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!

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