Turn 3: Night Goblins
The Gobbos started with fleeing spider riders causing panic checks down the line. Thankfully, the spearmen hold. The spiders fail to rally, however, and continue to flee to the nearest edge. It appears that the rest of the Night Goblin army is going to cooperate this turn as no units are affected by Animosity and the Troll even manages to pass his stupidity check against leadership 4! He remembers what he was doing and moves the full 6 inches towards the dwarf crossbowmen holding the hill. In a flash of intelligence, the Troll even decides to take cover behind the wall. The rest of the night goblins take a cue from the Troll and move forward, preparing to slam into the dwarf line.
Hold... |
Seeing that the real combat is about to begin, the Dwarfs take one last chance to unleash the cannon. Unfortunately the crew got a little anxious and lit the fuse to early. The cannon misfired again and could not shoot for two turns. The crossbowmen show them how it's done and manage to wound the Troll once.
Turn 4: Night Goblins
Before anything starts, the spider riders again fail their rally check and flee off the battlefield giving the first victory points to the Dwarfs. After the remaining units pass their animosity checks the Night Goblin Big Boss issues charge orders to both spearmen units and they crash into the main Dwarf Warrior unit, with the secondary spearmen hitting the flank.
...the Dwarfs hold... |
The Night Goblins cause some decent damage, but it's the weight of numbers (rank bonuses, and the flank attack eliminated the Dwarf rank bonus) that tips the combat's favor in the Night Goblins' favor. They win combat by a very large margin, causing a break check that could win the game, but the leadership of the Dwarf Hero General is barely enough to hold. This is would be the pivotal combat result of the game. The Night Goblins wrap around to envelop the Dwarfs, bringing more warriors to the fight.
Turn 4: Dwarfs
With a roar, the second Dwarf Warrior unit charges into the rear of the Night Goblins that were on the flank. As they were already engaged in combat getting charged in the rear is an incredibly disheartening event. Amazingly the spearmen pass their Panic check and fight on, but lose their rank bonus. We have a big melee now. Overall, the Dwarfs cause more total wounds than the Night Goblins and also have significant rank bonus with the new unit that charged in. This tips the combat in their favor. Both goblin units fail their break checks, and as the main goblin unit with the general turns tail and flees, the Dwarfs pursue after them and run them down, cutting and hacking them to pieces as they retreat.
...and the Goblins do not! |
At this point, I concede the battle to the Dwarfs. A well fought game.
Victory for the Dwarfs.
Sounds like a fun battle, good way to dip your little goblin toes back into the waters of wargaming.
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