Sunday, December 8, 2013

Alternative Greatswords

After perusing the Empire Army book for  Warhammer 6th Edition I realized that it might be time to reconsider my opinion of Greatswords. I had always ignored them mainly because I didn't like the figs, in any edition.  Never a fan of the squiggly swords, never liked the poses, etc.

OOP Greatswords

But looking at the rules and their army list entry it seems that they're one of my better infantry choices.
They're 12 points, come with full plate armor (save of 4+), Weapon Skill 4, Stubborn (take break checks on unmodified  Leadership regardless of combat results), and their double handed swords are great weapons so they have +2 strength.   Only real downside is that they take up a Special slot.

With all of this in mind, my new challenge is to find figures that I like enough to field a unit.

I don't like the current GW Greatswords; that squiggle sword just really bothers me. I do, however, like the optional sword that comes on the sprue (non-squiggle).
Yes
No

Artizan Designs has some fantastic two-handed Landsknechts but I'm looking for models that are a little more heavily armored.
Artizan

What I really want are dismounted knights in full suits of armor, no shield, and a hand weapon.  Either like the old edition Reiksguard Knights, or the Men-At-Arms that Foundry has.
Foundry
If the scale matches then I can just swap whatever the weapons they come with for the two handed swords from the GW sprue (if I can find enough of them).  I don't think the Foundry scale will match well enough with the current GW swords. And honestly, I doubt I'll be able to get enough of just the specific swords to make that a feasible option.

Front Rank has two figures that would work, the Italian Armor guys Hand-And-A-Half Sword Raised.
Front Rank


The search will just have to continue.  Maybe the answer is to mix and match and use a few from each manufacturer.

Friday, December 6, 2013

Questions, Mistakes, and Second-guessing

There were a few things that came up during the recent game of Empire vs Skaven.

The first was, what happens when you charge models that are "lapping around" another unit?
After re-reading the rulebook, it's actually pretty clear. You try to charge those models, and the models immediately return to their rear ranks. If you can no longer make the charge to the main unit then it's a failed charge. If the charger can still reach the unit then they would just make contact with the main unit.

Another thing that came up was this crazy idea that was stuck in my mind: stand-and-shoot casualties counted towards combat resolution. That's not the case.  I have no idea where that came from.

Now, on to the second-guessing.
I didn't realize how powerful the Skaven warlock engineer could be. It looks like if i'm fighting Skaven I need to bring at least a Level 1 Wizard to give me a better chance at dispelling the warp-condenser.

As for my general, I armed him with the Sword of Righteousness, all attacks hit on a 2+.  I thought this was a great idea but the Skaven Chieftan had a 2 or a 3+ armor save and he managed to save every wound that I caused.  As a hero / captain, my general only had a strength 4 so not really enough to modify the armor save and kill the opponent.  In the future I need to keep in mind how I armed the captain and what he's good at: causing wounds on infantry to help win combat, not challenges against above-average heroes.

The shooting units of my army performed terribly.  Of course, these units made up a pretty large portion of my army so this practically doomed me from the beginning.  It probably won't alter my plans for what units to field, but it was definitely was a little sobering.

A tactical situation that I'm re-thinking is the first spearmen vs giant rats combat.  The spearmen beat the giant rats who fled and I decided to pursue.  I'm not totally sure that was a great idea because it left the supporting detachments alone and not really in any position to be useful.
I also think I may have needed a better plan to deal with the objective.  My plan partially came about because my deployment zone was slightly restricted and I wanted to have the detachments lined up on either side of the spearmen which didn't leave me with much room to deploy the spearmen. An alternative would have been to deploy a little further forward and have the swordsmen behind the units as a reserve, but I knew Skaven would be across the board in two turns and I'd be pretty bunched up.

I didn't see much that the Skaven did wrong.


Sunday, December 1, 2013

Empire vs Skaven

We hadn't played a game in a while and the Empire and Skaven had yet to properly face off.  Both armies had been building in size, so before things got hectic with the holidays we decided to set up a game.
Quick background:
A large chunk of Warpstone crashed from the sky just outside of a small Empire town.  Nearby, some Skaven became aware of the new source of Warpstone and sent a raiding force to the town to take the valuable stone for themselves.  The local townsfolk summoned their lord, who raised a defense force to repel the attackers.

The background narrative was to give some thematic setting to the Objective Capture Scenario #5 that we played.  An objective is placed in the center of the table, players set up 18 inches from each other (not the customary 24 inches), and the player with a unit closest to the objective at the end of the battle wins.  Game is random length, so after turn 4 you begin rolling to determine if the game will continue.

Empire Order of Battle:
Captain on a Pegasus (General)
24 Spearmen
8 Handgunners detachment
8 Handgunners detachment
10 Crossbowmen
2 Cannons
15 Swordsmen
10 Huntsmen Archer Skirmishers

Skaven Order of Battle
(I don't have exact numbers here)
Chieftan Rat Dude (in with Clanrats)
36 Clanrats
24 Giant Rats w/ 3 packmasters
20 Plaguemonks
5 Gutter Runners
1 Warlock Engineer
1 Warplightning cannon


 Empire plan was basically to suck the Skaven into the spearmen, softening them up with missile fire on the way in while the swordsmen threaten objective from the flank.




 Skaven won the roll-off to move first, and advanced towards the Empire battle line.

Skaven movement after turn 1
 Warlock engineer took out a rank of spearmen with his warp-energy condenser.
 Swordsmen, General, and Archers all advance on the Skaven Flank, attempting to get behind the rats and secure the warpstone objective.


 A bad omen to start the battle: both cannons misfired on the first turn.  The rest of the Empire missile troops were equally ineffective. This did not bode well.
 Turn 2 begins and the warlock engineer unleashes that crazy warp energy condenser gun again, annihilating half of the swordsmen.  With the general nearby they hold morale, but barely.
 The warplightning cannon crackled with energy and unleashed a bolt of lighting through the manor house on the hill, burning it down, along with 4 of the archers.  Yikes.

 The Empire turn 2 begins with the Empire facing down 3 blocks of Skaven troops across the table ready to hit the line. The Spearmen position themselves to take the impending charge from the giant rats, and the supporting handgunner detachments poured more fire into the rats to whittle them down.  Unfortunately for the empire not many rats were killed.
 The Empire general realizes that he needed to neutralize the warlock engineer and charges him but the Skaven holds true to form and flees from the charge.
run away!

 Turn 3 begins and the giant rats charge the spearmen.
The detachments make use of their coordinated training, with the left detachment countercharging into the flank and the right detachment fire on the rats as they hit home.
 Meanwhile, the plaguemonks absorb the incoming bolts and charge the crossbowmen.
The gutter runners finally appeared from nowhere and charged the brass cannon.
 The warlock engineer rallied, and since the warp condenser gun thing is "magic" he was able to fire it at the oncoming pegasus, causing two wounds and leaving the Empire general's mount with only 1 wound remaining.
 The warplightening cannon unleashed its fury again and killed 3 more swordsmen.
 The constant barrage of casualties proved too much for the swordsmen and they turned tail and fled the battlefield.
 The coordinated charge response from the well-drilled Empire infantry won the combat with the giant rats, causing them to break and the spearmen ran them down. Their pursuit charged them right into the block of clanrats.

 Amazingly, the crewmen of the brass cannon defended their war machine to a standstill with the gutter runners, killing 2 of them while only losing one. But the plaguemonks wiped out the crossbowmen, pursuing them off the table (to return later), and causing the crew of the gold cannon to panic and flee off the table as well.  The center of the Empire battle line was collapsing and the game was reaching a critical point with the large combat in the center.

 Empire Turn 3 began with the Pegasus bypassing the warlock engineer and hitting the flank of hte clanrats, hoping to tip the scales of the combat.


 It wasn't enough, and the clanrats won the combat and began to lap around the remaining spearmen.

 The remaining Empire missile troops all fired on the warlock engineer trying to exact some revenge...
 ...but they all failed to hit him. That summed up the Empire missile fire for the entire day.

 Turn 4 began with the Skaven warlock engineer ripping off another shot from the warp condenser gun, mowing down 6 of the 8 handgunners in that detachment.
 The plaguemonks returned to the battlefield and the gutter runners turned to engage the remaining handgunners with their poison throwing darts.
 The warplightning cannon zapped 3 more of the archers, who refused to run.
 The combat began with the Skaven Chieftan issuing a challenge to the Empire hero.  He accepted, and the Skaven general proceeded to gut the Pegasus, leaving the hero to stumble off his fallen mount and miss his remaining attacks.
 The combat eventually was won by the skaven, with the spearmen turning and breaking and the clanrats running them down.  Seeing his entire army in tatters, the Empire general also broke from combat and fled.
The game ended there with the Empire conceding and the Skaven in possession of the valuable warpstone.

A tough loss for me, but a great and entertaining game.

I'll follow up with another post discussing mistakes, strategy, and other proper second-guessing.

Fall-In 2013 Lancaster

On Friday and Saturday Nov 15 & 16, Le Coq Fou and I went to Fall-In 2013, the historical wargaming convention that occurs annually in Lancaster PA.  It's run by the folks at the Historical Miniatures Gaming Society who run some of the biggest and best wargaming conventions in the country.

We got there mid-day on Friday and went right to the "flea market" area, known as Wally's Basement.  You can find great deals on used figs, games, scenery & all kinds of stuff, such as these lizardmen swarms:
"I hate snakes"
I managed to pick up an old pewter Steam Tank sealed in the original box. and some 4th edition Empire Crossbowmen.  I'll post a picture of them later.
We then headed over to the vendor area to spend too much money.  Got a lot of nice jungle scenery, a few back issues of Wargames Illustrated, and took a look at some halberds from Old Glory:
I want these halberds
The folks at Old Glory are really helpful and were totally willing to sell me just the halberds from this pack if I placed a regular order.  I will be doing that in the near future.

We walked around to check out some of the other games.  This convention always has a "theme" which guides the programming of the convention. They'll have speakers, workshops, and the majority of the games run will be based around the theme. This year's was “1813 The Niagara Frontier in Flames”.








Then we walked past an interesting looking sea wargaming table and they had an open seat.  I sat down and joined the game just as it was starting.  It ran about 3 hours but it felt like 60 minutes.  An interesting ruleset called "Form On the Admiral's Wake".  Easy to pick up and fun to play.






I'll finish with the rest of the games in a follow up post.