexpected wounds suffered by the Giant and Jabberslythe. And file this under what went right...those never hurt.

The one truly harmful thing was his taking out my Great-shaman and Gor contingent. And even that was not too bad...it took his Greatswords out of the active battle for at least 2 turns and more likely 3 so they would never be a factor in the battle again.

It was a fun game and it was brutal watching a Doombull-led, frenzied, Bloodgreed enhanced Minotaur unit take on a weakened Knight unit and then just wreck anything softer without even trying.

I am likely to try a Jabberslythe again. His lack of any save at all is a severe hit, but he performs a valuable role and, against low S troops that have low volumes of attacks, he has a chance to do some massive damage.

I am unlikely to lay without taking a herdstone and two or three bray shamans throwing around Mystifying Miasma and Wussans Wildforms at every opportunity. Turning dangerous units into wimpy punching bags is unbelievably strong.

I do enjoy the Beastmen army. Of course, their battle plan is pretty simple; weaken w/magic, get into close combat, deal out massive quantities of high S attacks. Rinse in blood, repeat.


Thanks for the game Fullur and you will get me next time.







Saturday, May 19, 2012

Empire vs. Ogres 2k 2012-05-19

Marius Leitdorf surveyed the battlefield. Off to his right a village where the Sigmarites used to worship, one of their shrines decaying on the far side. Beyond the village, a mysterious looking river rolled along and disappeared. On his left, a strange looking forest, and beyond it a tomb of skulls where the chaos horde (which had driven out the Sigmarites years ago) used to sacrifice to their evil gods. Beyond, a fence, and beyond that, more forest, a river, and a swamp.  A small lump of a hill rose up straight ahead.


Marius consulted his mount, Daisy. She had given him good advice in the past. Behind Marius, his Unusual Bearer Jorge (other Counts had Standard Bearers. But Marius found that boring) snorted derisively, wondering how he had ended up serving The Mad Count.

After consulting Daisy, Marius began issuing orders. "Steam Tank, right flank, behind that large structure. Handgunners, next to the Steam Tank. Greatswords, center with your Halberdier detachments flanking at four wide. Volley Gun, to the left of the Halberdiers. Knights of the Inner Circle, set up in the forest on the left." Some of the men looked at him askew, but the Knights knowingly regarded the Ranger Standard which would allow them to safely move through the terrain (The Ranger standard gives the unit Strider) He sent Jorge, one of the accompanying Warrior Priests, and another Captain to join the Greatswords. That should allow the center to hold effectively. The other Warrior Priest he had join himself and Daisy accompanying the knights.


The plan was to have the Greatswords hold the center line, while the Steam Tank and Knights circled outside and the shooters chewed up the enemy from afar. Even the thick skin of the Ogres will have a tough time surviving against the deadly bullets of the Empire.

Surveying the battlefield, Marius congratulated Daisy on a sound battle plan. This would be for Blood and Glory!

Looking across the field, Marius finally thought to pay attention to the approaching Ogres. To Marius left, a creature was crawling out of the river. It looked very cold. Absently Marius wondered if he should reconsider the dip in that river he had been planning after the battle. Near the creature, there were three ogres riding large pig looking things. Next to them, a group carrying what looked to be cannon barrels. In the middle of the field, a bunch of tough looking Ogres carrying all manner of fierce looking weapons, including a Butcher and a (whatever their other character type is. Help me out here Kev). On the right, more cannon-weilding ogres and a bunch of small creatures riding on what looked to be a catapult pulled behind another large pig creature.

The Winds of Magic began to swirl. A fiery cloak appeared around one of the groups of Ogres. The Ogre-Mage cursed as a great Maw opened over some of the Ogres, nicking them with its teeth.

The Ogres' center advanced in a rush, brandishing weapons and bellowing voluminously. The pig creatures on both flanks lurched forward, and the creature from the swamp crawled forward. The cannon-weilding Ogres on Marius right blew away 4 of the Handgunners before they could even bring their weapons in line. The other Leadbelchers, as the Inner Circle Preceptor informed him they were called, fired at the Greatswords. One of them fell.


Marius struggled to maintain control, but his insanity got the better of him. He flew into a terrible rage, cursing the Ogre gods and screaming that the Butcher's mother was a half-troll. (I rolled three times for Marius' Mad Count special rule. Every time I failed the leadership test, and every time I rolled Insane Bravado giving him Stubborn, Frenzy, and making it so he could not refuse challenges.)

The Steam Tank's Engineer generated steam without trying to push the boiler too hard, and managed to keep it under control. The Knights and Marius attempted to charge the Ogre-Pig-Cavalry, but were unable to catch them as they fled the charge.

The Winds of Magic swirled again. The Warrior Priests prayed and an ethereal shield (Shield of Faith: 5+ ward in close combat) materialized around the units they accompanied.

The Steam Tank attempted to fire a cannon ball at the larger group of Ogres, but something went wrong with the boiler (misfire). The Tank suffered some damage, but was still quite capable of continuing. The Engineer and the Marksmen from both Handgunner units fired at the enemy standard bearer, all failing to cause any harm. The rest of the Handgunners fired at the same unit, ripping holes through one Ogre. The Volley gun, although one barrel jammed, managed to finish off the injured monster-man.


The Ogres in the center, enraged at losing one of their number surged forward, charging the Greatswords and the Halberdiers to their right. The impact of the charging Ogres felled three Greatswords and three Halberdiers. The Halberdiers to the left counter-charged the Ogres, catching them in the flank.

The Ogre-Mage cursed once again as a great mouth opened up, this time over the pig-knights who had just regained their composure. Again, all they suffered was a nick to one of them too slow to completely escape the great Maw's teeth.

The Leadbelchers opened up again, felling 6 more Handgunners.


The great melee ensued in the center. The Warrior Priest, Jorge the Unusual Bearer, and Captain 13 (as Marius liked to call him) tore into the Ogres, dealing significant damage. The Halberdiers managed to rip a couple holes in the great monster-men as well. The Greatswords and Ogres struck simultaneously. Several times the Ogres struck what would have been crushing blows, only to have their attacks deflected by the ethereal shield the Warrior Priest had summoned. Their were still eight Plate Armored bodies that lay crushed on the ground when the blood-spray cleared. However, there were also four of the great Ogre corpses slashed to pieces on the ground. Unable to stand up to the concept of these puny humans besting them in combat, the Ogres began to flee. Jorge ordered his men to press the attack, but they were unable to catch the fleeing Ogres.

Having been abandoned by their parent unit, the other unit of Halberdiers crumbled under the might of the charging Bull Ogres. All but one of them were killed outright without doing a single wound in return. The remaining soldier attempted to flee, but was trampled to death as the Ogres continued on with the momentum of their charge (they pursued and easily caught him).

The Marksmen in both Handgunner units were just barely able to keep their men under control as they watched the nearby route of their Halberdier brethren. (Rolled 7's needing 7's for both units.)


The Steam Tank's engineer powered up the boiler without incident. Marius once again lost his senses. In a Frenzy he charged forward at the Swamp-thing, leaving the Knights no choice but to follow him. (I notice in the picture my knights are a man down, I cannot recall how that happened, although it was probably the Leadbelchers, or perhaps the catapult.) The Halberdiers and Greatswords charged the fleeing Ogres, the Halberdiers managing to run them down. The Steam Tank rolled forward into the Leadbelchers near them. (This is when I discovered how cool semi-random movement is. There is no charge, so there is no charge-reaction. Kevin wanted to flee which would have resulted in a failed charge. In looking up how far the Stank would go, I discovered that because it is technically random movement there is no charge, and no charge reaction.)

The Handgunners turned to face the Ogres now behind them. The Volley Gun crew wheeled the great gun around to face them as well.



The winds of magic swirled. Once again ethereal shields appeared.

The Hangunners were too preoccupied with their maneuvers to get a shot off, but the Volley Gun managed to get off a sizable volley (22 shots). They killed three Ogres, sending the rest running for the hills.

The Steam Tank ground two of the Ogres into the ground. The third tried to bash the armored behemoth with his cannon. Seeing it was futile he fled, leaving the great metal monster parked on the bodies of his dead friends.

The Swamp-thing and its handlers fought ferociously, but were only able to fell one of the Knights. Marius' Runefang flew about hacking bits off of the monster (3 wounds in 3 attacks with the Runefang. Forgot about Frenzy or it may have been four.) The Warrior Priest was too focused on maintaining his Shield of Faith to manage an effective assault. The Knight Preceptor managed to finish off the creature with his lance.



The remaining Leadbelchers pounded forward and caught up to the Volley Gun. They killed one of the crew on impact. The Pig-Knights charged Marius and his knights trampling some of them.

The sole Leadbelcher continued fleeing. The 3 Ogres who had fled for the hills thought better of it, and turned around to return to the battle.


The Winds of Magic swirled again, and again the Maw appeared, but this time over the Greatswords and Halberdiers! The mouth was much larger this time (cast at the higher value for the 5" template rather than the 3"). When the Maw disappeared, 6 Greatswords and 4 Halberdiers were gone too. They held their ground, but were visibly shaken by the event. (One of them failed the first attempt at the Panic test.)

The Leadbelchers easily killed the crew of the Volley gun, and set about crushing the machine before turning to face the remaining Empire soldiers.

The Pig-Knights proved deadly combatants, managing to slay four of the Knights of the Inner Circle. However, Marius and the Warrior Priest managed to kill two Ogre Knights, with the Empire Knights finishing off the third.

Marius once again began raving, and ordered his men to attack the Ogres who had destroyed the Volley Gun. However, they were unable to set up for the charge, and had to settle for facing them and waiting for an opportunity. The opportunity would not come.

The Steam Tank managed to generate steam without incident and rolled into the Pig-drawn-catapult. The remaining Halberdiers wheeled around and approached the Leadbelchers and Butcher. The remaining Greatswords went to inspect the river beyond the Sigmarite village. (I was trying to hide my standards since they would not be able to reach the enemy without getting shot to pieces.)

The Marksmen opened up at the returning unit of Ogres. They missed completely. However, the rest of the Handgunners managed to take down the unit's standard bearer. Seeing their last standard fall, the remaining Ogres observed the better part of valor, and left the field.

Survivor Shot

1 Stank
3 Knights
1 Marius Leitdorf
2 Warrior Priests
12 Handgunners
5 Greatswords
2 Captains of the Empire (including Jorge the Unusual Bearer)
8 Halberdiers

I had a lot of things go my way in this battle. From Marius getting the best possible result on the Mad Count table every turn, to the Maw misfiring 2 out of 3 times it was tried.

I tried much harder with my deployment, such that I was actually factoring deployment into my army building (I know this is basic, but I don't often do it). I think I did a good job this game. Things broke right for me several times, but I was set up to take advantage of the breaks.

I discovered I love the Warrior priests. Diving Fury (Hatred) is strong when it applies not only to the unit he is in, but also any detachments. Also, a 5+ ward in close combat is great against strong enemies. Against weaker enemies I might go for the re-rolling of failed wounds, but in this game the Shield was great. Also, innate bound spells are great! You can roll irresistible and get the benefit, but not the negative. The Volley Gun is a terror when the situation is right. It managed to fell 3 Ogres in one volley due to: short range, 22 shots, S5 and Armour Piercing.

We both did a lot of damage, and we both took a lot of damage. I had a lot of fun in this game. I think Kevin did too.

Saturday, April 28, 2012

1k Orcs & Goblins v 1k Empire

Welcome, stranger. You come to hear how the Orc band of

You might wonder why I, the once-respected chronicler of the Bretonnia Empire have been reduced from the noble halls of my forefathers to chronicling the crass, brutal ways of a small, nigh-irrelevant tribe of orcs rather than toasting the noble deeds of mighty knights.

I myself cannot answer tha question. Perhaps it hearkens back to a drinking session at court. A beautiful maiden that rumor held to be closely related to the King was visiting. Those of us unmarried and hopeful of a prosperous match were taking turns trying to impress her.

As the night waxed late the ale flowed freely and the lies even more so. Libations removed inhibitions and loosened tongues as we began trying to tell stories of our personal might and valor that eclipsed those of our rivals for her affection.

It is possible our stories verged beyond the realm of truth into the impossible. Noble after noble rose to his feet to tell tales of triumph and chivalry against ever more impossible odds. Each story grew more fantastic until, in my turn, I told a tale of defeating hordes of enemies single-handed.

So tall had grown the prior tales that mine, and my hubris, led to an attempt to eclipse them all by including all manner of foes ranged against me and a battle won against impossible odds such that none other might rise after me and put my deeds to shame with a greater tale.

As I wove my story I defeated goblins, trolls, orcs, beastmen, and even managed to best three doombulls in a final confrontation.

The passion with which I wove the story combined with the potent ale to end my nigt in ignominous fashion as I pitched forward in a stupor.

 I awoke from my sleep to find myself  facing a fell wizard. Though I saw not his lips move, yet I knew his intent. As punishment for my extravagant boasting, I was cursed to wander the world telling tales of those truly heroic in battle.

And so have I been. I never know when I will next be swept away to appear in the camp of some battle about to be commenced. At times I take on the appearance, mannerisms and sppech patterns of those I join. At others I retain my own sensibilities.

I feel as if there is a mystical force protecting me. Perhaps I am doomed to this existence forever. Or perhaps I can find peace when I am able to atone for my verbal indiscretions. I know not.

What I do know is I found myself in the camp of Alaric, a minor Orcish chieftain. As is their way, he loved to fight. He sought ways to be involved in more battles. The prior chieftain, whose name I never learned, had just died in single combat with Alaric for his failure to find enough enemies to fight.

Fresh off this, Alaric actually concocted a rather clever plan. The nearby plains were known to have a shrine held in high esteem by the forces of the Empire. Should they hear the Orcs were defiling it, they would doubtless come forth to fight over it.

Alaric donned the warpaint he and his band are so fond of and headed off to desecrate the shrine. His plan worked to perfection as a vainglorious captain of the Empire called Fetterman chanced to be nearby. Hearing of the approaching orc band, he formed a battle line.

I should grieve over his battle plan. On some level I know this, yet I find myself instead entering a sympathetic state with Alaric.

Fetterman anchored his battleline with the left flank of his greatswords against the chapel, the shrine just ahead of them. To allow his handgunners line of sight, he spread them out on the right flank, but this forced his flank protecting detachment swordsmen to stand behind, rather than beside the greatswords.

Furthermore, he put his knights in the center of his line, in front of the greatswords.

On his left flank  he anchored his archers against the building with their detachments again behind them. And on his extreme left he put the fearsome Helblaster Volley Gun.


Thus his deployment left his flanks vulnerable to fast moving Orcs who, should they be willing to risk the foreboding forests, could approach rather close without giving his missiles time to fire while his centre was quite crowded.

Alaric, meanwhile, ordered his Shaman Suevi to the far left flank, placed his boar-riding wild orcs on the left with that forest protecting their right flank. He protected the left flank of his foot-slogging band of orcs with the forest and put his fast moving chariot on his right. He and his lucky standard bearer, the ferocious Ariamir joined the orcs on foot.


As soon as the orcs go within range Fetterman began moving his forces forward. The archers on his left advanced to get a better firing position. His knights and Greatswords advanced and then the battle began in earnest as the volley gun blasted forth almost simultaneously with the handgunners on the right.

As smoke roiled over the flanks of he battlefield, the orc chariot disappeared in an explosion of iron, wood and orc as the volley gun shredded it in one go.
he flight of arrows seemed impressive, but killed just one of the foot Orcs who were heard to knowingly cackle about how "good my warpaint protects me".

Apparently the warpaint on the Boar-riders was not so good as two of them fell to the black-powder weapons.

Paying no attention to their falling brethren, the orc army surged forward. The Savage Orcs smashed into the knights as the Boar Boyz equivocated a bit, starting to charge the knights before slowing and aimlessly milling around.

Suevi eyed the greatswords and summoned the might of his magic, bringing the foot of Gork smashing down on them, slaying three.

As the combat commenced, Alaric saw most of his efforts blunted by the mighty armor of the knights, yet still felled one. At his side Ariamir proved he was more than just a good luck charm as he slew three knights single-handed.

Seeing himself alone and with not a single Orc having fallen to the mighty knights, the remaining knight took to his heels.

Startled by the ease of their initial victory, the orcs chased him for just a handful of steps before suddenly pausing.

Now it was Fetterman's turn to charge as he led his Greatswords and one detachment of swordsmen in a charge against the fierce unit that had just shattered his knights.

I have much to say about Fettermans' lack of skill in deployment but nought but good to sa of his courage for that was indeed a courageous maneuver and upon it the entire battle would hinge.

The handgunners had reloaded and their guns took down two more Boar riders as the archers advanced around the shrine, one dtachment garrisoning the building. The mighty volley gun was silent as it had no targets, so the crew began shifting it to better position.


Alaric went after Fetterman himself who would have died but for the strength of his armor. As it was, he reeled from the blows and blood poured forth from him.

Again Ariamir proved his skill as even the mighty plate armor of the great swords could not keep him from killing two of them. This time the rank and file proved effective, killing or badly wounding another 6 Greatswords to the loss of but 4 of their own.

The carnage proved to be too much for Fetterman. He began to flee. Seeing their mighty greatswords slain or fleeing, the remaining Empire forces took to their heels.

This indeed ended the battle. The orcs held the field covered in human blood and orcish glory. And so began the rise to power of Alaric, Ariamir and Suevi.

Saturday, December 19, 2009

Small Campaign report: Lizardmen versus Empire

Previously, I had faced the Empire with Chaos Dwarfs, playing as a neutral party. (Part of the reason I quit playing the C.D. list....for the way we play, they are indeed over-powered. We all like to smash into close combat which greatly negates the restrictiveness of 12" range weapons. And I would much rather have close combat based games than shooting games, which is strictly a personal preference and should in no way influence how anyone in or out of our group build their lists).

This time, he had grown his force slightly and I would be playing the Lizardmen, about 400 points worth again kindly built for me by one of my brothers. And, as mentioned in my previous post, the goal would be to inflict as many casualties as possible while losing.

Set-Up
I kept some notes on this game, but they do not include what the scenario was, so....

On my side of the field, I had a stream entering and leaving the left flank with forest about half way across the field and a hill on the far side where I expected him to place his cannon. Skink skirmishers like streams, forests do not inhibit them, seems like a good place to place them. And yep, his cannon went up on the hill.

I then anchored a block of 20 skinks with javelins and shields against the right flank of the skirmishers with a house on my right. To the right of the house I placed another block of 19 Skinks with Javelin and field. The middle of the field was wide open, so the plan was to advance 12" per turn, throw some javelins, see what happened.

My right flank saw another forest about half way across the field with rough ground almost in his deployment zone. Another nice place for 10 Skink Skirmishers with blow-guns. Last, my Skink Priest went with the left-most skirmishers.




He, meanwhile, placed a cannon on the hill on my left flank. (all position references to flanks are from my point of view, so for him it would be the opposite...example, when I say the cannon went on the hill on the left flank, for me it would be left flank, but for him it would be right flank.)
Anchored on the cannon were a detachment of archers, then a big block of spearmen with free company protecting their flank. This would allow the archers to command the field from the hill while the free company and spearmen advanced in tandem.

His Knights went on the right flank, angled toward the center with rough ground to protect their flank.

Lizardman Turn 1
I marched everything 12" forward, cast portent of Far on my skirmishers...a pointless maneuver if ever there was one. But hey, I got some magic off (he did not bother dispelling since it clearly had no effect).

Empire turn 1
He advanced the Spearmen and Free Company, trying to stay within 3" of the Archers, knowing I would charge and wanting to get the Archer stand-and-shoot by staying within 3".

Group Suggestion
I know "pre-measuring" is not allowed, but when we are specifically trying to say...keep within command radius, as he was doing here, I suggest we allow it to be measured prior to ending the move to ensure they are within command radius. I will certainly allow it, everyone else is left to their discretion, but that is my stand.
His Knights made a slight advance as well.




He tried the Conflagration of Doom with his 2nd level Battle Mage, rolling an 11. I used all 3 Dispel Dice to get a 13 and stop it. He then got Sword of Ruin off, making his Wizard a potent close combat model.

Now, against the Chaos Dwarfs, the cannon either missed or mis-fired something like 4 or 5 turns in a row. This game, it would be no different. His guess was impeccable, the ball flight perfection. 2" would hit a Skink, 4" would hit 3, 6" would go through all the ranks, as would 8 or 10. When it stuck in the mud, we knew it would be a long game.

His Archers somewhat made up for it with 5 hits in 10 attempts and 2 Skinks slain from the block of 20. I was already down a rank...
Lizardmen Turn 2
Had I known more about javelins, I would not have done this...but I did not, so CHARGE! The left flank block of 18 skinks charged the Spearmen. He had not told me why he was advancing so slowly, so I did not know he was trying to stay in range of the archers and he scrupulously refused to fire them since he was about an eight inch out of command range. He did, however, get the counter-charge with his free company.

Meanwhile, I advanced both units of skirmishers to get some shots off and slow-advanced my right flank block.

My left-most skirmishers fired at the cannon. Only one hit a crewman, and that failed to wound. 3 Blowpipe shots wounded Knights, but he saved them all. Then the Javelins were unleashed on the knights, twice wounding but he saved them both.

Poison, by the way, is awesome. Not needing to roll the wound about half the time when I hit at all was pure awesome.

He easily dispelled the Portent of Far now that it mattered.

His free company hit 6 skinks, killing 3. I hit just one Spearmen, but did kill him. The Flaming Sword of Ruin allowed his Wizard to kill a skink, the Spearmen then went ballistic; in 11 attacks, 10 hit, 7 wounded. So I decided to be ridiculous as well and, with a 5+, saved 4 of 7...

Still, I needed insane courage. No, flee...5". He kindly rolled snake-eyes to fail to catch me.

Empire Turn 2
Every now and then, there is a spirit-breaking turn in this game. Allow me to introduce you to Empire Turn 2.

His Knights charge my big block on the right, who stand and shoot. he again fails to catch my fleeing skinks.
His cannon this time over-flies the target. 0-for-2.

His archers hit just 2 skink skirmishers and kill just one.

Time to resolve the stand and shoot. All 5 javelins wound, he makes 3 saves...which means he failed 2. Time for a break test. He rolls...an 11. He flees 9"
Suddenly an easy game for the Empire just got tougher. But they should rally next turn...

Lizardman Turn 3
My skirmishers, for no apparent reason, elect to charge the Cannon. My javelins kill a couple members of his Free Company. My blowpipes put another one down. I am controlling the right flank, his Knights are fleeing, and I took the cannon out of the battle...


I put down one of the cannon crew, he cannot wound back, but passes his break test.

Also, my fleeing skinks rally.
Empire Turn 3
His archers charge the fray around the cannon, his spearmen charge the freshly rallied skink block. His Knights...roll another 11, which means the keep running, he rolls a massive 9 and flees the table.



On the bright side, for Conflagration of Doom, he rolls triple 6s. It does just one casualty, though, and I beat him in the roll-off to see if it continues. This meant I had 3 Dispel Dice for his Flaming Sword of Ruin, but he was unsuccessful in casting it anyway.

At this point, he remembered he had not ever placed his Scouts. I insisted he put them on at least far enough to shoot this turn, so he put them on my right flank and shot down a skirmisher. His Pegasus-riding General flew behind them and shot down another.

On the hill, all 4 archers hit, kill 3 skinks. the skinks kill a second cannoneer, the last one enacts a small measure of revenge by downing another skink. I flee, he cannot catch.

Lizardman turn 4
I briefly consider charging his general with my skirmishers, but elect not to. I als debate using javelins or charging the free company, ultimately deciding my 2-rank bonus makes the charge better and in I go.

My big block again rallies.

My left-flank Skirmishers fail to rally and leave the table.

My right flank skirmishers fire at the General, wounding him 4 times. He saves all of them, fortunately.

I do put down 2 members of the Free Company, in return they wound 3 skinks, only one of whom saves. His Free Company flees and outrun me.

Empire Turn 4

General charges Skirmishers, the spears charge my big block for the third time. His Archers kill 4 of the Skinks in my big block to the right.



His cannon, after firing short, firing long, and being engaged in combat, manages to...mis-fire.

In close combat, 4 skinks die to his spearmen, break, he does not pursue...and since the roll to pursue would have been the same as his try to restrain, we check and he would not have caught me anyway. Again.

His general puts down 2 Skirmishers, who break, he over-runs them and hits the back of my big block that was chasing the free company.

Lizardman Turn 5

As usual, my big block rallies. The General kills 3 skinks, I wound back one time but he saves it. The skinks break, flee, run into the 5-strong Free company which means they are destroyed.

Empire Turn 5

His spearmen do something new...engage in combat with my big block. Okay, so they have done so thrice, failed to catch them thrice...whatever. :-)

All his spearmen and the Wizard hit, 5 wound, 4 skinks die, they skinks break, flee off the table.

At this point all I have left is the Skink Priest hiding in the forest, so he flees as well and we call it.

Conclusion
Wow. It looked so bad for the Empire. The cannon was...ineffective would be a kind word, for the second game in a row. The Knights fled without ever seeing combat. He could break my Skink Blocks at will, but could never catch them.

At one point it looked like the Skinks would win by massacre, as his Cannon had a real chance of breaking which would have forced the archers to test, with his Knights already fleeing and his free company down to just 5 guys.

Fortunately, the game turned, the superior army won in the end, and the detachment system again proved its worth.

We need to get Fullur some dice, as his rolls are simply abominable.

the Skinks were a lot of fun to play, and the poison makes them potent. Sure, they are not often going to wound if it does not take effect, but you make an opponent make enough saves and some are bound to fail (see knights, 10 wounds, 8 saved...2 failed. The right amount at the WRONG time.)

All in all, I enjoyed the game and glad it turned out as it did.

Tuesday, October 13, 2009

Campaign Round 1: Empire Versus Chaos Dwarfs



When I rolled up who each army would be facing, one of the units I rolled was Chaos Dwarfs. I have been wanting to try them out, though it is slightly more difficult since one player in our group thinks they are even more imbalanced than I think one of the official army lists is (I actually so despise one of their magic items I have considered not playing against them, though ultimately I have not elected to go there) and does not want to play against them, so my pool of potential opponents is one smaller.


So naturally, I took them on. There were a few things working against me; I would have 500 points and would be facing 750 points, they are a different style from the other two armies I typically play...and the Inferno Golems, the unit I really want to play test a bit, were way out of reach in a 500 point army.








But there were some things going for me, as well. While they are slower than either the 5" Wood Elf move or the awesome Chaos knight Cavalry charge, they do combine the ability to ramble 6" per turn with T4 and generally heavy or Chaos Armor, thus providing a rugged, tortoise style army. Plus they have the Eruption Gun.








They needed something to deal with monsters, so I started with a Chaos Dwarf Slavemaster with the Axe of ghorth, which meant he did not need to roll to wound.








Next I took something like 25 Chaos Dwarf Warriors with Chaos Armor and shield before re-thinking it. The idea was to provide a game somewhat softer than normal for my opponent, not have a bunch of hard-core, tough to wound killers. Plus, that was a lot of points so I removed the Chaos armor and dropped their unit size. After some fine-tuning, they would end up with 15 of them, including a Champion. By putting the Slave-master in this unit, they could lose a guy and still have 2 ranks.








They allowed me to take an Eruption gun, one of the controversial Dwarf units. At first it was thought to be identical to an Organ Gun, which would mean it was ridiculously under-priced at 45 points. Closer examination reveals it has a BS3 and suffers modifiers to its shots which means it has 0-10 shots that never have better than 50% chance to deal out S4 hits. Still seems a bit under-priced at 45 points, but we will see.








Next I took 10 Chaos Dwarf Annihilators, another controversial choice that seems perhaps over-powered.








Finally, I was able to take 6 Obsidian Guard as my elite unit.








I would be facing 750 points of Empire madness.








The field would encourage a melee in the center as there was rough ground on my right flank protecting a tower, and beyond that a small stream that would inhibit movement. To my left were a pair of forests opposite a hill. Oops, he won for table sides and I knew the cannon on the hill could be deadly.






Since I had no fast-moving troops, it would be 4 - 5 turns before I could get to the cannon (24" between us, 6" per turn max move) so that could be quite problematic.






He had a detachment of quarrelers butted up to the Cannon, then a big block of infantry, then a detachment of Free Company. finally, he placed his knights in the Stream, really the only place they could go. He won the first turn.






Empire Turn 1



The cannon would not move in the entire game. The parent unit and its detachments marched forward. the knights, hobbled by the stream, could only move 3-1/2" forward. Neither of us had magic, so shooting would be the fun phase.






This turn he could only fire his cannon. His range guess was excellent, the Artillery Dice kind, landing about an inch in front of my Warriors. Any 4, 6,8, or 10 would most likely do 4-5 wounds since his aim was perfect. He had a 66% chance of doing serious damage....and a 1-in-6 chance of what happened, the cannon ball sticking where it landed and doing nothing other than drawing an evil chortle from the chaos Dwarfs. Which is what happened. Ouch.






On the bright side, his Pegasus riding general, out ahead of the army, took a shot at the Eruption Gun...and wounded it.












Chaos Dwarf Turn 1



I marched the Warriors on my left wing and the Obsidian guard on my right the full 6". I moved the Blunderbuss 3" and took a shot at his Pegasus-riding General, but whiffed. The Eruption Gun stayed put to maximize its firing potential. It rolled a mighty 8 shots and, needing 5s to hit, hit 4 times, killing 2 of his big block.






Empire Turn 2



He made a slight advance, and his reasoning was not just sound, it was hilarious. "I guess I will stop here since getting charged by Dwarfs would just be humiliating."




Bwoohahahah, great line. Thanks, Fullur.






The Pegasus General flies behind my Warriors and shoots at the Eruption Gun, but somehow misses. then his Cannon...mis-fires. Fortunately, he rolls a 6 and will be able to fire it next turn.






Chaos Dwarf Turn 2



My Obsidian Guard makes just a 3" advance, as I do not want his detachment to charge with the Knights. I figure I can maybe survive a Knight charge, but would lose badly to a combined charge so I tried to stay out of range of the detachment.






Meanwhile, my Warriors march 6" again. I move the Annihilators just 3" so they can fire at the infantry block.






once again i roll an 8 on the artillery dice and, again needing 5s, hit 4 times and again wound 2 guys. The Blunderbusses, with S5 due to 2 ranks, also open fire on his unit...and proceed to do another 2 wounds. The unit takes 25% in this round...breaks and flees.






Empire Turn 3



He fails to rally. Whatever. The Knights charge my Obsidian Guard.






His cannon...for the second consecutive turn...mis-fires. In the interest of a better game (his cannon dropped the ball in the mud, mis-fired, and mis-fired) we make him re-roll, only to see it overshoot everybody.






His Quarreler detachment shoots down 2 Warriors and his Pegasus General shoots down the Eruption Gun.






Close Combat goes about as expected. His Knights kill one Obsidian Guard, they kill a Knight, are outnumbered, and needing an 8 roll an 11, epic fail. They flee but are over-run.






Chaos Dwarf Turn 3



Just a turn ago, it looked so good for me. Well, my Warriors charge his detachment, which flees...3". At first, I rolled the dice and thought I had caught them, but then we remembered I would only go my charge distance which lagged behind them by about an inch, so failed charge, I only go 3". His detachment lives.






I wheel the Blunderbuss unit to face the Knights who otherwise would be rear-charging me in about 2 turns.






Empire Turn 4



He initially fails both rally tests, but we take a good look at the dice. They have rolled 9 or higher 6 consecutive times. We remove the dice, have him re-roll and both units rally. His other detachment flank charges my Warriors, which I am not overly worried about.






Then his Pegasus shoots down a Blunderbuss, the Cannon does its first 2 casualties of the game against them, causing 25% to the unit...which promptly rolls an 11, flees, runs into the Knights and is wiped out.






In close combat, he kills 2 Warriors, who can do but one casualty in return. 2 casualties +flank beats one casualty + outnumber...I break, run, get over-run...and abruptly the game is over.






Conclusion



His dice rolling was appalling in this game. The 3 rounds of nothing from the cannon...the failing of EVERY SINGLE LEADERSHIP TEST until we made him re-roll...the Knights doing all of 1 wound...






While mine, on the other hand, was stupendous. I took 16 shots which should reasonably have had 5.3 hits...and got 8 out of it. Also, I should have averaged 5 shots per turn, so I got more than an extra turn of shooting out of the Eruption Gun, hit more often than it should.






I do think the Eruption gun is under costed by 5 points or so...it is pretty squishy for a War Engine, and I suspect will be pretty erratic over the course of time.




The Blunderbusses I think are pretty balanced. They are awesome against hoard type units and will pretty much be worthless against tough enemies unless I can keep them ranked up to get the strength bonus.






The Warriors I think are probably costed about right assuming regular Dwarf Warriors have WS4 as well, other wise I think they cost a point or 2 too many.






I was surprised how much I enjoyed playing as Dwarfs though and might take up the regular Dwarf army a bit more often. Assuming, of course, I can ever get the Gyrocoptor assembled...sometime after I get the dragon glued together, after I get the Juggernaut glued together. Have I mentioned lately how much I hate the assembling portion of the hobby? I suck at it, and it really sucks a lot of the enjoyment of the game out of it for me. I might have to try and trade off some Blazer tickets to someone to pin them :-)






Over-all, i think the spirit of the game was held up. The idea was to ensure an Empire victory, and he only permanently lost one guy, so no real harm done and I think it was a pretty fun game.







Seeing his 10 man Free Company detachment make my 15 Warriors and Slavemaster run was pretty awesome, definitely a highlight of the day for me. I like seeing my opponents do well and after watching the Cannon do nothing all day...it was time.






Good game, massacre for the Empire.