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tiistai 16. elokuuta 2022

Bretons vs. Chaos and Skaven Battle Report

After a long break I finally got a chance to play some 3rd ed. WFB with my friends. Initially I suggested a 2000 pt game as I had just completed enough Slaaneshian chaos for that but LM suggested we´d go bigger and agreed on 4000 pt game. So eventually we had 4000 pts of Bretons facing 2000 pts of chaos and another 2000 pts of skaven. This will not be a full battle report as I don´t have all the army lists and didn´t make notes during the game. More like a picture dump and some comments on what happened there. It might be that I don´t remember all the units and details right but you´ll get the general idea on how it all went.

Pics by me and LM.

General view of the battle field from Breton side of table. On Broten right flank you can see some skirmishing crossbow men and a bound dragon behind them. Then a cannon and three blocks of infantry next to them. The baggage with wagons and camp followers sits behind the right flank troops.

Facing the Bretons on this flank are most of the skavens. Far left are two units of skirmishers and three beastmasters with six rat ogres. Infantry blocks from left to right are stromvermins, clan rats, more clan rats and slaves. Between the blocks there are two warp fire throwers and a couple of poison wind globadiers. Two jezzails are just out of picture to the right. Across the field there a large unit of knights, war altar, mounted wizard and another smaller unit of crack elite knights.


Breton left. To the right, next to elite knights stands a cannon. I the treeline there´s skirmishing archers. The far left is made up of two units of mounted crossbow men and a big block of pike armed mercenaries. They face the chaos component of the evil coalition.

Top right are six mounted chaos thugs with six chaos hounds and their two beastmasters behind them. The main body of chaos contingent is a 30 strong unit of beastmen led by a lvl20 hero. At bottom left corner there the chaos war alter and it´s guards. In front of them stand six minotaurs including chaos general. The last chaos bits are a unit of 12 arrer thugs and a chaos sorcerer just of of picture to the left.

Some spells were cast before the first turn by both sides. A magical mist appeared on Breton right flank cannon and on the two skaven jezzails too. The mist engulfing the Breton cannon prevented the infantry block from moving causing a big traffick jam that would have a big effect on battle.


In the first turn pretty much everyone on both sides moved forward looking for opportunity to make the first charges. The was some missile fire in which a coupe of knights were killed and eventually three minotaurs too. They were forced to test for panic but general´s LD10 held.

First close combat erupted in the flank where light cavalry clashed. Humans were no match for mounted chaos thugs who despite losing one of their number to missile fire routed their opponets. Panic spread and while pike mercenaries held the other light cavalry unit lost their nerve and left the battle field. Threatened from multiple sides now it started to look grim for mercs.


Advancing in the middle was the minotaur general and his now diminished retinue. The Breton elite knights had carefully positioned themselves to charge the minotaurs next turn. Little did they know that the chaos sorcerer had an ace up his/her sleeves. A magical bog appeared in the knights´ position and they were lost until they could find their way back (roll D6 each magic turn. 1-4 remains lost, 5 opponent places unit back on field, 6 player places unit back). Suddenly the minotaurs seemed to be awfully close to that cannon and those archers.

On the skaven side of the table Bretons knights had charged the skaven slaves. Some blague cencer bearers were released but they failed to cause serioues damage. Slaves died in droves but their big numbers meant that they didn´t have to test for rout yet even if they lost the combat and were pushed back. The knight would need to take care of them fast as other skaven units were moving in to help their brethren.

Stormvermin were pushing towards Breton right flank. This was made possible by the fact that the magically bound dragon was there no more. The skave seer had raised an undead hero that charged to dragon. Against all odds the dragon lost it´s nerve and headed for home. All that stood between stormvermin and the Breton baggage was some skirmishers now. Still the magic mist hindered Breton movement and prevented the infantry from coming to help.

Mercenary pikemen got their hand on the chaos hounds. That suited the chaos general well as they were now engaged and could not threaten the beastmen advancing towards middle of the field. Mounted thugs can be seen manouvering in the back.

Surviving a cannon ball hit the minotaur general led his retinue in a charge against the arrers and the cannon crew. The skirmishing arrers knew what was best for them and fled. In a sudden burst of bravery (rolled douple 1s) the cannon crew stood and fought. Let´s just say that the minotaur general didn´t break a sweat taking care of them.


Meanwhile the magic mist had dissipated but the skaven were there and Broton infantry was hard pressed. Camp follewers nervously cluthed their improvised weapons as they anticipated stormvermin charge.

The elite knights found their way out of the magic bog and got into a melee with beastmen. Perhaps they could save the day for the Bretons...

But it was not to be. Skaven slaves managed to hold their nerve and when clan rats flanked the knights it was all over. Their routed and with the Bretons having lost more than half of their initial points value we called it a day. At this point the Breton war altar was running amok. Having been shot at with jezzails the altar guards had been thrown overboard and killed. With some luck the altar wagon ended up crashing into skaven slaves.

Magic played very crucial part in this game. Magic mist kept one of the Breton cannons silent and caused the huge infantry traffinc jam that prevented them from affecing the battle outcome. Magical bog took out the best Breton unit just as they could have engaged the minotaurs and were lost long enought that it was all over when they got back.

There was some good luck for evil guys too. Skaven slaves rolled 4 the one time they had to test for panic and passed. Despite being hit by cannon the minotaur general suffered just one wound. Panic spreading to second light cavalry unit in the early game helped chaos a lot on that flank. And so on.

Good Job Thugs! Not killing anyone, not loosing anyone. Shoud have advanced with them to be able to shoot at the cannon crew. They did however provide cover for the chaos wizard for couple of turns.


Some gutter runners sneaking up on the skaven left flank. They might have been in big trouble had the dragon stayed and not fled.

A moment before the war altar was hit causing the animals to run amok and charge into skaven slaves. Only one altar guard survived initially but he was later killed by the chaos sorcerer in melee.


All in all it was three turns and roughly four hours of fun. Hoping to play again soon!


















 

sunnuntai 5. toukokuuta 2019

Long time no gaming - O&G vs Dwarfs battle report

I think it´s been almost two years since my previous game of 3rd edition WFB. My usual opponents live half way across the country and things like work have prevented me from traveling there. Luckily I found a new oldhammer enthuastic via forums and facebook groups with whom we found time to play last week.

It was Orcs & Goblins vs Dwarfs, 2000 points of each side and pitched battle. Here´s some pictures and a shortish battle report about that game.

My orcs & goblins battle line. Goblin chariot, wolf riders (behind whom two O&G civilians who did not participate in any way), gobbo horde, two trolls, war boar mounted general and army banner, orc arrers, two more trolls led by goblin shaman, orc boyz, goblin arrers and two bolt throwers.

 The dwarfs left flank facing my goblins. Three dwarf cannon, hammerers, gyrocopter, iron breakers, flame thrower and quarrelers. My intention was to engage the elite dwarfs with my gobbos to keep them away from my main orc unit and trolls. I possible I would try to get the cannon with goblin chariot.
Rest of the dwarfs. Next to quarrelers a three barrel organ gun. Then pike armed dwarf warriors, another unit of dwarf warriors, bolt thrower, stone thrower and a small unit of slayers. I planned on engaging the warrior units with my orcs and then trying to break them with trolls.

My battle plan started to fall apart right from the beginnig as both troll duos decided to pick some flowers instead of advancing. And orc arrers fell victim to animosity and did not move. We played on a longish board with some distance between the armies and I knew my green skins would suffer greatly from those dwarf war machines.

Green skins advance. Well - most of them. Trolls are mingling around as they did for most of the first four rounds.

The wolf riders were the first to suffer casualties. Hit by a cannon they lost four goblins and had to roll for panic. That roll was suprisingly passed. They tried to retaliate by shooting at the gyrocopter but failed to hurt the pilot despite hitting him twice.

To slow down the elite dwarfs on that flank as planned (and not get shot to pieces) wolf riders and chariot charged the iron breakers. They would hopefully buy some time for my better troops to break the dwarf warriors.

As expected the goblin were suffering at the hands of the iron breakers and now were in danger of being flanked by the hammerers too. But they had slowed those two units conciderably now.

The dwarfs finally lost something as a warrior was impaled by a bolt thrower bolt.

The dwarf center advenced in good order and found good positions between two houses. They would not be flanked.

My orc line on the other hand was quite a mess. The boyz were blocking arrers advance and all the trolls were doing trollish things still at their deployment area. At top of the picture goblin arrers are sqeezing past the tower and prepare to shoot at slayer they are facing. Gobbo horde at the bottom moves forward behind the wolf riders and the chariot to forther block the dwarfs left flank.

Gobbos can see their wolf riding brethren being slaughtered in the distance.

Gyrocopter is heading for the orc bolt throwers and flying over orc arrers bombs them with a grenade killing several.

On O&G right the lone wolf rider hero is still finghting with the iron breakers when the gobbos close in releasing two fanatics. They move just five and three inches each falling short of their targets. In the next dwarfs round on is pin cushioned with cross bow bolts and in my next round the other rolls doubles and collapses. 60 points well spent. And with clear line of sight the organ gun released it´s barrels at gobbos who suffered roughly dozen casualties but held.

The gobbos bravely charged the hammeres in their flank. As iron breakers were jammed behind them it looked like my plan of holding the elite just might work.

On the other side of the battle field a fanatic and arrows killed all but one of the slayers. But that slayer charged the gobbos and eventually single handedly routed them.

The centers engaged but despite even trolls finally joining in the orcs were unable to break the darfs warrior units. As the last effort orc general himself joined in but it was too little too late. More dwarfs from their left flank (righ top in this pic) were closing in for charge. At this point I saw no hope of victory and congratulated my opponent.

Some lessons learned:
  • You really need someone capable to lead the trolls
  • Cannons are murderous with rule book rules
  • Flying rules are complicated
  • I need more gobbos (45 is not enought)
  • I need more fire and hitting power








sunnuntai 3. syyskuuta 2017

Where is he now - Ulfwerenar

Where shapechangers in WFB 3rd edition Armies are available only to wood elves the ulfwerenar are unique to the norse. They can be fielded either as part of a norse mercenary contingent or in a norse army as per list published in WD107.

The Ulfwerenar are the only case of were creatures being included to official army lists in 3rd edition WFB. They form their own units and in that differ from shapechangers who hide among ´normal´ troops and are revealed in enemy proximity.

The later editions of WFB don´t have Ulfwerenar units; or much weres at all. The  Dogs of War regiment Beorg Bearstruck & the Bearmen of Urslo is perhaps the closest thing the later editions had regarding Ulfwerenar.

Once again a BIG Thank you to LM for providing me with pictures of his painted wolf-men. That´s one magnificent unit!!!

Just look at this unit by LM. Very very nice indeed.

THE RULES

The rules for were creatures are quite long and WD107 specifies the use of champions with Ulfwerenar a bit. Let´s take a look into those rules here and see what they mean. Taken from page 244 in the rule book.

  1. Units of weres may enter battle in either human or wolf form. If entering battle in human form, players will have to provide alternative models to use once the unit has transmutated. Once a unit of weres has changed to wolf-man form it remains in that form for the remainder of the battle.

    In the descripition on weres it is thold that weres have to distict form, that of a human and that of a wolf-man. Wolf-men are frightening creatures with powerful hairy body and a snarling wolf´s head. They walk upright and  can use weapons like normal men.

    Entering weres to battle in human form gives you a certain element of suprise. Wolf-men are far better in close combat that regular humans which means that the enemy might overlook them initially if entering in human form. But you are going to need a big pile of models as you need those replacements when the transformation takes place.
  2. Were characters may enter the battle in either human or wolf form. hey may not enter as giant wolves. Alternative models for all three forms will have to be provided. Were characters may change beween their three forms during the battle, and are obliged to make transmutation tests in some circumstances as described under 6,below.

    So in addition to normal and wolf-man forms, the were characters have a third form too. That of a giant wolf. And another model needs to be provided.
  3. All models comprising a unit of weres always have the same form. A single transmutation test is made as described under point 6. The result applies to the whole unit. If led by a were character the character model may assume a different forma and is concidered separately. Character models therefore test separately even if they are leading a unit. An ordinary human character may lead a unit of weres, but obviously may not transmutate.

    Having same form for all models in a unit is pretty natural.

    The underlined part of rules is changed in the WD107 Norse army list. There it clearly states that Ulfwerenar units cannot be led by ordinary heroes, although they can be led by their own were heroes.

    And when you get to rule 11 you realise that once again editing has been a bit limited as rule number 3 allows normal human leaders but rule 11 denies that.
  4. Were characters may only change to Giant Wolf form once they have changed to wolf-man form. Similarly, to transmutate from Giant Wolf form they change again to wolf-men and then change again to human form. It is not possible to change from human to Giant Wolf form (or visa versa) in a single transmutation.

    A good clarification on how were characters transmute.
  5.  A player controlling weres may attempt to tranmutate any unit or character at the beginning of the side´s turn. Once a were unit has adopted wolf-man form, it may make no further transmutations and fights the remainder of the battle as a unit of wolf-men. A were character is free to change between the three forms (human, wolf-ma and giant wolf), but must test in the following situations. If a were character is in hand-to-hand combat at the start of the side´s turn and is in human form, the player must test to transmutate into wolf-man form. If a were character is in hand-to-hand combat at the start of the side´s turn and is in wolf-man form, the player must test to transmute into giant wolf form.

    So normal weres may attempt to transmute but were characters must roll in the above mentioned cases. Perhaps were characters are closer to animals than normal weres and because of that are less in controll of the transmutations.
  6. To effect a successful transmutation, the player rolls a D6. If the score is 6 the transmutation is successful. If enemy troops are within 12" of the testers, the player must add +1 to the dice if attempting to change from human to wolf-man, or from wol-man to giant wolf. If already engaged in hand-to-hand combat the player must add +2 to the dice if attempting to change from huoman to wolf-man or wolf-man to giant wolf. This reflects the were´s natural inclination to change into a more lupine form for combat.

    It´s not that easy to make that transformation. One really has to weight the pro´s and con´s of bringing the ulfwerenar on battlefield in human form. Unarmoured T3 models costing 15 points each are not something you want to attract missile fire to.
  7. A unit which is in wolf-man form when it charges, or when it is charged automatically becomes frenzied. No separate test is required to enter frenzy.

    In addition to better profile line the frenzy is the reason you want to have your ulfwerenar in wolf-man form when they go hand to hand with the enemy.
  8. A were character model which is a wizard loses all associated magical abilities when in wolf-man or giant wolf form. These are immediately regained when the character changes back to human form.

    The army lists for norse don´t have were wizards so this line can be disregarded when using ulfwerenar.
  9. Once a character has transmutated into the form of a giant wolf its personality changes, becoming far less human and far more lupine. A were in full giant wolf form is dangerous because it is subject to animal urges and motivations which may result in the character leaving the scene of the battle altogether. In giant wolf form were characters are subject to the psychological rules given for hatred. Were characters in giant wolf form hate the nearest enemy whatever it is. This overrides all other psychological effects caused by the enemy, negating any affect of fear for example. In addition, any were character charging or being charged while in the form of a giant wolf automatically becomes frenzied.

    As per rule book page 93 the unit associated charecters additional psychological reactions do not affect the unit that does not suffer from that same effect.  The rule for hatred aplies only to the were character. Once in giant wolf form the were character must test to see if it enters a fit of hatred as per the rules for hatred in rule book page 72. Once in that mode it will charge the nearest enemy where possible. This can cause the were character to become separated from the unit he was leading.

    In my opinion a were character in giant wolf form can no longer act as a leader of a unit. He is in effect a wolf now and no longer capable of leading. Therefore the next in command should step in and his profile should be used for further tests.
  10. A were character in giant wolf form and which is not engaged in hand-to-hand combat at the beginning of the side´s turn must make a transmutation test to assume wolf-man shape. If the test is failed, the player must make a further test rolling a D6.

    1-4. The character remains under normal control.

    5. The character must move towards the nearest table-edge at normal speed avoiding combat, if possible. As long as the model remains on the table, the players may test to transmute at the beginning of each of his following turns. No further roll is made on this chart. If the character has failed to transmute by the time the model crosses the table-edge, it is assumed to have left the battlefield and takes no further part in the game.

    6. The character must move towards the nearest table-edge as described above. No further tests are taken; the model is removed from play as soon as it crosses the table-edge.


    With some bad rolls you can end up with your were character running for wild. This is the risk you have to take if you use them. It certainly makes using expensive characters in giant wolf form pretty uninviting.
  11. Units of weres must be led by an ordinary were or a were character.
    See rule 3. Some inconsistency here. As WD107 clarifies this I would follow that ruling.
  12. In competition games, weres are only permitted to those armies indicated in Warhammer Armies, fundametally the Norse. In non-competition games players are allowed to make weres even weirder (if you´ll forgive the pun) by adding D3-1 dominant Chaotic mutations to each unit when in wolf-man form. Characters may be gicen D4-1 personal mutations in wolf-man and giant wolf form - these do not have to be the same mutations and can be generated separately. All random generation must take place before the game begins, preferable under the supervision of the GM.

    So a little hint towards chaos here in the last were rule. And a good point about generating the mutations under GM supervision.
I have to say that even for 3rd edition WFB the rules for weres are long and quite clumsy. Quite a lot of dice rolling and things to remember. But you could have streamlined the rules a bit - not cut the weres alltogether.

The were champion and two troopers. Champion is
a C22 Creatures giant werewolf and troopers are
C18 Nighthorrors wereman and wolfman. From LM´s collection.

PROFILE AND ARMY LISTS

First of all, in my opinion every norse army should have some Ulfwerenar. Just because they are a cool unit that no one else gets. They look good in their wolf-man form and that alone is a good reason to field them.

As we see from the table below, the weres are pretty expensive but they are tough too. As one can expect the profile leans toward hand to hand combat.

As per rules the Ulfwerenar can only be led by one of their own. If were characters are fielded they must be assigned to a Ulfwerenar unit as a champion. As you can not have more than one champion per unit of Ulfwerenar this means that you can never have more were charaters than you have units of weres in your army.


A norse mercenary contingent can have 0-10 ulfwerenar with 5-10 models per unit. A unit must include a were champion. You could theoretically field two units of ulfwerenar but they would be really weak that way. For mercenaries I would field a unit of 10 and wouldn´t try to pass them for normal troops but give them two-handed weapons and deploy them in wolfman form. With champion and a standard the unit would cost roughly 260 points. Pretty expensive but T4 gives some durability and WS4 hitting with S5 is a lot of punch.



If you are using the army list from WD107 you have more options. Now you could try confusing your enemy by deploying in human form and having such equipment that ulfwerenar could be initially mistaken bondsmen. You could potentially field 6 units of bondsmen each 20 models strong and hide a ulfwerenar unit of same size among them.

For a were strong ulfwerenar unit you could take 19 models including a standard bearer all equipped with shields. They would be led by a lvl 20 ulfwerenar hero. You would want to have shields as the bondsmen have that as normal equipment. That combination would cost you 556 points. Taking a relic banner would be highly recommended to keep them from breaking when not in frenzy. The additinal 25 points is not that much for 550+ points unit.

If almost 600 points feels to much you could take a lvl 10 hero and cut the cost by 100 points. Lvl 10 were characters are pretty tough too.

But keep in mind that fielding weres in human form comes with the risk. They might not transmute when you would want them to.



The rule book has different profiles for were characters of different levels in giant wolf form too. Most of the stats stay the same regarless of the level but you get more wounds and higher initiative. This is however changed in the WD107 and all were characters now use the common giant wolf profile regardless of the characters actual level.

This again will affect the way you use your were character. In my opinion there is no sense in using the giant wolf form for other were characters than level 5 champions. Imagine your lvl 25 hero charging out of his parent unit in giant wolf form only to shot to pieces by an enemy that chose to stand & shoot. A lvl 5 champion might benefit from giant wolf form. They do not provide leadership bonuses in any case so combined with profile changes it might be worth trying.

Another shot of this beautiful unit. The flag is a Wargame¨Designs
28mm Viking/Saxon flag that fits the theme perfectly.


WHERE ARE THEY NOW?

Closest thing to ulfwerenar in the later editions is the Dogs of War regiment Beorg Bearstruck & the Bearmen of Urslo that came with the 5th edition in 1998. At that time the norse are seen as deeply affected by powers of chaos and their lycanthropy being a gift from chaos gods. In this regiment only Beorg himself is clearly a were creature. His model is clearly a half-man-half-bear creature and the rules state that he fights with claw and teeth. The normal troopers are more or less touched with the mark of were bear affecting their appearance and giving them a higher-than-normal-men profile. Unlike Beorg they wield normal weapons and wear armor. There are no rules for different forms and  every model has just one profile.


Bearmen of Urslo. Beorg himself is not that bad a model
but the rank & file don´t impress me much.

I have to say that I did like the old Norse better before they all went chaos. The norse in 3rd edition were described as fierce and brutal like the land they live in. They love battle and are concidered untrustworthy but they are not all grim & dark chaos that they were turned into later.

-------------------------

I think I need to take a deeper look into the were creatures as whole in the Oldhammer world. There doesn´t seem to too much material available on them. And things I have managed to find are somewhat conflicting...

maanantai 24. heinäkuuta 2017

Trouble at the Fur Hunters´ Hut - 3rd edition WFB Battle Report

When the alarm sounded captain Chaelamin felt perhaps a bit too much satisfaction for being right as the situation was grave serious. He had made his men to take up defensive positions and to set up guard posts around the fur trader hut. They had not protested but he had seen the looks in their eyes. They had been marching all day and would have wanted to rest.

But now it was both his own seekers and the fur hunters he had sent out to guard dute that had spotted the enemy. And Chaelamin himself could see green shapes emerging from the morning mist.

"Get those civilians inside and away from the windows!!!" Chaelamin shouted. To his disappointment some of the fur hunters had their families at the site and they would only be in way now. As if the dwarfs POWs weren´t enough.

Reports were coming in now - there were greens skins coming in from every directions. They would have to fight. Chaelamin only wished that the dwarves would come as agreed.

---------------------

Big boss Grumbud listened to the goblin chief with disgust. That git was trying to tell him how to lead the raid. The only reason he had tolerated the goblin so long is that his own mob was still too small to make the attack themselves. They need the loot and to get the loot he needs the gobbo chief and his troops. But if the chief would get itself killed Grumbud could keep all to loot his boyz.

"Oi, Rhybag! Me wantz u and ur gobboz to attacks from ze otter side of ze hut. We meetz in da middle rightz? Ze first boss over ze wall getz a speshul prize."

Chief Rhybag hurried on it´s way. Grumbud knew that all boyz and gobbos should be in position now. As the sun rose he ordered the advance. And then the alarm sounded. The elves had noticed them.

---------------------

Lord Dumbell heard the horn and knew something was not right. He made sure that they were not under attack themselves and reformed his units from marching columns to a battle line. He could see the building where the exhange of POWs was supposed to take place but he could see the goblinoids too. There were at least one unit of orcs and goblins right between him and the hut site. And he could see arrows being fired from the wall that protected the hut´s yard.

They would have to fight through the orcs and goblins to make it to the exhange. Dumbell made sure that the elf prisoners were secured and then the dwarves moved in.


This is a battle report about a 3rd edition Warhammer Fantasy Battle scenario I GM´ed a week ago. The scenario required three players each playing goblinods, high elves or dwarves. The scenario background was that the warring elves and dwarfs had agreed on armistice and an exhange of prisoners of war. Elves and dwarfs are to meet at an elven fur hunter hut for the exhange.

Not knowing about the POW exhange a small tribe of orcs with their goblin supporters are looking for easy loot. They have surrounded the fur hunter hut and are to attack.

Each side has their own objectives and some special rules. Each player received a written briefing and list of troops before the game.

BRIEFINGS, SPECIAL RULES AND LISTS

Orcs & goblins:

Oi gitz!!! You´z big boss Grumbud of ze purple ´edz tribe. Yer luck wiv ze lootz ´az been poor an´ ze boyz iz gettin´ restless. Nothin´ dad a good ol ´ead bashin´ won´t keep in line but ya really need to get ´em fightin´ ze enemies an´ not each other. Ya ´as gotz a tips from ze gobboz dat dere iz da pointy earz ´untin´ ´ut wid lots an´ lots of ´idez ´n supplies to grab nearby. Ya ´az promized to take dem gobbos wid uz to share da lootz. Dem scumbagz ´as no gutz to go an´ bash ze tree ´uggerz demselves.
Dem gobbos say dere iz lots but not lots an´ lots of dem fancy pantz at ze ´ut. Ya haz cum up wid da brilliunt planz. Yer boyz an´ ze gobbos ´as ze hut surrounded an´ you´z ´as ordered everywun to attacks at ze first light.

Ya haz dem four set up areaz - wun at each side of ze ´ut. No set upz closer dan 16” of dem ´ut - ya not want dem ´ippies to spot ya too early. Ya wanna ´ave ze ´utz surrounded - not lettin´ ze pointy earz run away iz we. Ya haz to set at least wun mob of dem boyz or gobbos on each area. Rememba dat dem gobbos iz not to be trusted - ya haz to ´ave a mob of dem boys or wun of dem shamanz ur chiefz in da same are wiv each of dem gobbo mobz.


Ya needz to get dem buildingz intactz as ze lootz iz in dere. An´ ya not mind if dem gobbos getz bashed and not haz to share da loot wiv ´em.

Commo´n ya gitz, weez gunna ´ave a proppa bashin´!!!

Success conditions:
 Complete success: Both buildings survive and are captured by your troops. Gobbo chief Rhybag is killed or routed off the board. No more than 50% of boyz are lost as casualties.


Partial success: You capture the hut site but one or more of the following happens: one building is destroyed / chief Rhybag survives and is not routed off board / more than 50% of the boyz are lost as casualties


Failure: Hut site is not captured or both buildings are destroyed. Boss Grumbud is killed.



Elves:

Sir, You are in charge of the four dwarven prisoners of war whom as by the armistice agreement are to be exchanged to four elven warriors captured by the dwarves during the hostilities.

The exchange is to take place at this fur hunting hut your small troupe reached late last night. Your scouts caught a sight of some goblins along the road here two nights ago but the scoundrels hurried back to the cover of woods and have not bothered you since. Upon arrival you set up a defensive perimeter inside the l hut´s walled yard and ordered your troops to rest with guards on duty. Scouts were sent to patrol the nearby woods.

The prisoners are locked up in the storage building with their hands tied so that they cannot escape in case the dwarves try some foul play. The prisoners are unarmed but their equipment is held by your troops and is to be returned to their rightful owners upon exchange.

There are six hunters present and you have taken them under your command. To your big disappointment there are some civilians including a child at the hut. You have ordered them to stay in the main building to be out of your way until everything is clear with the exchange.

You have very strict orders from lord Darcassan not to jeopardize the armistice in any way. Your most important job is to get the four elven prisoners in your custody and to safely escort them along the road to safety. As important as that is to release the dwarven prisoners of war to their brethren and guarantee their safe exit from the area. In case there is a confrontation of any sort you are to preserve your troops as far as possible but without endangering your most important mission - the safe exchange of prisoners.

Scouts may be set up anywhere on the map within 15” of the huts. Civilians must start the game in the main hut. Everyone else sets up within the logging hut perimeter.

The dwarves should arrive in the morning from the east.

Godspeed!


Special rules:
The dwarf prisoners start the game with their hands and feet tied. They set up in the storage building that is locked. They cannot move or fight and if attacked will receive free hack hits. The prisoners have normal dwarf profile. They start unarmed (improvised weapons) and unarmored. If there is an elf model within 2” of the storage building door, the elf player may declare the release of prisoners at any time. From that moment the dwarf player gets the control of the prisoners. He may then choose if he wants to put them in normal or skirmishing formation. After release each prisoners gets a hand weapon and a shield. If the prisoners spend one turn putting on their equipment (no movement or others actions) they can add light armor. The prisoners are considered saved if they exit the battle field via the road to east.


The main building has two windows on the long side and one on each end. There is also one window next to the door. The storage building has no windows. Both buildings are wooden with very flammable roof. Two models can use missile weapons from each window and two models can engage in hand to hand combat through a window. The building is divided in three sections. Each section can have 6 models in it. Therefore there is room for a maximum of 18 models in the main building. Models in the building don´t have to be in base to base contact but are still considered to be in normal formation. Models cannot be pushed back from a window position. A model not engaged in hand to hand combat may be moved to another window during the elf player´s movement or reserve phase. Rank bonuses do not affect combat resolution when fighting through windows. A model/turn may climb in/out of a window in movement phase when there is no model on the other side in contact with the window. Moving through window uses the models movement completely. Moving through window may put a model in base to base contact with enemy. They will enter hand to hand combat, but moving through window does not count as a charge.


Success conditions:
Complete success: All dwarven prisoners escape to safety. All elven prisoners escape to safety. All civilians escape to safety. No more than 50% of your troops are lost.


Success: At least ¾ of dwarven prisoners, elven prisoners and civilians escape. No more than 50% of your troops are lost.


Minimal success: At least ½ of prisoners and civilians escape.


Failure: Less than ½ of prisoners survive. Fighting between elves and dwarves break out.


Dwarfs:

Lord Dumbell! Take care of the prisoner exchange. Do not harm elf prisoners unnecessarily. Return with our brothers. Do not kill any elves unless they attack first. Slight bruising is acceptable. No more than four kegs of ale per warrior a day before return.

You enter the area from east beginning from turn 2. You may deploy as many units as you wish. Units not deployed on turn 2 will be deployed on subsequent turns on your will. Safe exit at same location.

Axes high!


Special rules:
The elven prisoners start attached to one of the dwarf units. They must set up in 2x2 formation and be placed in base to base contact with the back side of the unit they are attached to. They cannot fight and don´t affect the combat resolution rank bonus of the unit they are with. In case they are attacked they may be moved out of harm’s way to another side of the unit. If there is no room and they end up in combat enemy can score free hacks vs. them. The prisoners will move with their parent unit including rout etc. Missile hits against the unit will be randomly divided between the dwarves and the prisoners. The dwarf player can at any time declare he has released the prisoners. At that moment the elven player issues their control and they will act on his turn. The prisoners have normal elf profile and they are unarmed (improvised weapons) and carry no armor. From release on they will act as skirmishers.


Success conditions:
Total success: All dwarf prisoners exit to safety

Partial success: At least ½ of prisoners exit to safety

Failure: Less than ½ of the prisoners survive. You have to shave your head, dye your beard orange and seek your death in the troll caves.



THE GAME

 The elf player did his initial set up secretly on a piece of paper. Then the orcs ond goblins were put on the table. And after that the elves. Orcs would move first.



Orc boyz and trolls advancing from north and led by Grumbud himself. Defending the wall are elf archers. Chief Rhybag´s gobbos and the orc shaman are just barely visible in the horizon.

 Orc arrers and gobbo stickas closing in from east.

And from west more boyz and a mob of wolfboyz. In the woods the elf fur
hunters are taking aim on green skins.

The fur hunting hut and it´s defenders. On top left corner a unit on seekers. Manning the north wall are archers. In the bigger building are the ship company and civilians. Dwarf POWs are held in the smaller building. In the yard there is also captain Chaelamin mounted on his horse and the fur hunter´s hunting dog´s with their handler.

First blood was drawn by orc arrers who really didn´t want to share the loot with stinking gobbos. Failing their animosity test they wheeled a and shot at gobbo stickas killing three of them.

Suprisingly everyone else passed their anomosity tests and moved towards the hut. On elf turn there was very little movement. On shooting phase everyone who could shot at advancing orcs & goblins. Some were killed but not enough to force a panic test.

On turn two the trolls did what they do best and failed their stupidity roll. They staggered on and ended right in front of the main orc boyz unit preventing them form advancing. Grumbud decided to take matters into his own hands and left the boyz unit he was with to join with trolls and bash some sense into their thick skulls.

Elf captain and hunting dogs left the hut yard to face the gobbos and orc shaman coming in from south. A single fanatic was released from the gobbo unit by the elf presence but the loonie did not reach his target.



And then came the dwarfs. Between them and the hut site were just the orc arrers and gobbo stickas. And the stickas were just preparing to charge the elf seekers in the forest in front of them.

On turn three big boss Grumbud managed to get the trolls under his command and bashed some sense into them. They and the boyz would be ready to storm the yard next turn. Orc arrers retreated away from the advancing dwarfs and stickes charged to elf seekers who chose to stand and shoot.

On the other side of battle field wolf boyz changed the elf hunters who received the charge shooting with their hunting bows. The lone gaoblin fanatic in the middle crashed into hut wall and died. Two of the hunting dogs were roasted by a fireball from orc shaman.

In the top left corner stickas charge the seekers. The fanatic is just about to make his final move and head straight into the wall.

The elf captain decided to take out the orc spell caster and charged him. The remaining dog and his handler retreated back to safety of the walls. The ship company that had stayed in the main building started to move out to be ready to face the orcs and goblin.

The elf archers defending the north wall took aim on trolls directly in front of them and scored a huge amount of hits. And managed to down a troll. This was too much for the others who broke and took big boss Grumbud with them! Suddenly the orc leader was on the run.

Luckily for the orcs the boyz mob was not affected. They would charge soon.

Chaelamin took care of the orc shaman quickly with one thrust of his lance. Seekers killed a couple of stickas but lost one of their number too and were pushed back. Hunters could not hurt the wolfboyz and were pushed back too.

The dwarfs marched as fast as they could. They could see that the elf situation was getting worse every second.

Big boss Grumbud´s not so glorious flight from battle.

As Grumbud and his bodyguards were out of the way the boyz mob was able to charge the elf archers defending the northern wall. Chief Rhybag´s stickas turned their ranks to face the elf captain who had slaughtered the orc shaman and peppered him with javelins. And against all odds wounded him.

Orc arrers who had been running away from the advancing dwarfs were positioning themselves to be able to charge the ship company next turn. After moving they released their arrows and a single marine was pierced by a red feathered arrow.

Both the seekers and the hunters were slowly being grinded down and pushed back the stickas and the wolfboyz. They could kill a few gobbos every now and them but the sheer number of enemies meant that they could not win a round of combat. At the north wall defending archers were pushed back by the boyz who were now in the yard for the first time.

Luckily for the elves the other unit of boyz was a bit of stuck behind the gobbo unit and could not engage anyone.

Desperate to buy some time the elf captain charged to goblin horde in front of him. The lone hunting dog handler and his remaining hound joined in too. Close combat was raging all over. Again the elves were pushed back in every single combat. They were really on the edge of braking.

The last remaining seeker trying to hold on against the stickas
while captain Chaelamin and the hunting dog handler charge the gobbos.

The dwarf thunderers had finally marched in range of the orc arrers. They took aim and BANG! Three of the ten muskets misfired and two dwarfs were killed. And no hits scored on orcs. It really did not start well for stunties.

The dwarf POWs in the smaller hut had been alarmed by the noises of fighting and they managed to break themselves free. Armed with what weapons they could find they bursted out of the shag and charged right to the flank of the orc boyz pressing hard on elf archers. That was the boost that the defenders needed. Several orcs were killed and the rest were pushed back. The situation was stabilized at least for a while.

On the next orc turn the arrers charged to elf ship company now defending the south wall. The marines did not fare well and got pushed back into the main building. On the north wall elves and dwarfs killed a number of boyz. A single dwarf was lost too. Rest of the orcs broke. The archers did not choose to follow but the dwarf POWs wanted to avenge their brother and went into pursuit. That put them into a dangerous position as wolfboyz had taken care of the last of hunters and would be able to charge the dwarfs next turn.

Hunting dog handler and his hound were slain. Now it was just the elf captain fighting the gobbos. He got pushed back. The stickas finished the last seeker.


At this point the elf civilians saw their chance and using windows as exits bolted towards the dwarf lines for safety. Seeing the wolfboyz that threatened to dwarf POWs the elf archers formed a shooting line to protect them. They would not jeopardize the chance for peace with the dwarfs.

Once again the elves were pushed back all around. Their captain was hit several times but his armor protected him against the weak goblin weapons. Ship company was being reduced to less than five elves but the survivors held on swearing to protect the fleeing civilians.

Dwarfs advanced and would be in charge range next turn. Their flamethrower had come to range of the gobbos in combat with the elf captain. Not caring too much for the elf´s safety they launched their fiery ball but it missed both the gobbos and the luckily the elf too. The forest they were partially in caught fire. The former dwarf POW headed for safety of their own lines.

During the last couple of turns it became clear that the orcs had secured to hut site. The ship company was killed to last elf inside the main building. Dwarf quarrelers got to charge chief Rhybag´s gobbos and rescued the elf captain who was down to his last wound at that time.

As all the civilians and POWs were behind the now combined dwarf/elf line and orcs firmly holding the hut site I called it a day. Dwarfs and elves would be happy to retreat and orcs had no interest in following them.

Forest fire rages after careless use of a flame thrower.

So how did each side fare? 

The orcs secured the hut site with both building intact. But roughly 50% of the boyz were lost and big boss Grumbud was routed himself with chief Rhybag surviving. A partial success was awarded to orcs.

The dwarfs lost one POW and got a partial success too.

The elves managed to get all civilians and POWs to safety and only one dwarf POW was lost. On the other hand almost all elf troops were killed. I awarded the elf player with a partial success too. Even if there was no such category in the briefing.


LESSONS LEARNED

 It took us roughly three hours to play this scenario. I had not had time to play test it so I was pretty anxious to see how it worked. On general level I am happy with the result. I felt that the players were having a good time and I didn´t have to interfere too much with GM´ing. Thank you guys for playing!!!

If I were to GM this again I would perhaps change the roles of elves and dwarfs around. Now the dwarf player spent most of his time just marching. Quicker troops would mean more action.

The trolls could have been too powerfull for this scenario. Now they actually worked against the orc player. I might reduce their number to one in any case.

The elf player´s success conditions are a bit too harsh. I would remove the No-more-than-50%-of-rour-troops-are-lost requirement for the side that starts in the hut site.

The orc player needs to play actively as TL did in this game. I was expecting to see a break out try by the elves but LM chose to defend the yard and wait for dwarfs. And as we saw it worked well enough.

Elf civilians running for safety.

Hope you enjoyed reading. Sorry for crappy pics. Forgot my camera home and had to use mobile.