Saturday, July 27, 2013

Battle Report #6: Blood and Glory

This battle was fought July 5th. Sorry about the long time between updates, but summer camp got in the way, and then I was lazy this last week. I'm going out of town again, to ride bikes in Breckinridge, from Sunday to Friday. Now on to the report!
Forces... 2250 points... long, so feel free to skip this
Jordan:
Dwarves
Lords: Jordan the Dwarf Lord...273 points
                    See previous reports for details. He's a "unit mower" type of character.
            Bob the Runelord... 223 points
                    Armor with Rune of Stone... +1 armor save
                    Talisman with Rune of Spellbreaking and  Rune of Spelleating... Dispel Scroll and Dispel Scroll with 4+ chance of destroying the spell
Heroes: Boris the Thane... 145 points
                    Battle Standard
                              Strollaz's Rune... All units within 12" get to start off the game with a free normal or march move.
Core: 42 Longbeards...564 points
                    Full Command
                              Standard with Rune of Determination, Rune of Sanctuary... Can take 1 break test on 1D6, +1 Magic Resistance
          10 Quarrelers... 110 points
Special: 20 Ironbreakers... 310 points
                    Full Command
                              Standard with Rune of Determination... See above
              Cannon... 95 points
                    Rune of Burning... Flaming Attacks
              Grudge Thrower... 150 points
                    2 Runes of Penetrating, Rune of Burning... +1 Strength Each, Flaming Attacks
                    Engineer
               Bolt Thrower... 120 points
                    Master Rune of Skewering, Rune of Burning, Rune of Penetrating... Hits on 2+ once per game, +1 Strength,, Flaming Attacks
Rare: Gyrocopter... 140 points
          Organ Gun... 120 points
Dave:
Orcs, No Gobbos 'Ere!
Lords: Sawzal, Duke D'Orque, Black Orc Warboss... 235 points
                    Ogre Blade... +2 Strength
                    Enchanted Shield... 5+ armor save
                    Talisman of Endurance... 5+ Ward Save
Heroes: Orc Big Boss... 132 points
                     Armor of Destiny... Heavy Armor and 4+ Ward Save
             Black Orc Big Boss... 148 points
                     War Boar
                     Sword of Strife... +2 Attacks
             Shaman... 115 points
                     Level 2
                     Channeling Staff... +1 to channeling attempts
             Shaman... 100 points
                     Level 2
Core: 25 Big Uns... 250 points
                     Champion and Musician
                     Shields
          25 Boyz... 235 points
                     Full Command
                     Spears and Shields
          10 Arrer Boyz... 70 points
          10 Arrer Boyz... 70 points
Special: 9 Boar Boyz... 215 points
                    Full Command
                    Spears and Shields
             8 Boar Boyz... 195 points
                    Full Command
                    Spears and Shields
             4 Trolls... 140 points
             4 Trolls... 140 points
Rare: Giant... 200 points
Scenario:
As the one we haven't done yet, we did Blood and Glory, which has armies hitting break points when they lose standards and generals. Also, no deployment on the flanks.
Terrain
 Forests in the deployment zones with hills in the middle.
Deployment
 He screens his infantry with trolls, with cavalry on his one flank and archers on the other.
 I've got most of my artillery and my one unit of quarrelers on one flank.
The gyrocopter hides behind the shrine of Chaos Undivided.
Turn 1
 The gyrocopter moves up to mess with the wolf riders. 
 We wound the giant four times.
 The set of wolf riders ran. Wimps!
 He's angry about the wounds.
 The organ gun got charged by the other set of wolf riders.
 The crew all died.
 
The longbeards feel threatened.
Turn 2
 I killed the giant! The events of the last game will not be repeated!
 The opposing battleline looks a lot less threatening without the giant sitting in the middle of it.
 The gyrocopter can't, sadly, rout these wolf riders as well. Oh well. The longbeards wheeled so they wouldn't be flanked.
It worked.
 ... Or not.
 We're losing the combat, but we hold firm.
 
The battle does not look too bad now.
Turn 3
 My ironbreakers charged and promptly slew one set of archers.
 The battlefield begins to empty out.
 My dwarves, yes, dwarves, somehow manage to run down the two units they were fighting and  end up in da boyz.
 Dave countercharged, with the horde's outlook looking bleak.
 His archers also charged my bolt thrower. The arrer boyz are so bad that my crew is better than they are!
 Not much is dying, surprisingly. You'd think that with 4 units including a horde, something would die, but that's not the case.
It all hinges on the combat in the middle.
Turn 4
 The generals kill each other outside of challenge and one unit  ran.
 In combat resolution, the other two units ran.
 At this point, my father said, "We both lost." True enough, we had. We had both hit our break points at the deaths of our generals.
He was, however, one below his break point while I was at mine, and I had far more points left on the table than he did.
 

Conclusions:
I finally won! I did it! I did it! This is one of the few times I've won at this game, and one of the fewer times that I've beaten my father. This was, admittedly, his weakest army. Orcs in general, but especially orcs alone, don't fare very well. I kicked his butt, and that was when he forgot to roll animosity checks half of the time!
One thing I could have done to prevent the loss of the organ gun was to put the gyrocopter in front of the wolf riders somehow, but that would be very risky, and the gyrocopter is more expensive than the organ gun. Tradeoffs, tradeoffs.
Other than that, though, it went well. I actually had a battle plan of sorts, and it actually sort of worked, which is better than most games I play, sadly.
See you two weeks or so from now with who knows what period or rules, and may I have as good of luck!

Saturday, July 6, 2013

Battle Report #5: Attack at Dawn

This battle was the 29th of June. I don't really have much else to say.
Forces... 2250 points WARNING: Again, this is long, so feel free to skip past.
Jordan:
Dwarves
Lords: Jordan the Dwarf Lord...273 points
                    See previous reports for details. He's a "unit mower" type of character.
            Bob the Runelord... 273 points
                    Armor with Rune of Stone... +1 armor save
                    Talisman with Rune of Spellbreaking and 2 Runes of Spelleating... Dispel Scroll and Dispel Scrolls with 4+ chance of destroying the spell
Heroes: Boris the Thane... 145 points
                    Battle Standard
                              Strollaz's Rune... All units within 12" get to start off the game with a free normal or march move.
Core: 44 Longbeards...588 points
                    Full Command
                              Standard with Rune of Determination, Rune of Sanctuary... Can take 1 break test on 1D6, +1 Magic Resistance
          10 Quarrelers... 110 points
          10 Quarrelers... 110 points
Special: 20 Ironbreakers... 310 points
                    Full Command
                              Standard with Rune of Determination... See above
              Cannon... 90 points
              Grudge Thrower... 120 points
                    Rune of Penetrating... +1 Strength
                    Engineer
               Bolt Thrower... 45 points
               Bolt Thrower... 45 points
Rare: Gyrocopter... 140 points
Dave:
Orcs, No Gobbos 'Ere!
Lords: Sawzal, Duke D'Orque, Black Orc Warboss... 235 points
                    Ogre Blade... +2 Strength
                    Enchanted Shield... 5+ armor save
                    Talisman of Endurance... 5+ Ward Save
Heroes: Orc Big Boss... 132 points
                     Armor of Destiny... Heavy Armor and 4+ Ward Save
             Black Orc Big Boss... 148 points
                     War Boar
                     Sword of Strife... +2 Attacks
             Shaman... 115 points
                     Level 2
                     Channeling Staff... +1 to channeling attempts
             Shaman... 100 points
                     Level 2
Core: 25 Big Uns... 250 points
                     Champion and Musician
                     Shields
          25 Boyz... 235 points
                     Full Command
                     Spears and Shields
          10 Arrer Boyz... 70 points
          10 Arrer Boyz... 70 points
Special: 9 Boar Boyz... 215 points
                    Full Command
                    Spears and Shields
             8 Boar Boyz... 195 points
                    Full Command
                    Spears and Shields
             4 Trolls... 140 points
             4 Trolls... 140 points
Rare: Giant... 200 points
Scenario:
We rolled Dawn Attack this time around, which has a random deployment thing. Roll a die for each unit: 1 is left flank, 2 is right flank, 3-5 is center, and 6 you choose. I rolled too many 2s and no 1s, and Dave rolled too many 1s and no 2s.
Terrain

Hills in the middle, forests in the corner, and a lake on one side.
Deployment
 Opposing battlelines line up, but with more density towards the right.
The war machine park...

 Darn, that's a lot... And with enemy cavalry...
 Ranged weapons on the right as well.
The dwarves are, well, dwarfed.
Strollaz's rune works its magic.
Turn 1
 There are many fewer dwarves, it seems.
 The lake has impacted maneuver for both sides.
We must  have gotten magicked! 
The gyrocopter kills one and positions itself to misdirect a charge.
 The ironbreakers charge the trolls, whose official reaction is to pick their noses.
 The trolls flee after one dies.
 The ironbreakers pursue, ending up about half an inch out form the Big Uns.
Dwarves are slightly less outnumbered by now.
Turn 2
 Various large beasts charge the horde.
 My lord is underwhelming right now. He's tailored to do 3 or 4 wounds a combat turn, not 2!
 Not much happened here.
The battle still looks pretty worrying for me at the moment.
 The trolls were massacred this time around, and we sent the giant packing as well.
 Again, not much happened here.
 This battle has had ups and downs. Right now is one of the ups.
Turn 3
 The ironbreakers fled, which seems to be a sadly recurring theme with them lately.
 The cavalry with the boss in it flanked me! We dispatched it and the giant fell down, but not before he jumped up and down on 10 dwarves!
 The other cavalry panicked and fled when I shot it.
Here we see the lowly fragmenting, but still potent, Orcish battleline. 
 A view from the other side.
All the cavalry is running, which is a relief, but my lord has suffered two wounds, the orange chickens.

 This is now looking grim, despite the fleeing cavalry.
Turn 4
 
 The giant just stands there ominously after standing up.
 There's a lot of opponents for just 38 dwarves...
And these can do a flank charge! 
 The artillery park nailed the lone character, at least.
Meanwhile, virtually nothing happened on the right flank.
Turn 5
 The giant charged me, and then fell into my unit. Even in death, he still kills stuff.
 
Orc Victory!
 The giant just didn't die for too long.
 It's all the fault of this dice. It wanted fame and fortune, and it kept getting in pictures. This cursed me to bad luck.
 I was cursed!
Darn it!

Conclusions
I enjoyed this battle, and it was closer fought, but still no win. I'm actually pretty good, or so I'm told, but my father is far better.
What could I have done better? I could have rolled better dice. No, really. I think that the list worked,  the deployment was as good as it could be given the (random) circumstances, and the gameplay was OK. The giant was phenomenally lucky, shaving off two whole 20-dwarf ranks. And I could not kill it! My war machines shot at it continuously until it reached combat, and either they did not hit, or they failed to wound. And that's FOUR war machines! Then my lord, who should be dishing out 3 or 4 wounds turn, regardless of opponent, never did more than TWO! And he only managed that once!
Better luck next time, I guess. The next battle  should be the final Warhammer Fantasy Battles report, and then Jordan Wargames will go who knows where.