Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Thursday, 9 May 2019

Battle for Pelisium Moor

Great Kingdoms v Horde Battle Report

using

Menoth (Privateer Press) and Warriors of Chaos (Games Workshop)


A cold wind swept over Pelisium Moor, dispersing the mists into cobweb like clouds across the fields.        The discordant sound of jangling armour broke the morning's silence, disturbing the water foal into the air and small animals to seek shelter.

As the sun's ray burnt away the last of the morning mist, the two warbands could clearly seen facing off across the wet and marshy moor.  Ready for battle.

The Great Kingdoms warband consisted of:
  • Warlord on foot
  • Captain on foot.  This is the Great Kingdom's lieutenant which has We Obey as its special rule
  • Paladin on foot
  • Sorcerer on foot 
  • 2 points of heathguard on foot with heavy weapons (1 point turned into the captain and paladin)
  • 1 point of biped creatures
  • 2 points of warriors on foot
  • 2 points of levy, 1 with firearms and 1 with bows.
The Horde warband consisted of:
  • Mounted warlord
  • Mounted lieutenant
  • Mounted sorcerer
  • War Chariot. Horde special hero unit
  • 2 points of mounted heathguard (6 figures after 2 replaced for the lieutenant)
  • 3 points of warriors (in 2 units of 12)
  • 1 point of behemoth monster
Book of Battles - Battle of Heroes set in Marshy Country, with Refused Flank and Unknown Length.

We mucked up the setup and deployment reading the refused flank rules after setting up so the terrain was concentrated along the Southern long edge, leaving the North sparsely covered.  We also forgot that placing Sacred Ground is part of regular terrain deployment and left it for last.  So The horde entering from the East decided it needed to play the game in the Great Kingdom's deployment zone and hence the 2 sacred ground pieces were in the North West.

Turn 1

The Horde place half is warband North of the woods and then the rest South after the Great Kingdom deployed.  The aim was to sweep in around the southern flank.  With a 6 Saga dice to start, the horde was able to fill up the battle board including a rare on "For the Horde" and maneuvered up to just outside of L of all the Great Kingdom units aside from the level bow, which moved its warriors to within charge range.

The Great Kingdoms moved filled its board, moved the firearm levy forward and shot it and the bow at separate warrior units using "Enfilade" causing 1 casualty to each unit.  




Turn 2

Using Magic support "Stoke Fury" (on a rare), "Strengthen" and "Me First" Saga Ability; the Horde's warriors charged the levy bow in the swamp, killing 7 with 1 units; and then charged the levy firearms with the other killing 10. 

The Great Kingdoms then counter struck the northern warriors, first with its creatures who ended up exhausted without inflicting any damage.  Then their warriors charged winning combat and charging again, wiping out the Horde's warriors and distributing fatigue to the warlord, sorcerer and behemoth. 


Turn 3

The Horde repositioned its units for charging in its next turn.

The Great Kingdom sorcerer seeing how his enemy controlled the power of his magic (just) decided to risk the "Abuse of Power" to remove all the fatigue from his creatures unit only to roll double 1 and disappear in load smelly puff of smoke.  




Turn 4

The Horde trigger's "For the Horde" and with a combination of "Let the Blood Run", "Violence" and "Stoke Fury" charge the southern Great Kingdom units.  The levy bow were wiped out, but the warriors survived the war chariot's charge and only lost 4 (not enough to lose a Saga dice).

Seeing his enemy isolated and fatigued the Great Kingdom's paladin charged the behemoth kit and the warlord ordered his creatures into horde's warlord and destroying it too. 

Turn 5

With only 2 Saga dice left the Horde charged the war chariot back into the Kingdom's warriors only to die a horrible death and the lieutenant charged the captain only to end in an exhausted draw.

Ahead on points and will all its units within charge range exhausted, the Great Kingdom's warlord orders his units to rest awaiting the killing blow to land in turn 6.

Turn 6

The horde rolls a 3 on a D6 roll and the game ends.

Key Takeaways:

  1. Read the scenarios first before setting up. This is not a mistake we normally make, but in the excitement of getting an 8 point game in, both of us forgot.  Knowing the the Refused Flank deployment in advance would have changed the game.  The Great Kingdom's wood would have been centre field, the hordes one in a corner and its Sacred Ground at the edge of the Great Kingdoms deployment zone.  Once the Great Kingdom's Sacred Ground was placed, the horde would have called time and there would have been less terrain. Maybe?
  2. The horde is aggressive and there were times when it should have really pushed harder.  Its deployment was all wrong and should have just left the bows in the swamp and dealt with the rest of the army.  
  3. Remember that War Chariots have Javelins and their +1 bonus in melee on the charge.
  4. Fatigue management is critical. Even with resilience 2, you need to not only know when to spend your opponent's fatigue, you also need to weigh the risk of taking fatigue from that extra activation. Each point of fatigue is one closer to death and all it takes is a un/lucky roll or two and poof!
  5. It was a great game which seesawed multiple times and 1 or 2 dice rolls made the difference.
  6. Still have lots to learn about the synergy between units and the battleboards.  There is going to be a lot of fun learning the intricacies of Saga:Age of Magic.

Saturday, 4 May 2019

A Week in Review - Gaming

First experiences with Sage Age of Magic.


Last weekend I was lucky enough to get in a few games of Saga Age of Magic.

The first was an 8 point game at my local club, Nunawading Wargaming Association. Brought along my old WHFB Beastmen and Dwarves ready to play as The Horde and Masters of the Underneath, respectively.
The Beastmen Horde charged forward, their extra 
movement of the war chariots catching the 
Master of Underneath (Dwarves) by surprise

The 8 point composition of the two warbands was based on what looked cool and trialling out how the units would work. Each warband had a sorcerer, with a Minotaur warlord (counting as warlord mounted on beast) leading the Beastmen, and Dwarves choosing to be shooting heavy including a static and flying war machines.

A bloody and fun affair which came down to the final turn.  The Beastmen rushed to an early lead, with the Dwarves clawing their way back only to succumb at the end.

Major learning: You need lots and lots of fatigue markers in Age of Magic.


The second game was a small skirmish between two 4 point warbands.  
The Chaos Horde warband face off against the
Dwarven Masters of the Underneath
My old WHFB Chaos playing as Hordes and the Dwarves as Masters of the Underneath again.

The first two turns were are fairly static as both sides built their battle boards and manoeuvred where they could.

Then the Dwarves Gyrocopter (flying war- machine) sniped at the mounted heathguard and caused two casualties.
Twelve warrior dwarves charge a behemoth (Shaggoth) and
are beaten off after the behemoth inflicted 11 hits to 8.  The
dwarves were supported by a full battle board and the
behemoth with magical support
This signalled all out war and the horde rushed forward inviting the dwarves to hold or flee. Sitting comfortably outside of M, the Chaos horde felt confident in their charge next turn.

Seizing the bull by the horns, the Dwarves surprised with Shaggoth (behemoth) by charging with the aid of some magic. The resulting melee was devastating
The Chaos warlord on Daemonic Steed slams into the
Dwarven warlord only to be undone
in its intensity with both sides striking in a berserk rage. The Dwarves were beaten back after losing five comrades, but left the Shaggoth exhausted and vulnerable.

OK playing 4 points means that you loose Saga dice really quickly desperation kicks in with, 'Can I cause more damage before I am undone?'

The Shaggoth died in the next combat and the two warlords ended up one-on-one due to Pride with the Chaos warlord on Mounted Beast charging into the Dwarf warlord and losing.  Saga is a great game and sometimes you just have to accept that the dice gods have got it in for you. Revenge was sweet with the warriors finishing off the Dwarf warlord, but at that point it was basically game over with the remaining Chaos forces overwhelming the Dwarves in the final turn.
 
My final Saga Age of Magic game was another small one. This time 5 points worth, with the Lords of the Wild using Wood Elves and Circle of Orboros figures against Lords of the Otherworld against Tzeentch Daemons.  
A large unit of warriors take cover in a ruin supported by
flying creatures, Sorcerer, A Scourge, and Warlord on a
flying beast

Like the the previous games this was a bloody and brutal affair with fierce combats and more importantly some impressive shooting.

The two warlords go head to head, but with neither able to
land the final blow
The Lords of the Wild battleboard really support shooting with both the Heathguard and Warrior units pushing all the Otherworld resilient units to exhaustion and finishing them off.

Having lots of flying troops lead to lots of movement, but again the limited number of Saga dice limiting options.

Another close run game which literally drew to a close as darkness fell on our board. A narrow win to the Wood Elves with their warlord and warriors surviving, with the Otherworld beaten off with on the sorcerer and a few warriors left.

Looking forward to 8 point and employing each factions Sacred Ground soon.

2nd major learning:  Choosing the right spells to match the battleboard and warband composition is really important.  Combined the synergies transform the effectiveness of our units.