Showing posts with label War of the Shrine. Show all posts
Showing posts with label War of the Shrine. Show all posts

Friday, August 13, 2010

War of the Shrine: The Review


Well now, that was a bit epic, eh? I wanted to play a massive, massive game and, with a bit of mucking around to make it work with a space that honestly was much, much too small to contain the result, I did so.

Looking back, I both agree and disagree with my thinking. I decided to go everyone against everyone because I knew Chaos alone was much larger than any other army, but everyone against Chaos would be overwhelming the other way.

The High Elf contingent is frankly too small to be anything but an ally. The Dwarf and Warriors of chaos armies would have to fill the core portions...so maybe Dwarfs, High and Wood Elf against Orc & Goblin/Warriors of Chaos would have been right.

I could have set it up with a proper field, the Dwarf-led contingent defending the Shrines on one side of the field and the WoC/O&G army attacking.


In some ways I think the 5+ Ward for holding a shrine was too powerful. On the other hand, it allowed High Elf Spearmen and High Elf Archers to withstand much more powerful units for surprisingly long amounts of time.

I did love the altered rules that moved units around, even when in combat, to allow charges that might favor the weaker armies.


There were a few key moments that, had they gone slightly different would have made a huge difference. For example, if the White Lions had been able to either slay the Troll or he had not somehow managed to stay in the combat, they would have had a powerful unit they would have been able to use to rescue their chariot, etc.
However, when they got locked in the combat, it became a grind and frankly, having just 1 attack each was insufficient.
I know it is purely subjective, but I "feel" like I have poor rolls, and numerous combats in this game reinforced that...units with frontages of 6 that were elite (White Lions, Miners, Hammerers) getting full attacks and often doing not even a single wound in any given combat...
When time after time, needing 4s, you hit 1 or 2 times in seven tries, it feels pretty pointless. It would be one thing if Warhammer were not a 6 turn game...but it is.

And when your ELITE troops cannot take out chaff (see "Miners v. Night Goblin Archers, Miners v. Night Goblin Spearmen) in 2 or 3 turns, it is obvious your elite troops are not worth their points.

If anything, this game made me LESS likely to take ANY troop that has just one attack each. I rely on numbers to overcome poor rolling (I think it was four times Prince Chrysolopsis rolled 1 or 2 hits in 5 tries needing 3s against Dwarf Pirates (aka Thunderers). That was discouraging...and then when once or twice those failed to wound, suddenly I had a "combat monster" who could not even WOUND chaff troops in multiple attempts. Nor is that the first time I have encountered this issue...it is actually a regular thing.) and you simply cannot do that with one attack per model.

Still, there were some great moments like the Repeater Bolt Thrower crewman standing alone against the charge of the rampaging Chosen.
It is moments like that which comprise a significant part of my enjoyment of the game.

And this game presented some other interesting moments. On a field with as limited of terrain as this one, the tactics were few to choose from...though there were some.
It was an interesting question of how to break out from the cramped position both the Warriors of Chaos and Orcs & Goblins had at the beginning of the game.
That issue was further complicated when every wing was held up; the High Elf Archers who would not die, the Dwarf Hammerers, Warriors, and Warriors in the center, and the Treeman/Treekin on the right.
At every turn, I found it was a struggle to get past those road blocks which prevented the Warriors from bringing their overwhelming numerical power to bear for quite some time.



Across the board, I actually figured the Night Goblin Archers would die in one or two turns...and they also clogged up a key portion of the field for quite some time, which restricted the Orc and Goblin lines from getting into action.


I was surprised by how long the Goblins could stand, though not surprised by how little damage they did. Even with 13 attacks, when needing 4s to hit, 5s to wound, and the opponent having 5s to save (or, in this case, two rolls needing a 5), they simply have no hitting power.
They would have needed 40 attacks a turn to have a chance of doing damage.

It comes back to that, again and again. the Wardancers, with a similar strength, were many times more effective despite having fewer guys attacking because just a handful of models could wield 3 attacks each quite often.
Of course, they also could die to the flick of a wrist to even S3 enemies...

It showed to me once again why, in 7th edition, no matter how cheap they were, blocks of low S, low T, low A troops were simply a bad, bad, bad idea to take. They could be out-maneuvered by anyone who they could hurt and could not hurt anyone who was willing to fight them.


Nor were Dwarf Cannons all they were cracked up to be. time and again they over-flew their target or stuck in the ground just in front of the target. I must have shot 20 times with cannons throughout the game...and done maybe a dozen casualties.
I look forward to seeing a Dwarf Gunline in action in 8th...I think they will prove counterproductive, needing so much space and not being capable of taking out entire units. They should deal some damage, but will be losers for that due to the new scenarios and victory conditions.

I suspect the Juggernaut will be seen but rarely. He is too expensive and characters with only 5 attacks simply do not do enough damage. Even against a squishy Elf he struggled to wound...and when he faced T4 troops it was even worse.

The Chariot continues to disappoint I have yet to roll higher than a 2 when it charges, meaning 3 Impact hits. This speaks again to my "trust" in die rolls.
I know I have a 66% chance of garnering 4 or more impact hits. Yet in nearly 10 charges now, I have yet to do more than 3.
When I have a unit that depends for its effectiveness on rolling a single die to see what happens, I have little faith...Spawn, Chariots, the magic missile that routinely does 2 hits when I roll d6+1 and they are routinely at S2 or 3 when I roll d6+1 for strength...these things all reinforce my scepticism that I will have a good result with anything which rolls low numbers of dice.

This, of course, affects/skews my perception of how I want to build my army.
For example, I have little interest in playing a dwarf army. They are slow, to take out tough targets like Ogres, Hydras, dragons, Knights, or tanks, they need to rely on single die rolls from cannons. Not going to happen for me.
To win a close combat, they need to do large amounts of damage with very few attacks. Not going to happen for me.

At the same time, I do not want to play the same army all the time. I love my Knights, Dragon ogres, and Shaggoth and...well, at the moment, due to how pathetic my magic results have been, those are really the only units I enjoy using, and even the Shaggoth has been remarkably ineffective more often than not...but I still love the model.
I think I would really enjoy playing a Savage orc army if not for stupidity and their S being too low to really be effective. If I owned more Orc models, that would probably be the way I went.

It is my real hope that in 8th edition I am able to use more Marauders and Chaos Warriors. the Marauders kind of goe against type for me...they have too few attacks (unless I mark them for frenzy) and are way too squishy...but if they are up against other low A, squishy models they might be worth it.
Actually, with the new step up and steadfast rules, they would also be worth it so long as I can protect the flanks.
Same with Chaos Warriors. Well, except the squishy part...in theory, having 2+ save and T4 means they are not squishy, but I have had major problems keeping them alive past the charge.

Speaking of things which should be better...I get the "fluff" of Slayers, but they are one of the worst units in the game.


They struggle to wound large targets..which are, or should be, their primary targets...and with utterly no defense, they die far too easily. It only gets worse for them in 8th where their low edition means they will get wiped out before they even attack unless they take large units...which they are too expensive to take.


As 7th edition draws to a close, I will look back at it fondly. It made Chaos Knights...scratch that, ANY Knight...a bit too powerful on the charge as they were favored to not only defeat enemy infantry (and often other units) of vast numerical superiority on the charge, but beat them without getting attacked back and by such a high number the opponent was almost assuredly going to break.


Every glass cannon had that same overpowered ability. I will not miss that, even though losing it hurts me more than most. It was kind of cool not needing to make armor saves, particularly in light of the sheer number of times I would fail 2 of 3 or 3 of 4 saves needing just a 2+.

I also will not miss spending 1200 points or more on Magic, seeing an opponent spend 200, and not being able to get off any meaningful spell. No more scroll caddies can only be a good thing.
This game was a fine example...even without allowing anyone a single scroll, there could not have been more than 5 or 6 spells cast successfully all game long...and those that were simply got irresistible force.
Ironically, the dwarves then failed every turn in their attempt to dispel either that put an Exalted Hero in play...


Anyhow, looking back, I thoroughly enjoyed the game until turn 6 when it turned into just a bunch of dice rolling. Not that I do not enjoy that from time to time, but there was no skill left...no seeking to get the right charge at the right time, or select the right target for shooting.




If 8th edition fixes some of the issues of 7th...heavy shooting armies being devastating, inability to use magic, every9one getting to fight instead of just chargers...the Warhammer can only get even better.


War of the Shrine; Victory At last

Together Varangia and Prince Chrysolopsis roamed the battlefield. The Prince gestured to the various shrines.

"This is clearly a place of great power. Which would you like to examine first?"

Varangia looked at them without interest. he could feel the power emanating from all of them. "None. We have enemies to find, battles to fight. If we waste time on things like this, we might get distracted. Let us go in search of glory."


Prince Chrysolopsis nodded his approval. "I hear tell there is a new land which has just been discovered across the sea. Rumor tells that Beastmen, Knights of Bretonnia, Dwarves, Ogres, Skaven, Dark Elf, Tomb King, Wood Elf and Lizardmen armies are all heading there to see if they can conquer it. Perhaps we should go."


Varangia nodded. "Perhaps we shall find more foes such as Alaquippa, worthy tests for our skill and might. We march at dawn."

With those words, the epic War of the 10 Kings was set in motion.

Thursday, August 12, 2010

War of the Shrine: The Final Turn

All over the field the lesser enemies were being destroyed even as atop the pyramid, Sigvald dealt the death blow to the Dwarf Standard Bearer.

Throwing the flag down contemptuously, he sought other foes to face.

Spying a few Goblin Heroes, he motioned them to ascend the shrine to battle him, which they did even as on the field below, the Chaos Warriors crashed into the Night Goblin Netters.



As the Savage orcs began to fall in droves, their weapons no match for the armor of the Chosen and their armor no match for the strength and skill of the Chosen, the field below broke into numerous individual duels.

Northman wizards sought out Orc and Goblin shamans, seeking to achieve by force of arms the magical dominance they had proved unable to achieve through mystic might.

Varangia and Alaquippa sought each other out. Seeing what they were seeking...a mighty foe worthy of their might...they crashed together with a fury that frightened even battle hardened warriors nearby.

Even as they clashed, their respective standard bearers came together.



Slowly the sounds of battle began to die as the last enemy unit, the hapless Night Goblin Netters, fought their last few hopeless moments against the skilled Warriors of the North.


And then there was but one battle. Oh, this was a fight for the ages. Alaquippa and Varangia were men among boys as mighty blows dented shields, shattered swords, broke apart helmets.
Each was bleeding from numerous cuts, but neither could gain the upper hand. Their fight tore through the last pockets where the men of the North were mopping up survivors, heedless of damage caused to men from either side.
It rampaged up one side of the shrine and down the other.
Varangia smiled a feral smile and saluted Alaquippa with his blood-spattered sword, Silverslash. "At last, a worthy foe."
Alaquippa licked Varangia's blood from the tip of his own blade, which he had never bothered to name. "Yes, had only I found you earlier, my Waaaaggghhh would have been even mightier."


Their mounts snarled in anger. Enough talk, let us get back to battling! The message of their snarls was clear.
For sheer, brute strength, Alaquippa had the advantage. Many times Varangia had Silverslash there to take the blow but the sheer power of Alaquippa punched through it to bring forth spurts of blood from Varangia.
By contrast, Varangia was far quicker and often able to score touches on Alaquippa that, while not lethal, nevertheless had him bleeding from dozens, perhaps hundreds of cuts.
Long after all other fighting had ceased, these two mighty warriors dueled until Alaquippa proved just a hair to slow. He looked down at Silverslash protruding from his chest.
Blood dribbling from his mouth, he looked at his conqueror and smiled. "Well...well thought, warrior. Have me remembered in your songs."
As he slumped down, Varangia carefully removed Silverslash. "That I will. Though most likely you bleed to death, I leave you alive that perhaps you might recover and we can fight again. Farewell, Alaquippa."
Without another word, he turned and rode off to see how Prince Chrysolopsis had fared.
















Wednesday, August 11, 2010

War of the Shrine, Turn 5 Review

If not for the (hopefully) epic duel between Sigvald and the Dwarf Thane atop the pyramid and the battle between the Savage Orcs and Chosen, I would not bother with turn 6. The game is decided and at this point it is down to a few random dice rolls.



The amazing thing is...the Wood Elf force had some incredible rolls. In one battle, they saved 12 of 12 potential wounds...but kept rolling high, broke and ran.

I let them because the game is really over. The out-sized Chaos army, once they broke out of their opening cramped position, just ran wild on everybody else on the table, slaying left and right in huge numbers.


Still, this was an incredibly fun game I look forward to re-playing...with minor tweaks and under 8th edition rules.

War of the Shrine Part 25, Turn 5 Wood Elf

As the Waywatchers fired ineffectually at any enemy they could see, the Treeman charged into the Chaos Knights as the Wardancers went after the Chaos Spawn.


The Wardancers whirling blades sang their song of death, finally felling the vile creature and putting it out of its misery. The Treeman, however, proved less mighty, felling only a single Knight before the savage attacks of Varangia and his minions felled 3 of the Dryads. It was too much for the remaining Dryad and treeman, who tried to flee but were cut down.



Casualties:
1 Chaos Spawn
1 Chaos knights

Suffered: 4 Dryads
1 treeman

War of the Shrine, Part 24, Orcs and Goblins Turn 5

One moment Alaquippa was on top of the world. His Savage orcs tore massive holes in the enemy lines, his Giant, Troll and Chariot were crushing the right flank, his fanatics were wreaking havoc all over the field.


In mere moments everything changed. His Chariot, Giant, and Troll died. His Fanatics died.

Still, his Savage Orcs were climbing the Shrine...except they kept dying at the hands of those cursed warriors from the north without doing much damage of their own.

On the bright side, his rock lobber and Doom Diver each had their best shots of the battle, each wiping out a gyrocopter.

Casualties:
7 Miners
2 Gyrocopters

Suffered:
3 fanatics
5 Savage orcs

Tuesday, August 10, 2010

War of the Shrine, Part 23, Warriors of Chaos, turn 5

Shaggy looked over the field for a worthy opponent. The cackling orcs, secure in the strength of their chariot, gestured a challenge to him which he happily accepted.



Not to be left out, the Knights charged the hated cannon.



The Chaos Warriors charged headlong into the Thunderers, ignoring the hail of lead that passed harmlessly over their heads.


Flanked by yet more Chaos Knights and the blithering Spawn, Varangia charged into the remaining Glade Guard who stood between him and a truly epic foe, the fearsome Treeman.



The Chariot charged into the last remaining Dwarf Cannon.



The Warhounds, happy with having torn the Troll to shreds, charged into the chariot alongside Shaggy.




And, having been robbed of his chance for glory in the easy slaying of the Dwarf Slayer, Sigvald climbed to the top of the Shrine to engage in a solo duel with the last Dwarf hero, their army standard bearer. He hoped this would be an epic duel worthy of his greatness.



Varangia smiled. Though he could not see it all, he could feel the blood and death in the air, he could hear the thunderous crash of arms as the inexorable, irresistible force of the Northmen charged at their enemies.
Ah, the glory of war...was there anything better?

It was no surprise when the Chosen hacked the Dwarf Rangers to bit and swarmed over the Shrine, only to run headlong into the Savage Orc Big 'Uns approaching from the other side. They began a savage, hand to hand combat that would prove bloody and worthy of the savage fighting ability of both sides.*


The Knights rampaged past the easily defeated cannoneers and began hacking away at the Thunderers who, under the attacks of the Knights, exalted heroes, and even Marauders melted away under a flurry of devastating blows.



The marauders, fueled by their furious bloodlust, climbed over the broken, maimed bodies of the valiant Dwarf Warriors to roar their challenge to all from the heights of the shrine.

Varangia and those with him crushed the Glade Guard and went after the Dryads.

All over the field, the forces of Varangia devastated their enemies. Varangia smiled as he looked forward to brushing aside the Dryads and entering into one on one combat with the Treeman.
Casualties:
The final Hammerer
The Troll
the Orc Chariot
2 Dwarf Pirates
6 Dwarf Warriors
2 Cannons & Crews
2 Savage Orcs
18 Thunderers
2 Wardancers
9 Glade Guard
Suffered: none


* In search of an epic battle, I made some alterations to the rules; every member of both sides would be allowed to make their full attacks, both sides would gain the Ward Save for being on the shrine, and both sides would count as unbreakable.

War of the Shrines Part 22: Turn 5, Dwarves

Things were falling apart on every side. Rigal, Lagir, Grim, the Slayer whose name they had never known...all dead or fled, along with other mighty heroes.

Their numbers were diminishing, the cannons ineffectual.

Their morale shattered, the already slow Dwarfs were just a bit slower to get their shields up, just a hair slower to attack with their mighty axes.

About the only good news they had was the rangers rallied...though how good that news was remained open to interpretation when they were promptly charged by the Chosen.



Casualties
1 Night goblin Netter
2 Savage Orcs
2 Chaos Marauders

Suffered:
13 Miners (8 when a unit broke)
1 Dwarf Thane
7 Thunderers
1 Cannon & Crew

Monday, August 9, 2010

War of the Shrines, Wood Elf Turn 4, part 21

A less disciplined army might have fled altogether when their last hero fell. Not so for the forces of Oakheart Wylde.

Except for the Eagle Riders who, seeing no real opportunity to save their brethren, flew away from the action.

The Treeman and Wardancers, fresh off destroying the Night Goblin Spearmen, turned and looked for their brethren. Seeing the Dryads in trouble, they headed over to help.



They charged headlong into the Goblins pressing forward on the few remaining Dryads.

An angry Treeman is a force to be reckoned with. With the Dryads pressing from one side, the furious Treeman and the deadly Wardancers on the other, it was too much for the goblins who broke and ran, only to be hacked apart by the Wood Elf forces.

Meanwhile, the Glade Guard broke the Dwarfs and turned to face the deadly Northmen. Even then, they knew the end was near.



Casualties:
Large block of goblin spearmen
5 Dwarf Warriors