Monday, August 5, 2013

New Armies and Old Mistakes


Updated 01DEC2013: Added some answers to the questions below

Over the last two weeks we played 3 games of Warhammer Fantasy 6th Edition.  Game one was with a potential new player, The New Guy, so we kept the size small and focused on the rules.  500 points, he took the High Elves and I used this as a chance to start playing with The Empire troops I've been painting for the last few months. It felt great to finally get to see my new army in action.

Recap

Game One: High Elves vs Empire
The lists were roughly this:
Empire: Hero on Pegasus, 19 Spearmen, 18 handgunners detachment, cannon.
High Elves: 10 Spearmen, 10 Archers, Repeater Bolt Thrower, 5 Dragon Princes with General

Terrain was setup in the usual manner: lots of stuff in each corner, empty in the middle. 




I have never played Empire before, and have never seen the Warhammer 6th Edition Detachment rules in effect either. My plan was to keep the handgunners slightly behind line, advancing with the spearmen and hoping to draw the combat into the spearmen.

Needless to say, things did not go according to plan.  The cannon either over shot, landed short, or misfired.  On the flip side, the Elven archers on the hill were extremely effective and killing my troops.
As for the detachments, the Dragon Princes moved up into the center and charged the handgunner detachment instead of the main spearmen unit, negating the chance to see the parent/detachment support rules go into effect.  However, the benefit of this was learning that charging handgunners might not be the best idea. The chose to stand and shoot, and the armor piercing nature of the Empire Handguns took out 3 of the 5 Dragon Princes.  Yikes! Still, the remaining Dragon Princes (one of which was the Elf general), passed their panic check and hit the handgunners, winning combat, and running them down.  This also showed one of the smaller (arguably more important) rules of detachments: all friendly units ignore panic from broken/fleeing detachments.  Well, well, well...

Eventually, the Repeater bolt thrower wounded the pegasus twice, and the Empire hero decided to charge the block of elf spearmen. This didn't turn out too well. The hero died, the pegasus passed his monster reaction test, but then failed the break check in combat, running away.  End result, Empire take it on the chin and the new player gets a nice win under his belt!

Game Two: High Elves vs Lizardmen

High Elves: 24 spearmen (i think it was 24), 12 Archers with Elf Hero as general
Lizardmen:
In game two, we also saw the new player on one side, this time play-testing the army he is interested in using: Lizardmen. I happened to have a bunch of old plastic Lizzies from the Bretonnian boxed set in 1997, so I slapped them onto some bases and we used a few "stand-in" models to round out 500 points.  He took on the High Elves from Rookie Wargamer from our Escalation Campaign.  In this game we also decided to use much more terrain than usual.  I only had a 5th edition Lizardmen army book for reference, so I have no idea if the "Aquatic" special rules still apply to the Lizzies, but man it was fun.  We stuck a river down the length of the board and let the dice fall where they may...

We decided that the river was Unpassable except for the two bridges.  The Skinks and Kroxigor (a horse model) however were Aquatic and ignored any rivers/ponds/lakes/marshes.  They were able to advance across the river without issue. Also, the Skinks were allowed to stay in the river, and if you shot at them it was -1 to hit.  Craziness!

The fun thing about this battle, aside from the fact that we had a completely new army to deal with (lizzies), was the terrain.  There were only two avenues of attack for the High Elves or Saurus to advance through - the two bridges.  The High Elves plopped the spears between the town and the center hill, defending the central bridge.  The Archers were deployed behind the center hill.  The Saurus deployed behind the central bridge, with the two units of Skinks and Krox heading over through the river.     The Skinks also have a movement rate of 6 inches and they skirmish, so they move 12 inches. Needless to say, they are really fast.

With the old Lizardmen book, the Skinks had poison-tipped arrows with a strength 4.  This seemed pretty hefty, but it was the only set of rules we had and we went with it.   The Skinks of course proceeded to annihilate the Elf archers on the hill with those Strength 4 hits.
The Saurus charged over the bridge into the spearmen, lost the combat and ran (even with cold blooded rule allowing them to roll 3D6 for leadership tests and pick lowest two dice).   Eventually they rallied and the Lizards surrounded the remaining Elves (Spearmen block).  The Lizards were faced with a choice: Charge with the Kroxigor and Saurus into the elf spearmen, with maybe a 50/50 chance of winning combat, or shooting them with 25 skinks and poisoned-tipped arrows, Strength 4 vs Elf Toughness 3.  The Lizards chose to shoot - and it was the right decision. They decimated the spearmen, forced a panic check with the elves failed, and everything ran off the board.  Victory for the Lizardmen!
For those keeping score, "The New Guy" is now officially 2-0.   He's sticking with the Lizardmen army.

Game Three:  High Elves vs Empire
The final game of the weekend was a very interesting battle. 600 points, High Elves vs The Empire.  The Elves basically used the same 500 points from the previous battle vs Lizardmen, and then just added a repeater bolt thrower.  The Empire had one new addition: 10 skirmishing archers.

After the success of the heavy terrain of the previous battle, we decided to have The New Guy set up the board as an impartial third party. One side had a hill within the deployment zone, and the other side had a hill but it was 3 inches beyond the deployment zone.  Because of this, we decided to roll a dice to see who got the side with the hill. Instead of "highest wins", we went with "highest roll gets the hill side".    We rolled, and The Empire won the hill side.  At first, this seemed critical with the Empire getting to deploy the cannon on the hill.  The end result was that the cannon repeated its same terrible performance as the first battle.  But even though the cannon was ineffective from that vantage point, it also mean the Elves didn't have a hill for their archers and Repeater Bolt Thrower.   Without the hill, the Elves deployed the bolt thrower next to the river, and the archers to the far side of the center hill.  The spearmen block were in the center, between the river and the center hill.

The Empire deployed the cannon and the pegasus on the hill, the spearmen in the center with the handgunner detachment to their left.  The skirmishing archers were on the extreme left behind the wood.


When the game began, the Empire general flew his pegasus behind the large hill near the town, hiding from the elven bolt thrower.  The spearmen and handgunners advanced forward and the skirmishers in habited the wood.  The elven spears stayed put, and the archers approached the wood that the skirmishers had started to enter.  Eventually, the pegasus charged the bolt thrower, killed a crewmen and ran the other one down in pursuit.  The elven spearmen moved up, and charged the handgunner detachment instead of the spearmen.  This was exactly the same situation that developed when The New Guy controlled the High Elves; both decided to engage the detachment and ignore the spearmen.  The handgunners opted to Stand and Shoot, took down some spears, then received the charge. The spearmen won the combat and broke the handgunners. The handgunners fled and the spearmen ran them down, ending up closer to the empire deployment zone.

On the left flank, the enemy archer units danced around each other with the Empire skirmishers eventually emerging from the wood.  Both units exchanged fire with each other, and the High Elves decided to charge the skirmishers, who accepted the charge.  Surprisingly, the Empire archers won the combat, broke the elves, and ran them down.  Suddenly, two of the three High Elf units in the game had been broken and run down.  Only the elf spears remained.  In the center at the bend in the river the Empire Spearmen reformed in the opposite direction, with the General on the Pegasus right beside them ready to charge the last elf unit.

After the elves reformed to face the imperial units, the Pegasus and Spearmen charged in.  The general and pegasus killed 5 spearmen and the Empire spearmen killed another one.  The combat resolution was a difference of 5, and it was too much for the Elves. They broke, and the Pegasus ran them down. With no remaining High Elf units on the board, it was a Solid Victory for the Empire!

Mistakes
There were a few mistakes that became apparent when I looked up the rules the next day.
The Pegasus does not cause fear.  For some reason, I thought it did. It didn't have a direct effect on either of the games as the elves passed all their fear checks, but it's important to remember for future games.
I missed a section of the detachment rules that I will have to remember for future games.  The detachments cannot be bigger than half the size of the parent unit. So in my current 600 points list, I have 19 spearmen as the parent unit.  This means the detachment of handgunners can be no greater than 9 models. Luckily, you can have two detachments so for now I'll split that big unit of 16 handgunners into two separate 8-man detachments.  I will probably deploy them in a single rank of 8 to get all their shots.
Another mistake: I used the old move distance for Flyers. It used to be 24", but now it's only 20".
There was a question about moving war machines that I still need some clarification.  Can they move and shoot? Is it specific to a particular war machine?
UPDATE: Re-read the section on war machines and I'm not sure how we missed it, but it's pretty clearly stated in the Bolt Thrower and Cannon section that these cannot move and shoot. 

I'm going to follow up with another post discussing the tactics for using detachments.

Thursday, July 4, 2013

Dwarf vs High Elf Rematch

After playing Dwarfs for the first time in over 15 years and first time in Warhammer Fantasy 6th edition, I was itching to get another game in.  I was also eager to exact some revenge from that loss to the High Elves.  We set up a rematch and upped the points to 1750.

Here's some pictures from the game. I'll follow up with a more in-depth post later.
















Friday, June 14, 2013

Dwarfs vs High Elves Battle Report



Once again, the Skaven were lurking around, performing some advance scouting on the Elves and Dwarfs as they prepared to clash.

Deployment in this battle was a major factor. The Dwarfs made some very poor deployment that would haunt them the entire game.  The Elves deployed wisely and enacted a sound plan based on this deployment.





First three turns mainly saw a slow advance by dwarfs. Dwarf cannon and crossbow fire concentrated on large block of elf spearmen, taking out 2-5 per turn. Magic generally ineffective.






Blast 'em!

After losing two Reavers, the unit again used their Fast Cavalry ability to move quickly, arriving behind the dwarf line and threatening the rear of the dwarf cannon.  Recognizing the mortal threat, the cannon crew spun the creaking cannon around and fired a grapeshot, killing two more Reavers and forcing the remaining knight to flee off the board.

grapeshot!

In returning fire, the High Elf Repeater Bolt Thrower unlooses a single shot and takes out the gyrocopter.

Line 'em up...

...and knock 'em down




And now we get to the critical turns of the game: Turn 3 and 4.  The Swordmasters of Hoeth charged Dwarf clansmen.   We get them into contact and we're ready to start combat when we remembered that the Elf prince was wearing a magic Cloak of Beards making the clansmen both Fear and Hate the prince.  This has direct effect on the game: the Clansmen should have needed to pass a leadership check to withstand the charge. In our haste to correct our mistake, we compounded it.  We decided to make the dwarfs take their fear test: they failed,  then with the Battle Standard Bearer (BSB) in the unit they get a re-roll. Failed the BSB reroll!  So, because we had already moved them into contact we mistakenly thought it was an existing combat we that they would flee.  They turn tail and roll a 12 for flee (-1 because their Dwarfs, so 11), heading towards table edge.  At this point, we thought the elves were allowed to pursue, which they did, directly into what was left of the dwarf spearmen who were still in a column march formation resulting in a flank charge. We then resolved that combat immediately, the spearmen champion survives, almost kills the prince with the cloak, but doesn't. He breaks, gets caught, and the Swordmasters pursue right into the block of fleeing clansmen, running them down. They, and the BSB, are now dead.  This was bad for the dwarfs.


the Dwarf dead pile

now what?
With a huge hole in center of dwarf line, decision is to take the fight to the enemy and charge the dwarf Hammerers unit into the elf spearmen who have been methodically reduced to half their original strength from constant cannonballs and crossbows. Even knowing that the Elves would get three ranks AND strike first because of the Hammerers were wielding double-handed weapons, the dwarfs charge anyway. In close combat, dwarfs win but elves barely hold. Dwarfs lap around bringing many more to the fight. Next round, dwarfs win combat and break the spearmen.
                                  


lap around, lads!

 In the final two turns, some additional movement occurs to try and secure or deny table quarters for victory points, but the battle was essentially over.

After adding up the victory points on both sides, and then re-calculating because of a mistake, the Elves won a close, but Solid Victory over the Dwarfs.  It was a great battle; lots of fun.
High Elves for the Win!


Postscript:
The reason that Turns 3 & 4 were critical was because we forgot about the Cloak of Beards when the Swordmasters charged the Clansmen.  What should have happened was, before the Swordmasters moved, they declare the charge, and the Clansmen take their Fear test - if they pass then they fight as normal. If they fail, they would need 6's to hit in the first round of combat (Swordmasters unit strength was not greater than the clansmen).  After this is determined, THEN the Swordmasters should be moved into combat.   We didn't do the Fear test until after the Swordmasters had moved, and then because of that we somehow screwed up thought a combat had actually occurred causing the Dwarfs to automatically flee a feared enemy allowing the daisy-chain flee-pursue-charge-flee-pursue-charge situation that all occurred in one turn. That's not supposed to happen.  Oh well.
But it sure made for an exciting and dramatic game!

Thursday, June 6, 2013

Escalation Battle Report Round 3a


As we spoke about last time, we finally got around to fighting one of the Round 3 Escalation battles. 
This was the Skaven vs High Elf engagement.  The game went so fast that I didn't have time to take many notes or pictures.  Instead, I'll just rely on the very brief recap I received from the High Elf general.  Also, I'm extremely jealous of my buddy Le Coq Fou and his simple, yet awesome battle report style.  Checkout his blog and his great painting.


Deployment Pictures:
Overview shot

Elves

fucking rats

Most interesting thing about the deployment pictures is the new High Elf Mage that has made an appearance. Our "newbie" players are quickly picking up the painting skills necessary to get models on the table. 

Round 1 
Rats -
March to midfield for giant rats.
Clan rats and plague monks in tow.
Warlock engineer forgets to cast warp lightning

Elves
No movement.
Mage casts second sign of amul and score 3 Rerolls for the turn.
Archers take aim at giant rats (1 rat dies) Rerolls did not work out

Turn 2
Rats
Giant rats approach the archers
Plague monks approach the spearmen
Clan rats move wide planning a flank charge on spearmen
Warlock engineer moves up between Plague Monks and Clan Rats
Warlock engineer takes out a rank (7) of elf spearmen with warp lightning.

Elves
Mage sees the giant rats bearing down and jumps into the unit of archers
Mage casts storm of chronos to no effect
Archers take aim at giant rats again picking off a few more.

Plague Monks about to charge...

Turn 3 
Giant rats charge in archers
Plague monks charge into spearmen
Clan rats maneuvering again for flank charge
Warlock engineer tries to cast warp lightning into the plague monks and spearmen but fails
Archers lose combat and run with the mage in tow.  Giant rats run them down and off the board.
Plagues monks lose combat and run.  Spearmen run them down.
Warlock engineer and clan rats start to run away

Elves
Spearmen reform facing where the giant rats left the board

Turn 4
Rats
Warlock engineer and clan rats rally on two rolls of 1-2
Giant rats return

Elves
Spearmen charge at giant rats and break them but can't quit catch them
clan rats still running

Turn 5
Rats
Giants rats run off board
Warlock engineer cast warp lightening another rank of spearmen

plague monks rallied on the hill


Elves
Spearmen reform into 3 ranks of 4

Turn 6 
Rats
Clan rats out of range for charge
Warlock engineer casts warp lightening on another 6 spearmen 

Elves
Lick their wounds

The Skaven take the win in Round 3.  Warp Lightening proved powerful in these small-point games. 
The Orcs and Goblins still need to schedule their fight against the Bretonnians for Round 3. It's coming soon.  All of this will result in two very epic final 1000pt battles, with no army list restrictions.

After this game we played a very interesting High Elf vs Dwarf battle at 1500pts. Battle report to follow soon.

Sunday, May 26, 2013

Dwarf 1500pt Army List

Gonna use this list for a Dwarf vs High Elf throw-down


Saturday, May 25, 2013

Escalation Round 3 Background

We're in the middle of fighting a Warhammer Fantasy Battle Escalation Campaign using 6th edition rules. We've finished the first two rounds, including some basic narrative to help give the games some background.  Originally, we were going to fight 6 rounds, but since there's a significant amount of time between each game, we're shortening it to 4 total rounds.

Round 2 saw the Orcs and Goblins vs Skaven, and High Elves vs Bretonnians.  The Bretonnians and Skaven both won their games.

Round 3 is coming up, with the High Elves fighting the Skaven and the Greenskins squaring off against the Bretonnians.

With that, here's some additional background information.  Maps to follow.

After losing the earlier alliance battle against the Elves and Bretonnians, the impetuous night goblin big boss Skragg attacked the skaven, thinking the element of surprise would tip the scales in his favor (and the 3 new fanatics he bribed with mushrooms).  Skragg thought it was time to get the respect he deserved and run his own warband as Warboss; routing his skaven allies would give him the chance to solidify the warband as his own.   Skragg had even begun calling himself Warboss and insisting that his boss unit bosses do the same.   But the Orc Big Boss Gorfang Rotgut was overlooking Skragg's recent scheming, knowing that Skragg wasn't smart enough to survive more than a few battles before this attempt to breakout on his own would backfire. Gorfang was right.  No sooner did Skragg give the order to advance on the Skaven, his units began squabbling an fighting amongst themselves.  The Skaven horde, while flatfooted, quickly regrouped and overwhelmed the goblins sending them back towards the forest of Loren.

Meanwhile, the Bretonnians had not received the request for help yet from their Lord Parravon who was still in transit from Lustria.  Acting on reports from terrified villagers that a force of Elves were rampaging through the countryside, the local Count de Parravale led his force out to deal with the elves before his lord the Marquis de Parravon returned.  The High Elf prince and personal force were caught completely unaware, not expecting an attack from mounted Knights of the Realm.  The Bretonnians charged the full power of the lance directly into the elf spearmen, running them down. The Elf Prince managed to escape with remnants of his army, eventually making contact with the Count de Parravale that was leading the overzealous knights, explaining the situation.

Gorfang the Orc boss, was bringing his main army west to deal with Skragg and eventually hoped to sack Parravon, when he ran smack dab into advancing Bretonnians.

After scattering the goblins, the Skaven moved out of the town and continued along the road.  The skaven "lord" quickly got wind of the High Elves decampment from their recovery site.  They followed the trail into the forest where the High Elves were trying to return to their Marienburg trading post to get their wounded some help.