Tuesday, September 30, 2014

Search for the Warpstone

Recap of the big 3000pt battle that we've been planning. 
This was a modified version of the Breakthrough scenario from the 6th ed BRB. High Elves needed to scoring units into the "town zone" on the Empire side, defined as a rectangle 12" in from the two far edges, and 12" deep.  At the end of Turn 5 and Turn 6, HE roll a D6 for each unit in the zone; on a roll of a 6 they discover the warpstone and win. Any other result is an Empire win.

Empire deployed first, then High Elves. The scenery was specific to the scenario and background so that lead to some less-than-ideal deployment decisions.  High Elves won the initiative and went first.  

High Elf units are numbered in blue.
1: Great Eagle 2: High Elf Prince on a Griffon 3: Repeater Bolt Thrower 4: Archers 5: Swordmasters with Commander 6: Big Spearmen block with Mage 7: Bigger Spearmen block with Mage 8: Repeater Bolt Thrower 9: Mounted Mage, 2 Chariots, 10: Reaver Knights 11: Shadow Warriors and Silver Helms

Empire units are numbered in red (two 7's by mistake).
1: Knights Panther 2: Swordsmen 3: Handgunners w/sniper 4: Free Company detachment 5:  Helblaster Volley Gun 6: Wizard 7upper: Handgunner detatchment 7lower: Greatswords 8: Emperor Karl Franz on the Griffon Deathclaw 9: Spearmen 10: The Wiz, Master Engineer (not visible, in front of building) and two cannons 11: Reiksguard Knights 12: Knights of the Black Rose 13: Pistoliers 14: Huntsmen 





Turn 1 High Elves: The High Elf battle line moved forward, then the sophomore elf mages unleashed a barrage of magic. The onslaught was fierce but most was dispelled. This also included a miscast but it didn't affect anything. 


However some lighting came down and killed two Pistoliers, the rest of unit failed their panic check and fled off the board. Not a good start for The Empire. The great eagle charged the Hunstmen in the tower, but the beast was beaten back and fled. The Reaver Knights moved within striking distance of the Empire  line, threatening the far right flank.


Turn 1 Empire: Empire moved up trying to take positions in the town which included trying to get Knights of Black Rose over wall (led to a rules discussion of obstacles). Reiksguard knights take the bait and try to charge the fast-cav Reavers, who flee from the charge and draw the knights out into the open. The Empire artillery were out of position during deployment and had to sacrifice a turn of firing to move into better position (this is another deployment mistake). The handgunner champ and mast engineer armed with Hochland Longrifles (sniper rifles) tried to snipe but were unsuccessful. 

missed...

Empire magic was generally ineffective.
after turn 1

Turn 2 High Elves: The wheels start coming off for the Empire.  The HE prince on griffon charges the knights panther on the left flank who fail their terror check and flee off the board. 
charge!

run away!


One of the HE chariots slam into the knights of the Black Rose, and break them (the other chariot failed its panic check due to the nearby fleeing Reavers before the Reavers rallied). 

The Knights flee but the chariot holds on the pursuit to avoid crashing into the town wall. Elf archers on the hill pour shots into the huntsmen, we forget about soft cover from the tower, and cut down 5 huntsmen who then flee from tower. Also bolt thrower peppers handgunners and kills a large number of them. One of the elf mages tried to cast the "reroll spell" again but the elder Empire Wiz used a seal of destruction that dispelled it and removed the spell from the mage's mind for rest of game.  Rookie Wargamer was surprised by that magic item. It was funny.
Turn 2 Empire: Pre-turn panic checks abound. The presence of the griffon forces a terror check for the Empire swordsmen on the left flank and they turn tail and flee. The entire Empire flank fled faster than we could take a picture of it. Reiksguard fail their panic check for the Black Rose knights fleeing within 6" unit at start of turn, and so more knights run. The Black Rose knights rally (of course), but the damage is done. After moving into position the previous turn the Helblaster Volley gun opened up on the Elf Swordmasters, decimating them. 
Helblaster unleashes

after the helblaster

The handgunners also pour shots into the swordmasters, but they are immune to psychology so they stick around.


Turn 3 High Elves: The High Elf chariot charges Betsy the red cannon. The crew flees, chariot runs them down. 

Reavers follow up to shoot stuff the crew of the cannon Bobbie. Elf griffon charged the still-fleeing Swordmen and pushed them off the board.  Center of the elf line moves up in preparation for the charge into the town.



 Silver Helms and Shadow Warriors emerge from the forest. Bolt thrower rakes the Greatswords and their full plate armour can't save them all. 5 guys dead. 


At this point the Empire are surrounded as their flanks are collapsing.

surrounded
uh oh
Turn 3 Empire: Seeing his army teetering on the brink, Emperor "Chargin' Karl" Franz charges into combat with the big block of elf spearmen. 

The Reiksguard knights rally. Black Rose knights charge the silver helms who make a tactical error and flee the charge. Bobbie's crew turn her and launch an ineffective grapeshot on the approaching Reavers. 

grapeshot

The Wiz and his colleague huddle together and coordinate an elaborate sequence of spells to turn the tide of the game, but both Empire wizards miscast! Helblaster fires again, killing 9 elf spearmen. 


"Chargin' Karl" kills the elf battle standard bearer, two spearmen and his trusty griffon mount Deathclaw kills a bunch more. They win combat, break the giant block of spearmen and run them down. Karl redirects pursuit into the mounted Mage.

Things get a little hazy because it was 1:30am and the battle was raging for 4.5 hours at this point.
Turn 4 High Elves: Chariot and prince griffon swing around the back. Remnants of swordmasters and other spearmen unit charge the Greatswords (they actually charge the helblaster volley gun first but the crew flee, and the spearmen then redirect into Greatswords).  

Elf Commander challenges The Graf to single combat. Graf kills the puny elf with his magic sword. Lots of death on both sides, drawn combat but Empire battle standard bearer dies too. The elves have the musician to win combat tie breaker. Empire hold with Karl Franz leadership.
Turn 4 Empire: More of same, we call the game there because it's really late.  Elves had two scoring units in the zone, roll for discovery of Warpstone and don't find any. 
Empire victory.

It was a lot of fun.

I will follow this up with additional pictures later.

Tuesday, September 23, 2014

Empire vs Lizardmen

Recap
1200 points. 
special setup - major stepped hill on the Empire deployment zone.  River bisected the table with two fordable sections. Empire setup first and were defending the hill. No victory points for holding table quarters in lizardmen side of the table, only Empire half.















Army Background V2

Some background for my Empire Army. 
Lietzburg's First
Standing army of the small village of Lietzburg on the outskirts of Castle Lietziger, home of Duke Krieglitz. The Duke is loyal to the current Elector Count of Talabecland but still contests thecountship, keeping things just on the verge of stable.  Edmund, however, is more reckless believing his uncle the rightful heir wanted to keep the fight alive long after the Duke had ceded thecountship to his rival.  To keep him under thumb, the Duke gave Edmund the title of Baron and settled him in the village of Lietzburg.  
General: Edmund “The Absent” is the nephew of DukeKrieglitzEdmund is called The Absent Baron due to his proclivity to assist other Empire armies in battle, flying off on his Pegasus to join the fight.
General/Hero: The majority of the time the army is led by the local Graf, captain Dieter Krup when Edmund is not present, which is most of the time. Krup is a competent veteran soldier who keeps his units well drilled.  Krup wields a magic sword bestowed to him by Edmund upon return from one of his far-flung campaigns, as well as enhanced armor that a prized possession of the village.
The Grey Wizard of Leitziger: Dubbed “The Wiz” by the men, he is a strange character that lives on the edge of town. He had previously assisted the Duke in suppressing the Dead Uprising of 2505.
Spearmen Unit: The Taal Eagles, constitute the main standing army of state troops of Lietzburg
Handgunners Unit: The Flinteagles, detachment to the TaalEagles. Unit leader Andre is a crackshot with the HochlandLongrifle that he won in a game of cards.
Greatswords Unit: The Lietzguard, personal bodyguard of the Baron, led by the Graf.
Pistoliers UnitSons of TaalThe Elector Count has gifted this unit to the Baron as “help”, but the unit is populated with sons from the noble houses that remained outwardly loyal to the Count during the contested countship conflict – a way to keep an eye on the scheming Duke and his erratic nephew Baron Edmund.
Swordsmen Unit: The Bloodpine Shields, border guards of theBloodpine Forest in Altdorf near the southern border ofTalabecland, they are part of the official State Troop Muster from Lietzburg.
Stirland Archers Unit: the infamous Deathjacks
Knights Panther Unit: from the local chapter house
Master Engineer: Irwin the Mad, artillery engineer from Nulnwho resettled in Lietzburg after the Disaster at Kiev. While not the best engineer, he’s fancies himself a pretty good shot with his Hochland Longrifle.
Great Cannons battery: The Ladies of Nuln, Bobbie and Betsy, two cannons that Irwin brought with him.
Helblaster Volley Gun: Irwin’s Vengeance, Irwin the Engineers’ latest discovery, an old Volley Gun that he swears is working.

Battle for the Warpstone

Background and scenario information for an upcoming Empire vs High Elf 3000pt battle.

After the Skaven raided the Empire town of Lietzburg and captured a large chunk of warpstone, the High Elves were concerned that there was more warpstone remaining in the town and the ignorant humands wouldn't realize it. The sophomore class of mages at the White Tower were tasked with searching the town and recovering any remaining warpstone. The Loremaster of the White Tower hopes to further his studies of Skaven Clan Skyre and the Lore of Ruin.   Because of the potential for conflict, they are to be escorted by Prince Althran Stormrider and his army.

Meanwhile, Edmund, Baron of Lietzburg, still hasn't returned from his ill-advised attempt to chase down the Skaven.  Emperor Karl Franz got wind of the approaching High Elf army and has decided to deal with the matter himself, bringing along a small detachment of his trusted Rieksguard Knights to bolster the numbers of the town's standing army, "Lietzburg's First".

We'll be playing a modified version of the Breakthrough scenario #2 on page 201.
Setup with have additional rules as follows:
-Deployment zones for both attack/defender extend to the far edges of each table side.
-High Elves are Attackers, Empire are Defenders.
-Empire will set up first, with High Elves setting up afterwards.
-Both sides roll to see who chooses to go first
-"The Town" is defined as the area of Empire Deployment zone originally described in Breakthrough scenario map on page 201.

Terrain Map:


Victory conditions:
-The game can be won with the discovery of warpstone. Starting on turn 5, High Elves roll a D6 for each scoring unit (as per breakthrough scenario page 202) that is 50% within the Empire "town zone". On a roll of a 6 means warpstone was discovered and the High Elves win.  If no warpstone is found, follow the rules for victory as defined by Breakthrough page 202.

Other Special Rules:
The presence of so much warpstone affects it's surroundings in mysterious ways. Starting on Turn 2 at the beginning of each players turn, roll 2D6 for each unit (both players units!) with at least 50% models within the Empire "town zone".  Rolls of 2 or 3 the unit loses 1 from its toughness.  Rolls of 11 or 12 the unit adds 1 to its toughness.  The effects last for the remainder the current players turn.