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Keller
19-10-2009, 14:16
First, I have to thank grumbaki for the name for the campaign. I had another picked out, but I liked this much better.

The following reports will detail a campaign being fought between my Empire and friend's High Elf armies. Battles will be fought on a weekly or bi-weekly schedule, or whenever we can get games in. I will post the full campaign rules later on, in case anyone is interested in replaying it with their own armies. For now, I will only post things as they develop, so as not to reveal too much and spoil the fun.

This campaign is set up to minimize book-keeping, having no map, production facilities, or even campaign turns. We've played much more complex campaigns in the past, and they always seem to get bogged down with unit-production, supply management, and so forth, so this is an attempt to simplify it to a battle-field focus, but with restrictions on what units one can use based on progress. All book-keeping is quick and easily done in a few minutes during cleanup following the game.

Unfortunately, I won't have great access to the HE player's information, so this will largely be from the Empire's point of view, with little information as to the grand-scheme of the HE army and resources.

Campaign Set up:
Each player creates a 3500 point list following normal construction with a few exceptions. Players may include no more than 300 pts worth of magic items and/or abilities (virtues, vampiric powers, etc.) in their list, and all characters are at half-allowance for item selection (25 points of magic items instead of 50.)
Players will draw a legal army for each battle from this Campaign Roster.
Each character is allowed to choose an ArchType as outlined in Warhammer Warbands. Heros will have a maximum of 1 additional ability, Lords 2, for the first part of the campaign.
Characters and units will maintain any rules and abilities (such as known spells) for the duration of the campaign.

Mechanics:
Each battle is played as usual, dictated by the scenario. Any units who were removed from the table or are fleeing at the end of each game are considered casualties and will have to roll for recovery. For each model lost, roll a D6; on a result of a 1, that model is removed from the roster. Characters have their own recover table.
Participating in battles earns Glory Points, which can be used to reroll recovery rolls, character injuries, upgrade units, add archtype powers, or add reinforcements to the campaign roster.


Standings:
Army: Massacre / Win / Draw / Loss
Empire: 0 / 2 / 1 / 1
High Elves: 0 / 1 / 1 / 2
__________________

Edit: Added a copy of the preliminary Campaign Rules. I don't have the finalized copy with me, and will add them later. This explains the basic rules, though.

Keller
19-10-2009, 14:16
Looking over the valley below from high atop the ridge, General Griswald C. Leiftware kept a keen eye for any sign of movement below. He had little time to raise an invasion force, under strict orders from Baron Wilfred of Ostermark to move out immediately. Griswald had tried to persuade the Baron to reconsider this fool-hearted campaign, or at the very least to allow time for a proper planning of such a military-action, seeing little hope for such a hurried effort. What sense does it make to turn on a powerful ally such as these Elves when Chaos threatens the sanctity of the Empire? When vile creatures and nefarious men roam the country side, ready to sow havoc among the good people of Ostermark at any moment? These paltry feuds did little but hinder the strength of their nation. Oh, how Griswald had pleaded to abandon this campaign before it even began....
But the Baron Wilfred could not be reasoned with. He was bent on the destruction of the High Elf outpost so near to his lands. The once-friendly Elves would feel the might of the Imperial Army of Ostermark, and learn to fear its deadly grasp, finding no shelter behind stone or steel, unable to escape the reach of the Empire!
"A pity to waste such brave soldiers because of some noble..." Griswald turned to find his trusted Captain, Jakob Harkness standing next to him.
"Aye, all this for some insignificant slight some old fool felt." Griswald shook his head, sadness filling his voice. He had seen many reasons for war come and go during his career as a soldier; few he felt were actually worth fighting for. This was definitely not one of those causes...
"Damned, insufferable old fool!" Harkness muttered in reference to the Baron whose colors their army now flew, "to risk these souls over some drunken insult. Sure it was a fine hat, but it did look a bit silly. The Elf was right when he declared it fitting of a foppish-school lad's attempt to charm some farm girl with his 'wizard staff'."
"Harkness, it is not our position to question the Baron," Griswald interrupted, barely stifling a chuckle. "We are soldiers; we do as we must for the greater good."
"How is this for the 'greater-good?' Defending some man's self-image does nothing...."
"Captain!" the General interrupted. "See that all provisions are secured and ready. We march immediately."
"Sir!" saluted the brash captain begrudgingly before turning to see to his duties.
Griswald held no ill will for his young captain. He knew he could count on Harkness when he needed him. Despite his free-tongue, Harkness had worked his way through the ranks from a Guardsman, distinguishing himself in many small actions in the borderland disputes. Griswald reckoned his protégé may have found himself with his own command if he had learned to play the politics better. No matter, there was little room for politics now, and the rough-necked captain would be a much better addition than some slick-witted diplomat where they were going. Griswald stared over the Elven lands below the ridgeline, pondering what was to come....


Baron Wilfred's Invasion Force:

General Griswald C. Leiftware - GotE - Tactican
=- Barded Warhorse, Full Plate, Shield, Pistol
- Icon of Magnus

Otto the Wander - Lvl 4 Wizard Lord - Magician
- Armor of Tanarus
- Beast Lore: 1, 3,4, 6

Captain Jakob Harkness - Captain - Veteran
- Full Plate, Halberd
- Dragon Bow

Brother Marius - Warrior Priest - Veteran
- Hvy Armor, Shield, Great Weapon
- Sigil of Sigmar

Archebald von Fiddlestein - Master Engineer - Trickster
- Barded Warhorse, Light Armor, Rep Pistol, Pigeon Bombs

Rutherford Fawnzworth - Lvl 2 Battle Wizard - Magician
- Wizard Staff
- Lore of Life - Spells 1 + 2

1st Imperial Lancers - 25 Spearmen, shields, FC, 10 Halberdier detachment
2nd Imperial Lancers - 25 Spearmen, shields, FC, 10 Halberdier detachment
22nd Provicial Guard - 25 Halberdiers w/ FC, 9 Free Company Fighters Detachment
The Renowned Fopish Fencers- 25 Swordsmen w/ FC, 9 Free Company Fighters Detachment

The Order of the Kodiak - 10 Knights w/ GW, FC, Steel Standard

Imperial Stalkers - 10 Huntsmen
The People's Ire - 10 archers
The People's Vengence - 10 archers

Sternwald's Sharpshooters - 12 handgunners, led by Specialist Sternwald w/ HLR
1st Matchlock Marksmen - 12 hangunners, lead by Specialist Krause w/ Rep Handgun
2nd Matchlock Marksmen - 12 hangunners, lead by Specialist Kranzt w/ Rep Handgun

Griswald's Guardians - 24 Greatswords w/ FC, Warbanner, 9 FCF detachment
Imperial Scout Riders - 8 Pistoliers

Hell's Wrath, Ruin, and Fire - 2 cannons, 1 mortar

Raving Mad Citizens - 14 Flagellants

Malorian
19-10-2009, 14:26
Could you explain more on how units are killed (needed to be recovered) and what units you are then allowed to make your list from?


Love the campaign name ;)

Keller
19-10-2009, 15:42
Could you explain more on how units are killed (needed to be recovered) and what units you are then allowed to make your list from?


Love the campaign name ;)

Absolutely. I've attached the campaign rules to the 1st post, so anyone can read how the campaign is set up. The finalized rules + scenarios are not attached, but will be later on (so as not to spoil the fun, and allow us to correct any problems encountered incase anyone wants to run the campain too.)


The long and short of it, though:
Create a list, then you can draw from that list to create armies of approiate sizes for upcoming battle. Units can be split (25 swordsmen could become 2 units of 12) and units can be combined (to make units of effective strength after casualties, etc.) All armies must be legal under their own composition, so must include required number of core, maximum number of special/rare, etc.

As for recovery:
Every model removed as a casualty rolls 1d6, and on a 1 they are removed. Ex: A unit of 25 spearmen is broken and run down, at the end of the game, I roll 25 dice, resulting in 7 1's, leaving me with a unit of 18 spearmen on my roster.
Characters have a special recovery chart, and can return with injuries without being deleted from the roster.

Keller
19-10-2009, 15:47
With such a rushed campaign, the men of the Empire were not sure what may lie ahead of them. Fortunately, the elves had little time to prepare defenses, if they even suspected the invasion at all. Griswald decided to move his army in small sections, to attract less attention than marching his whole battalion across the border at once. He divided his force into a number of warbands, each under command of one of his trusted advisers and officers. Most had managed to slip down the mountain passes undetected, with only one force encountering en elven patrol.

Fawnzworth was used to tramping about the wilderness undetected; in fact it was quite easy for him as he spent so much time out communing with nature. Unfortunately, he lacked the knowledge of some of his military escort, leading his troupe into pass floored in loose shale. His feet glided effortlessly across the treacherous ground, but his men were not so accustomed to such rugged terrain, making slow progress. The cannon, an infernal machine which Fawnzworth hated to have with him, with its thunderous belches that stained the very air itself, had proved to be particularly cumbersome. Fawnzworth had briefly considered creating a vast puddle of mud to swallow the wretched machine and end his misery, but knew his General would not be pleased, nor did he want to endure the tongue lashing he'd be sure to take from Master Fiddlestein for having lost one his precious machines. The men would have to manage as best as they could.
Unfortunately, their slow pace left the band too far behind schedule, and were happened upon by an Elven patrol which they should have been hours ahead of.

Battle 1: Chance Encounter

Imperial Invasion Force:

Rutherford Fawnzworth - Lvl 2 Battle Wizard - Magician
- Wizard Staff
- Lore of Life - Spells 1 + 2
2nd Imperial Lancers - 25 Spearmen, shields, FC, 10 Halberdier detachment
The People's Vengence - 10 archers
Imperial Stalkers - 10 Huntsmen
Hell's Wrath - Cannon
Raving Mad Citizens - 14 Flagellants

High Elf Patrol
Lvl 2 HE Mage - Magician
- Talisman of Protection, Silver Wand
- High Magic - Spells 1, 3, 5
High Elf Noble - Veteran
- Hvy Armor, Shield, GW, Helm of Fortune
2 x 5 Silver Helms w/ champion
21 White Lions w/ full command
1 repeater bolt thrower.

Battlefield Setup:
On the left side of the table, a small hill in his deployment zone, a small woods in mine. There was a larger central hill with woods ontop, a swamp in the middle of the left side, and a hill on the right side in my deployment zone.

Deployment:
This game was fought corner to corner, rather than across the table. I deployed in the left corner, he in the opposite right.
The 1st unit of knights sets up on the right side, forward, with 2nd helms to their left, Lions on theirs, and BT on the far left. The Central hill would force his knights to move along the short edge and sweep left around it, while his BT had a vast overlook on my deployment zone, but would undoubtedly be out of range. Both characters deploy with the Lions.
I deployed the Citzens on the right side of my deployment triange, with the Lancers on their left, detachment on theirs' and cannon on the far left. The People's Vengence deployed amongst the Citizens and Soldiers. Rutherford joined the People for protection. The Stalkers scout to the central hill, behind the woods atop it.

Pre game thoughts: I felt I had made some mistakes in the deployment. I had little line of sight oppertunities for my cannon, largely because of the woods right in my (normal) deployment zone. The terrain would help to funnel the elves, but would also restrict me from setting up an optimal fighting position. Against the 2+ AS kngihts, and White Lions with their cloaks, I as less than hopeful that my bows would play a valuable role, and managed to minimize my cannon's use. It was going to be decided in combat, with no heros to boost my abilities, or more importantly, my leadership.

HE Turn 1: The 2 units of helms move South along the short edge of the table, turning to draw LOS to my army across the table long-ways. The Lions begin to move West, to the central hill, but at a leasurely pace. Expecting to be out of range, the BT moves at full crawl Westwardly along the edge.

EM 1: The Citizens more East along the edge, with the Lancers keeping pace just behind. The halberd detachment will have to move behind the lancers, or move off to the north to avoid the woods, which they elect to go North. Fawnzworth and the Vengence move at full speed East, starying just infront of the infantry, while the Stalkers move through the woods on the central hill to emerge and barrage the Lions.
Magic: Fawnsworth casts Master of Wood onto a unit of Helms, but the hits bounce off of their armor.
Shooting: Stalkers loose a volley onto the Lions, but are not steady in their aiming, and fail to drop any of the elves. The cannon barks fire and lobs a round at the elven bolt thrower, but it lands in the ground just short of its mark.

HE 2:
The Knights move SW, lining up for a charge towards my main line. The lions go back around the hill, moving South, as the battle is shaping up on the souther border of the table. The mage casts Flames of the Pheonix on the People's Vengence, immolating 4 of them and wounding Fawnzworth in the process. The BT fires at but misses the camoflauged hunters.

Turn 2 EM:
Ruthorford, knowing his escort is doomed, abandons the People's Vengence and moves on his own. The Citizens and Lancers advance again, with the halberdiers moving around the woods in attempt to catch up.
Fawnworth casts MotW on the Lions, but kills only 1. The cannon lands 2 wounds on the elven BT, while the stalkers fail to achieve any wounds on the lions.

Turn 3 HE:
The 1st Helms charge the fanatical Citizens, though with great reluctance, while the 2nd Helms charge the Lancers, who are un able to be supported by their detachment. The lions continue to advance. Flames of the Phoenix torches the Vengence, who break and flee from battle after suffering more casualties. The Mage sends a fresh casting of FotP towards the hunters, but Fawnsworth bends the magical winds to protect them. The BT manages to kill 2 Stalkers, however.
The 1st Helms kill 2 Flagelants, but are unable to break the crazed warriors.
The 2nd helms smash into the lancers with great fury, felling 4, but impale themselves on the spearpoints in the process, losing 2 of their models in the process. The sight is too bloody for the elves, who cower, but do not flee.


Turn 3 EM:
The Halberdiers round the forest, but will find difficulty sqeezing in among the rocks and bodies to aid combat in the turns to come. The Stalkers move Eastward, avoiding LoS of the Lions who are bearing down on them, but are forced to leave the cover of the trees in doing so to slow the infantry advance.
Suddenly, on the horizon, a unit of Pitoliers arrives, having come to find the missing detachment after it failed to report on time! Rutherford quickly ordered the pistoliers into position to support the infantry combats, while splattering 3 lions with pointy sticks from the nearby forest. The Cannon misfires and jams, so the Stalkers turn their fire onto the BT, felling 1 crewman.
The Citizens manage to win combate, despite losing another of their bretheren, but fail to catch the elves. The Lancers and 2nd helms still hold their combat, with the Pistoliers ready to rear-charge them.

Turn 4 HE:
The Fleeing helms rally, turning to face the on-coming fanatics from whom they'd fled. The Lions move up, preparing to engage the pistoliers, finally ready for some action. The Mage casts FotP onto the hunters, killing 1, while the bolt thrower kills a few more, but cannot route the dedicated scouts.
The Lancers manage to push back the helms, reducing them to 3 in number in the process. Unfortunately, their movement is not enough to box in the helms, who are being stared at by the pistoliers.

Turn 4 Em: The Pistoliers charge the fleening 2nd Helms, but are unable to get past the lancers and pursue the elves. The Halberdiers move to try to force the fleeing helms to engage. The Citizens re-charge the 1st Helms, while the lancers move to engage the Lions.
Magic sees Fawnzworth dispel the FotP, casting no spells of his own. The cannon reloads, the Stalkers fire again at the bolt thrower, but fail to do any harm. The citizens suffer a few casualties, but manage to drive the last of the 1st helms from the table.

Turn 5 HE: The Lions charge the Lancers, while the 2nd helms rally. Magic is shut down, and the BT kills another hunter.
The Lions smash into the shieldwall of the Lancers, cleaving through the ranks inflicting 4 casualties. The Lancers strike back, felling 2 Lions and wounding the Mage, relying on their numbers to hold the combat.

Turn 5 Em: The Halberdiers, abandoning their quest for table quarters, charge the Silver Helms, losing of of their own in the process, failing to kill and helms, and combat holds. The Huntsmen flee back into the safety of the woodline, firing on the bolt thrower to no effect. Magic is shut down by the elves. The Fanatical citizens return to the battle field but are effectively out of the game. The spearmen feel the might of the Woodselves, losing combat but holding their ground (on a 3, which barely passed.)

Turn 6 HE: All units engaged. The BT fires at the Hunters, missing. Magic is shut down again.
The Helms fail to wound the halbderdiers, who fell 2 of the knights, breaking them with the last unable to rally. The spearmen, now determined to show their metel, manage to duck, dodge, dive and otherwise avoid the heavy axes, but do not manage many wounds, either. They Stubborn elves hold their ground.

Turn 6 Empire:
The Cannon over-shoots the bolt-thrower, and the huntsmen fail to bring down the last crewman. Halberdiers, pistoliers, and flagellants are unable to aid in combat, and magic has no targets.
The Spears and lions continue to fight it out, but to little result by the end of the game.

Empire: 327 VPs, HE: 195 VPs.
Minor Victory for the Empire (and ever so minor!)

Recovery: With little actual damage, there was not a lot to lose. 4 of the Archer regiment have passed on, rendering the survivors relegated to detachment support, with a few spearmen also were unable to continue the war. All other models recovered, with no fallen characters to test.


With the Elven patrol scattered, they are unable to report the invading bands to the High Council. As such, no proper army is mustered, and instead the Elves send only another patrol to search for their missing compatriots. General Griswald is pleased with the victory, and will capitalize on it to try and take the elves by surprise before they can quash out the dis-organized Empire battalion.

Next Scenario: Ambush! 2000 points of Empire vs. 1250 points of HE.
Tune in next time!

Malorian
19-10-2009, 17:41
From the campaign rules: D66? Bit misleading there ;)


Nice first game. This should turn out to be very interesting as long as one side doesn't get unlucky and have some critical units stay dead.

EviIPaladin
19-10-2009, 17:56
I think it means D6D6, but D66 looks nicer...

-Evii

Keller
19-10-2009, 18:28
From the campaign rules: D66? Bit misleading there ;)


Nice first game. This should turn out to be very interesting as long as one side doesn't get unlucky and have some critical units stay dead.


I think it means D6D6, but D66 looks nicer...

-Evii

D66 is the system used in Mordheim from which some of these rules were inspired. Players roll 2 D6 dice, one representing the 10's, one representing the 1's.
Results are 11-16, 21-26, 31-36, etc. for a total of 36 possible results.

I appreciate you pointing that out; our group is used to that system and I didn't think it would cause any issues. I will write it out in greater detail since I intend people to be able to use the system if they like.

Keller
19-10-2009, 18:40
Griswald spent much time studying the terrain with which he was faced after all of his detachments reported in. There was little to like about this ground; with so many hills and forests, he would be hard pressed to effectly bring his numbers to bear on the enemy. His soldiers would be unlikely to hold the elves in even combat, with their lightning-fast attacks. Shooting, that was the key to this war. But the question was how to manage his lines effectively in this dense lanscape? A question whose answer was still unclear to the grizzled old officer.


As the General poured himself over the charts and various reports, a scout interupted with news of a 2nd Elven patrol. Deciding to capitalize on the element of surprise, Griswald ordered an ambush planned for one of the areas rocky passes. He would deploy his infantry to block the advance of the patrol, then unleash hell on them with his muskets from behind, driving the elves to his spear-points. He quickly dispatched orders for his Engineering director, Archebald von Fiddlestein, to deploy his batteries and position his gunners to tighten the noose when the elves had passed by. Strapping on his armor, Lieftware set out to ready the ambush which would give ample time to consolodate his foothold on the Elven province.


Imperial Invasion Force:

General Griswald C. Leiftware - GotE - Tactican
=- Barded Warhorse, Full Plate, Shield, Pistol
- Icon of Magnus

Captain Jakob Harkness - Captain - Veteran
- Full Plate, Halberd
- Dragon Bow

Archebald von Fiddlestein - Master Engineer - Trickster
- Barded Warhorse, Light Armor, Rep Pistol, Pigeon Bombs

Rutherford Fawnzworth - Lvl 2 Battle Wizard - Magician
- Wizard Staff
- Lore of Life - Spells 1 + 2


1st Imperial Lancers - 25 Spearmen, shields, FC, 10 Halberdier detachment
2nd Imperial Lancers - 23 Spearmen, shields, FC, 10 Halberdier detachment
22nd Provicial Guard - 25 Halberdiers w/ FC, 9 Free Company Fighters Detachment
Order of the Kodiak - 8 Knights w/ FC, Steel Standard
People's Ire - 10 archers
1st Matchlock Marksmen - 12 hangunners, lead by Specialist Krause w/ Rep Handgun
2nd Matchlock Marksmen - 12 hangunners, lead by Specialist Kranzt w/ Rep Handgun

Imperial Scout Riders - 8 Pistoliers

Hells Wrath - Cannon
Hell Fire - Mortar
= ~2000 points


High Elf Relief Force:

Lvl 2 Mage w/ Talisman of Protection, HE spells 1,3,5, barded steed.
Noble w/ Hvy Armor, Shield, GW, Helm of Fortune
2x10 archers
20 White Lions w/ FC
21 Spear Elves w/ FC
Trinoch Chariot
Bolt Thrower
= ~1250 points

Terrain and Deployment:
See Attached Map.
General Griswald joins the 1st Lancers, Rutherford the 1st Marksmen, Archebald the mortar, and Captain Harkness the halberdiers.
Enemy Mage deployed with the 1st archers (top unit on map) and the Noble with the Lions.

Pre-game Thoughts: I felt good going into this battle. I had a lot more points, with a lot more options. My plan was to drive them with handgun fire into combat with my infantry line. I was notibly surprised by the lack of cavalry in the Elven list, units which are usually their staple.

Empire Turn 1:
Infantry on right side advance to take up defensive positions between the forests and hills, leaving no open space to sneak around. The Knights and pistoliers ride to the top of the map, ready to strike down on spear elves. There were no forests or water features near the enemy, so magic was worthless this game. The mortar lobs a shell between the lions and archers, kill 2 bowmen and 4 lions. Cannon overshoots both units. Handguns open up, just barely in range of the lions' rear, killing 3 more.

HE 1:
Spear Elves turn around to face the knights. Both archer units shift forward 2-4 inches, with the lions right behind the lower archers, moving out of range of my hanguns.
Magic is dispelled, the bolt thrower kills 2 pistoliers with a multi-shot volley, while archers kill a few speearmen.

EM2:
The knights charge the Spear Elves, the Pistoliers move near the bolt thrower. Hand gun units advance, but cut the line of sight for the cannon down drastically. Empire infantry on the right side advances slightly, but is still arranged rather defensively.
No Magic.
Mortar drift off target of the lion, landing on the bolt thrower, killing 1 crew member. The cannon over-shoots again. The archers pepper the HE archers, but do not do much damage. In combat, the ASF Elves ( I had forgotten ASF somehow) slay 2 knights, the remaining 4 in contact achieve 1 wound, but it is saved, the knights flee with the elves a few inches behind. The pistoliers shoot at the bolt thrower, inflicting 1 wound on the machine and not killing the last crew.

HE 2:
The spear elves charge the fleeing knights, pushing them off the table and stopping just short of the edge themselves. The Chariot charges the 1st Marksmen , who are just barely in range, and manage to put 1 wound on the chariot in a Stand and Shoot. The mage rides out of his archers to above the right woods, attempting to flank my units and stay out of LoS. Magic sees a FotP cast on the 1st Lancers, but thanks to Griswald's MR, it is dispelled. Shooting sees a few more spearmen fall, and the bolt thrower kills another 3 pistoliers. The lower unit of archers turns to fire on the pistoliers, reducing the unit to 3. In combat, the chariot kills the handgunners, breaks them, running them down, along with Rutherford Fawnzworth.

EM 3:
The pistoliers charge the bolt thrower. Carptain Harkness leaves his halberdiers to hunt the HE mage, though manages to fail to wound with his Dragon Bow, he is now just a few inches infront of the wizard. Archebald leaves his mortar, riding behind the row of Marksmen, firing his repeater pistol onto the chariot, causing 1 wound. Infantry, realizing the elves are not attacking, sound their own advance from their positions toward the elven lines. In shooting, the cannonball vastly overshoots the lions, sailing into the 2nd Imperial Lancers and cutting down 3 of them. As Archebald empties his pistol at the Trinoch Chariot, he feels the distant rumble of his incompetent crew being consumed by a fireball from their powder storage after carelessly dropping the fire-brand.
In combat, the pistoliers slaughter the crew, and elect to spike the machine rather than overrun into the archers (by destroying the machine itself, he had to test it for campaign recovery, which he wouldn't have to do if the machine itself had not been removed.)

HE 3:
The archers charge the pistoliers, and end up butchering the 3 horsemen. The mage tries to out maneuver Captain Harkness, but cannot avoid the skirmisher's LoS. The Chariot turns to face down the flank of the hand gunners, the Lions advance through the hill-pass which their archers had previously blocked. The Spear-elves start making their way back from the table edge after turning around. The mage casts a 5+ ward on himself, then Flames of the Pheonix onto the Halberdier Provincial Guard, burning more than half the unit alive.

EM 4:
Captain Harkness charges the HE Mage, where each suffers a wound in combat which holds. The Handgunners turn to face the chariot, ready for a stand-and shoot in the event of a charge. The 1st lancers and halberdier detachment charge the top archers, who inflict 4 casualties in a stand and shoot on the spears, then kill all 3 halberdiers in contact with ASF. They are unable to stop the might of the spearmen and their general, who broke them in combat and pursued after them, but didn't catch (HE - 8", SP - 6", Hal - 2") The 2nd Lancers set up to fight the Lions, with their halberd detachment. The cannon fires once more, finally hitting its target, killing 4 lions. Archebald, seeing an opportunity, looses a pigeon bomb at the unscathed spear-regiment that has returned to the battle. Unfortunately, the fuse has gone bad and the bird detonates before it leaves Archebald's hands, causing a terrible wound.

HE 4:
The lions charge the 2nd lancers, who send their supporting halberdiers in on the flank. The Lions inflict 6 casualties between the halberds and spears, but suffer 2 in return, and 1 on the character. Combat holds. The chariot, not eager to charge through a hail of lead, retreats to find shelter behind a hill, but is unable to do so. The Archers rally and turn to face the spearmen on their tails, while the elven spears move to back up the archers. At the start of the magic phase, the Flames of the Phoenix kill off all but the standard bearer of the Provincial Guard, then the mage fails to cast any new spells before being finished off in the combat.

EM 5:
The 1st Lancers charge the archers, unable to be assisted by their halberds. They are a few steps too slow to take the ranged unit w/o a stand and shoot, but weather the shots well, then break and overtake the archers in the following combat. The Halberds move up to try to support their parent regiment, but fail to lend any aid. Captain Harkness strolls back from his combat with the wizard, firing and missing at the archer unit holding the center of the table. The cannon fires at the archers in the center of the table, missing terribly. The 2nd marksmen unit finds a narrow line of sight onto the chariot, and inflicts 1 more wound on it. Archebald tries to loose another pigeon to the spear elves, but again it detonates too soon! Archebald curses his faulty contraption as he slumps out of the sadle to the ground and out of the battle. The battle between the 2nd Lancers and White Lions continues to go poorly for the Empire, and the spearmen and detachment flee.


HE 5:
Seeing little gain for the risk, the Spear Elves decide not to engage the 1st Imperial Lancers, who would be un-aided by their halberdiers. The Chariot and surviving archer unit maneuvers to fire on Captain Harkness, attempting to finish off the wounded officer, but his armor saves him from harm. The White Lions, having broken the spirit of the Lancers, elect to rest a moment as the battle draws to a close.

Result:
Em: 424 VPs, HE: 1293 VPs
Solid Victory for the HE.

Post Game Thoughts:
Ugh, this ambush went terribly wrong! I can't fault my rotten luck with my rolls, but I am not at all happy with how many poor mistakes I had made. Perhaps I have gotten too used to my dwarves, but I played this one far too defensively, especially considering how he deployed and spent his first 2 turns.
My poor use of my hand gunners, who found themselves outside of range too often, really cost me. The terrain really did hinder my sight-arcs, forcing me to deploy in a less than stellar way in order to maximize shots. In hind-sight, I didn't handle it too well, especially with blocking my artillery so much as I did.
My archers on the right side of the table didn't manage to do much, as things were too congested to draw line of sight without risking the whole unit for little gain. They spent much of the time bouncing around the troops, firing arrows that seldom hit and usually found armor if they had.
And lastly, the terrible use of my knight is just something I shouldn’t have done. I never use knights normally, so I am long since out of practice with them. I am attempting to change that, and hopefully get around to painting up my knights after some 6-8 years in my spare-model box.

Recovery:
I lose a few halberdiers, split amongst my detachments and main regiment. I also lost 5 more spearmen, only 1 hand gunner, and 3 of my 8 knights.
Archebald suffered a leg wound, reducing his movement by 1. No matter, as he will either be on his horse or stationary on the artillery.
Rutherford suffered a -1WS at a hand injury, but should not be seeking combat anytime soon.
All in all, I got pretty lucky with the recoveries considering how poorly I did.

Most elven troops also recovered, though I hadn't littered the field with their bodies the way he did mine. The Elven mage suffered a chest wound, reducing his Toughness to 2, but managed to gain a wizard level in the process. I am now faced with a Lvl 4 Arch mage, and a lvl 3 hero-level mage against my Lvl 2 and lvl 4. Brother Marius will be coming in handy for his extra dispel dice if this keeps up.


Since the elves were able to fend off the ambush, the Elven army will suffer no penalties in the coming battle. The next game is scheduled to be an objective-based Pitched Battle to be played a week from today.

Malorian
19-10-2009, 19:01
Wow, you just keep trucking along :)

At least you didn't suffer too badly some lost models after recovery, although I think you might miss those knights.

Arguleon-veq
19-10-2009, 19:16
Fantastic thread man, looking forward to the rest of it.

Just wondering how you determine what the next game is and at how many points each?

Keller
19-10-2009, 20:18
Wow, you just keep trucking along :)

At least you didn't suffer too badly some lost models after recovery, although I think you might miss those knights.

We had planned on starting the campaign last week, but our schedules didn't match up well. We were able to play yesterday (Sunday afternoon) and even got 2 games in. I wrote out some reports so it was just a matter of finding some time to post them. I'm hoping for 1 a week for now on, though some nights may see 2 or 3 games if they are small enough.

So far, knights have only ever been a terribly idea for my armies. In the decade that I've been player, they have probably only appeared in less than 10% of my games for this very reason. I just never use them well, since I tend to get so infantry-focused. That's true of all of my armies, where my terrible luck (or poor thinking) sees a unit of 8 black-knghit miss their attacks and fall to units of 12-infantry. Maybe once I get my knights painted their ability will improve drastically!



Fantastic thread man, looking forward to the rest of it.

Just wondering how you determine what the next game is and at how many points each?
Thanks.
I had written out a large portion of the campaign in a tree-format. Each win/loss either stears the game in a direction, or is used to calculate bonuses/penalties for a specific scenario.

Here was the opening campaign branch:

Game 1: Chance Encounter
The Empire is moving in small bands to avoid detection, but one of their bands is happened upon by an elven patrol. Players will make a 1500 point list, which will be devided into 2 parts, each containing atleast 1/3 of the total points. Randomly decide which part is used, with the battle being played as a pitched battle. Fliers, Fast Cav and Scouts from the other faction can come to assistance during the game by rolling 6+, 5+, 4+, depending on the turn.
Homeland Victory: The patrol is able to report back to the council of the invasion of their lands. An army is immediately mustered and sent to halt the advance of the aggressors. Place Scenario 1A.
Invader Victory: The encountered patrol is dispatched, preventing word of the attack from reaching the war council. As such, the invaders may press the advantage, setting up an ambush for the releif force which comes searching for the missing patrol. Play Scenario 1B.


Scenario 1 A: Breakthrough! 2000 points per side
The Homeland force has mustered a force to try to slow the advance of the invader. The defender deploys his/her army on the first 18" of the table, and must prevent the attacker from advancing through their lines. The Invading force deploys within 10" of his table edge, and must try to exit his units off of the table edge opposite him. Attacker only gets VPs for units which make it off of the table edge, or half points for units that end the game in the opponents deployment zone.
Homeland Victory: The Homeland Force has succeeded in halting the tide of the attacking army. They have ample time to prepare defenses for the battle to come, now that the enemy cannot move as quickly into the heart of the country. Homeland force may deploy D3 sections of soft-cover, or remove 1 terrain piece from the battle field as their engineers shape the battlefied in their favor.
Invader Victory: The defenders have been unable to slow the advance of the invading army as it crashes accross the landscape. With such great speed and vigor, the attacks crash towards the defender's camp that they have little time to muster their ranks. Before deployment, the defender must roll 1 dice for each unit or character in their roster. On a roll of 1, the unit has not mustered in time and will not deploy at the start of the battle. All units may arrive later, by rolling a 6+ in turn 2, 5+ in turn 3, etc. Units will enter from their home edge as if having pursued an enemy off of the table.

Scenario 1B: Ambush! 2000 vs 1250
The Elven Patrol has failed to report news of the growing threat, so the council has dispatched but a small force to locate their missing bretheren. This relief patrol is beset by the invading army, who takes them by surprise!
Homeland Victory: The Relief force manages to fight its way clear of the ambush to spread word of the invasion. Arriving at camp, they alert the standing army of the coming battle, who are able to muster in strength to meet the foe. The attacker gains no bonuses in the next battle.
Invader Victory: The second unit has been swept aside, leaving the defenders drastically unsupported, with little knowledge as to what has happened. The invaders sweep in on the heart of the province with little warning, leaving the defenders without time to call for aid. The Homeland force fights with 20% fewer points in the next battle.

Scenario 2: Pitched Battle
The Invading force has attacked beyond the fringes of the province in an attempt to secure a beach head. The battle will be a Pitched Battle using the random objective rules, which will provide bonus victory points. Apply any bonuses or penatlies from the previous 2 scenarios to this battle.

SevenSins
20-10-2009, 18:16
very nice thread so far, and looking forward to follow the rest of your campaign :)
(Well written background too)

Tough luck on those pigeons, I don't trust those winged disease carriers myself

As for your knights, just treat them as another detachment, deploy them along the flank of an inf block (and some way back) and use them for some countercharge and (hopefully) overrun action

grumbaki
20-10-2009, 19:19
Love the thread, keep it up!

Sevensins offers good advice on the knights. They are a flanking force, nothing else (unless they have some serious character backup).

Vanilla Knights: A glorified detachment
Inner Circle Knights led by a warrior priest or a grandmaster with laurels of victory: A unit breaker...sometimes...

And yeah, horrible luck with the pigeons. If they only came back on a 1, or if they hit on a 4+ then maybe they'd be taken more. But as is...well, as we all just saw they can lead to dead engineers.

Keller
20-10-2009, 20:26
very nice thread so far, and looking forward to follow the rest of your campaign :)
(Well written background too)

Tough luck on those pigeons, I don't trust those winged disease carriers myself

As for your knights, just treat them as another detachment, deploy them along the flank of an inf block (and some way back) and use them for some countercharge and (hopefully) overrun action


Love the thread, keep it up!

Sevensins offers good advice on the knights. They are a flanking force, nothing else (unless they have some serious character backup).

Vanilla Knights: A glorified detachment
Inner Circle Knights led by a warrior priest or a grandmaster with laurels of victory: A unit breaker...sometimes...

And yeah, horrible luck with the pigeons. If they only came back on a 1, or if they hit on a 4+ then maybe they'd be taken more. But as is...well, as we all just saw they can lead to dead engineers.


Thanks everyone!

I will have to get a bit more accustomed to the knights, and learn to hold them back more. I guess I am just used to being on the recieving end of units which cause such destruction, I tend to want to use my own knights for more hitting power than they may be worth. We'll give it some time and see what happens, I guess.

As for the pigeon bombs, I've have some great luck with them when 7th ed first came out, especially against the T3 elves. Unfortunately, as witnessed here, they are not always helpful.
I had wanted to take a long range weapon to allow my engineer to support my artillery better, but wanted the rep. pistol for the flexibility; move and fire on all other weapons was too much of a hinderence. Sure, in many games he will be stationary, but I wanted to be able to run him around, thanks to his Trickster Archtype, so the pistol was required. I think he will add a lot to my pistoliers in later battles with the hit-and-run abilities of the Trickster, which benefits the unit, too.
Maybe next time will just try to support the Engi with a Priest's Hammer of Sigmar prayer when tying they pigeons...
I still miss my Dragon Bow + Rep Pistol combo from 6th ed. Why can't engi's take magic items in 7th?

selone
21-10-2009, 06:02
Enjoying the thread too, was nice to see silver helms appear in the first report, and well done on the win. The ambush was a bit of a disaster wasn't it, clearly the high elves knew about it all ready ! Keep up the good work.

Toshiro
24-10-2009, 20:03
really awesome campaign Keller, an immensely enjoyable read with great fluff and really coll scenarios, keep it up cause I'll definitely follow it!

Keller
02-11-2009, 15:02
With the utter failure of the ambush, General Lieftware had finally lost the momentum in his push through the High Elf province. Casualties had been acceptable, but he lamented the fact that he would have to face the elves on open ground without being properly prepared. Now was his chance to secure a solid hold on the province, but he risked much if things went badly again. With no suitable base of operations, and no proper field-hospital, his army could not sustain a crushing defeat. His next battle would have to be planned carefully now that they had lost the advantage in this war.

There was a solemn air to the command tent as the officers planned the next stage. Emotions were high after the ambush, with two of the officers being wounded in that ill-executed attack. While none harbored blame for one another, it was clear that the blunder weighed heavy on all those present.
“We must push through to the Elven camp!” insisted the rash Captain Jakob Harkness. “Press the advantage and take them now!”
“We cannot press what we do not have,” replied the stoic Marius, a rather imposing priest who had spent more time converting heretics with his hammers than with his words. “Any advantage we may have held has been lost. The Elves know of our camp, and are quite surely making arrangements for a long war.”
“Which is precisely why we must strike now! Before they can muster a full defense” snapped Harkness.
“Our own entities are not up to par, young captain” spoke Archebald. “Surely though hast not forgotten the terrible mis-orchestrated engagement that hast disrupted, disgraced, and dismayed our own soldiers.”
“Do not underestimate our brave lads. They have far greater mettle than you, old tinkerer. Perhaps you should join them with a shield and spear, rather than catching a glimpse of how real men do battle from your soot-stained deathtraps.” Clearly Harkness was in no mood for the master-engineer’s condescending dribble.
General Griswald eased back in his chair, pondering to himself while the others bickered shamelessly. Commanding this motley assortment of talent was troublesome at times, but they always found ways to get the job done, and with little more than threats to each other in the process.
“What say you, old friend?” Lieftware turned to his two arcane advisors. “How do the winds of magic favor us?”
Otto the Wanderer, an unkempt and rather plain looking man ornamented in bone and tooth trinkets would not strike most as anything but a superstitious peasant. He spoke seldom, but was wise beyond expectation, for he had spent much of his life roaming the far lands of the Empire. Normally choosing not to participate in such trivial matters this, the Amber mage could barely tolerate the squabble before him now. Why he had agreed to join his childhood friend’s campaign was as of yet unclear, but Griswald knew that Otto was one to be trusted without question.
“General, the winds are ever changing. There is a heavy concentration of energy near the Elven dwellings, as the ancient peoples have grown quite close to the Arcane energies. We dare not advance too rashly, or we shall encounter far worse than the local levy. We must stick to the wilds for now, where we might harness the power of nature to aid in our cause.”

After a long night of planning, it was decided that the army would draw the enemies out of their camps and engage them in the foothills below the Imperial camps. They would not have time to prepare any real defenses, but at least the Imperials could count on not being out numbered or out maneuvered.


Campaign turn 2:
Pitched Battle: 2000 points per side.

Imperial Invasion Force:
Otto The Wanderer – Lvl 4 Beast Wizard (1, 3, 4, 6) Armor of Tanarus
- Magician – Reroll miscast result

Captain Jakob Harkness – Halberd, Plate Armor, Dragon Bow
- Veteran – autopass 1st panic check

Brother Marius – Great Weapon, Hvy Armor, Shield, Sigil of Sigmar
- Veteran – autopass 1st panic check

Archebald Von Fiddlestien – Barded Warhorse, LA, rep Pistol, Pigeon Bombs
- Trickster – Unit will auto-rally when flee as charge reaction

1st Imperial Lancers – 22 spearmen, shields, FC, 9 halberdiers detach
2nd Imperial Lancers – 22 spearmen, shields, FC, 9 halberdiers detach
22nd Provincial Guard - 23 Halberdiers, FC, 9 Free Comp detach
Sternwald’s Sharpshooters - 12 Handgunners, Marksman w/ HLR
2nd Matchlock Marksmen - 12 Handgunners, Marksman w/ Rep Handgun
Order of the Kodiak – 6 knights w/ GW, champ, musician
Griswald’s Guardian’s – 12 greatswordsmen, champ, musician, 6 archer detach
Hell’s Wrath and Ruin – 2 cannons
Hell Fire - Mortar

High Elf Homelanders
Archmage – Lvl 4 High Magic (1,2,4,5) +1PD item
- Magician – reroll miscast table result

Mage – Lvl 3 High Magic (1,2,3,5) +1 Spell item
- Magician – reroll miscast table result; +1 magic level

Noble – Greatweapon, Helm of Fortune, Dragon Armor
- Veteran – autopass 1st panic, 1/game reroll all to hit in combat.

12 archers
12 archers
10 Shadow Warriors
22 White Lions w/ FC
22 Spear Elves w/ FC
8 Silver Helms – Champ
2 x Bolt Thrower

Terrain and deployment:
See attached map.
The Archmage joined the Spear Elves, Noble the Lions, Mage the right unit of archers

Otto joined the Guardians, Capt. Jakob the Provincial Guard, Brother Marius joined the 2nd Lancers, Archebald manned Hell’s Fire on the hill.

Pre-game thoughts:
Initially, I was a bit concerned with my deployment. I have been having trouble cramming all of my units onto the table well, and was afraid I wouldn’t have enough room to engage his infantry. He really threw me off when he placed all of his ranged units in the center, and I knew I wouldn’t be able to counter with my own gunners, who would be slowed by the terrain, and out of range of their own attacks with 24” vs his 30”. I decided I would have to move all of my detachments to screen the parent units as best as possible until I could get into combat or take out the archer lines.

I won the dice off and elected to take first turn.

EM 1:
The infantry all advance, with their detachments moving infront to screen. The Prov Guard move to fill the pass between rocks and hill, preparing for combat formation with their detachment for a possible combat in turn 2. The 2nd Matchlock Marksmen, knowing they’d be out of range, shift forward and angle slightly towards the center, while the Kodiak knights trot ~4 inches closer.
Magic – Bears Anger onto Marius, Hammer of Sigmar on my HLR marksmen.
My range guessing is rusty, so all of my artillery falls short. Hochland Marksmen fails to hit his Archmage, even with reroll.

HE 1:
Archers advance at a walk, Lions and spearelves advance slightly, knights move forward ~8, staying outside of my charge range. They find themselves hard-pressed to maneuver safely, being caught in a crossfire which risks a flank shot from my two cannons. Shadow Warriors advance around their cover to start shooting.
Magic – Archmage finds LoS on the Provincial Guard and blasts them with Flames of the Pheonix with IF, killing ~12, panicking the unit (I had forgotten the Captain was a Veteran, auto-passing 1st panic check) No other magic succeeds, along with a failed Arrow Attraction (needing a 6) on 2 dice.
Shooting – Archers fire into my detachments, killing a couple across the board. BT’s thin some more models, but to little effect.

EM 2
The Provincial Guard rallies, while the Kodiak Knights, being sneaky, walk close to the Silver Helms. The central infantry continues to advance, with Otto joining the Archer screen, leaving the greatswordsmen. The free company detachment, devoid of their halberdier parent unit, halts rather than face 2 full units of elves.
Magic – Otto casts the Wolf Hunts on the knights, which the elves decide not to dispel. The knights prepare to charge, but roll a 4, making them fall just short of combat, staring the enemy in the eyes. All other spells are dispelled.
Shooting – the cannons take aim and clip off 2 knights, while the mortar lobs a shell at the spearelves, but it scatters off, even with the reroll from Archebald. The 2nd Matchlock Marksmen, fearing for the safety of their mounted brethren, unload into the Silver Helms, killing 4 of the 6 remaining knights, who panic, then cause the bolt thrower to panic as well, which flees off the table. The Sharpshooters, in a poor position, fail to contribute, with the marksman failing again to hit the archmage. The archer screen fires into the right unit of elven archers, felling 2.

HE 2
The helms fail to rally, fleeing the table in true HE fashion. The spears advances slightly on the right side of the board, not eager to engage my ranked units with detachments, so use the hills to their advantage to block out my units. The Lions turn back around the hill, passing near his bolt-thrower so as to move towards the center where the bulk of my forces are gathering near his archers.
Magic – the lvl 3 manages to not cast Arrow Attraction again using 2 dice, but succeeds with an irresistible Flames on the 1st lancers, causing them to panic. The Arch Mage casts a Fury of Cain MM onto the rallied halberdier unit, killing all but the captain and command models. Since I had forgotten about the veteran before, we agreed that they should auto-pass this check. I made the roll anyway, scoring an 11, which would have cost me the unit and captain.
Shooting thins a few more models in my main infantry. The shadowwarriors fell another few handgunners from the Matchlock Marksmen.

EM 3
The knights, being threatened by the shadowwarriors, press on at a walk to find LoS around the back trees to his left archer regiment. The 1st-Lancer detachment of halberdiers also advances on these archers, getting into range to not allow a stand-and shoot. The 1st lancers themselves rally. The Provincial Guard, all 3 of them, hide behind the large rocks while Captain Jakob darts back to the free comp detachment still in the pass. The 2nd Lancers move through the other pass between the rocks and the central-hill near his infantry. The greatswords, cautious of those Lions, move left to try to push towards the archers w/o getting flanked by 22 lions. The Sharpshooters finally spread out into a shooting line, making use of the time afforded by the infantry blocking all shots.
Magic – Otto gets the Crows feast onto the right archers, killing 2.
The cannons, having little line of sight thanks to the jumbled mess I’ve made in the center, fire at the shadow-warriors killing 3. The Handgunners fire on the shadow warriors as well, but are less than productive.

HE 3
Seeing the knights and halberdiers bearing down on them, the left archers charge the halbderdier detachment. The White lions, fearing the lancer’s advance, turn back around the hill towards the right side, while the spears shift position a bit.
Magic – The Archmage miscasts and loses the phase. Finally, some relief! The Archmage suffers a wound in the process.
Shooting – archers and bolt thrower continue to blast my units, but with little overall effect.
Combat – Archers massacre the halberdiers, who trip over their shoe-laces (rolling a 3 to flee) and are slaughtered. Now I know why 7th edition state-troops don’t have shoes….

EM 4
The 1st lancers move close to the left archers, while the knights move around the trees to find a charge path to their back. They will be hard pressed to avoid a charge next turn! The 2nd lancers are slowed by the Lions through the hill, so stager forward, while the free comp detachment finally makes another advance. The greatswords press on towards the right-archers, but are slowed by the left archers.
Magic – Fait is cruel, as Otto miscasts, ending my phase as well.
Shooting – With the infantry still blocking shots across the table, the cannons and handgunners fire onto the shadow warriors, killing 2 more. One cannon misfires, but rolls a 5. The mortar lands on the spears, but scatters off, and I elect not to reroll due to where my troops are and a chance of hitting 1 of my 2 units. Pigeon Bomb misses. The sharpshooters fire onto the right archers, but their musket balls land in the dirt just ahead of them, as they were just too far away. The HLR fails to hit his hero-mage.

HE 4
The left archers, knowing they can’t escape their combat to come, turn slightly and launch a barrage onto the greatswords, reducing the small unit to 7. The Lions and spear elves maneuver, finally ready to fight against the 2nd lancers and 2 detachments in the area. The Archmage leaves the spears to hide just beside them, so as to avoid combat.
Magic – The archmage casts Flames irresistibly onto the 2nd lancers, bringing the unit below half, but they hold thanks to the Veteran WP.
Shooting – Shadow warriors kill off the Match Lock Marksmen.

EM 5
The Knights and 1st Lancers charge the left archers, who cannot stand and fire. The Sharpshooters move to fill the pass between central hill and large rocks, facing towards enemy right deployment zone. Knowing they are too weak to engage, the 2nd lancers pull back towards the large rocks, while their detachment screens the handgunners from the enemy mage. Captain Jakob, seeing the archnage in the open, stride out on his own to make use of his Dragon bow.
Magic – Everything dispelled.
Shooting – the left cannon finds LoS onto the flank of the white lions through the mess of the center, and lobs a ball hitting 7 models, but only 2 wound. The right cannon misfires again, but shrugs it off. The mortar lobs a shell into the spearelves, which finds its mark dead-center, and decimates 12 of the 22 warriors. The elves panic, fleeing 3 inches, which causes the White Lions to flee 7 inches, all but ontop of the bolt thrower.
Jakob’s Dragon Bow finds the archmage, but fails to wound (typical!)
In combat the elves kill 2 knights with their first-strike, but are overwhelmed by the sheer weight of troops against them from both sides, and flee to be slaughtered by the horsemen. The lancers hold their ground, not being drawn to far out of position. Unfortunately, the knights don’t go quite far enough to make it to the table edge, and stop just on the lip of the border.

HE 5:
The Spears and Lions rally. The archers walk forward to open up LoS from the bolt thrower to the flank of my knights. The Archmage rejoins the rallied spears for safety.
Magic: Arrow attraction is finally successful, this time on my knights. I decide to let it go, fearing 2 castings of Flames as a much better use of my dispel. All other magic is stopped or fails.
Shooting – Archers pelt the greatswords, but their armor holds strong, leaving 5 models left. The bolt thrower kills all knights with a flank shot.

EM 6
No charges, the halberdiers detachment from the 2nd lancers moves to open LoS to the spears from the Sharpshooters, other units shift to grab quarters where needbe.
No Magic
Shooting – the left cannon kills another shadow warrior, the right cannon misfires for the 3rd turn in a row, this time exploding. The mortar lobs another shot to the spear elves, but failed to compensate for their flee, but clips the unit killing 2. The Sharpshooters unload on the spearelves, finally eager to do some damage, reducing the unit to 6+archmage. The sniper fails to hit the archmage yet again.

HE 6
No charges, no movement.
Magic and shooting reduces the greatswords to 1 model, and thins a few other units to little consequence.

Result: 789 VPs for the Emprire, 650 for HE. Draw

Post Game Thoughts:
This was one strange battle. There was little combat, as neither was comfortable to press an attack given the battlefield and unit strengths. I was able to secure 1 more TQ, for an extra 100 points, which could have given me a minor win if my 2nd cannon hadn’t blown up in the last turn. While a fun game, it was far from typical…
I was very disappointed with my shooting to start. I am still rusty with my guess distances after not having played Empire in some time, but I was getting the hang of it again near the end. As usual, my cannons had terrible luck wounding when they actually hit something, though they did a great job at killing a skirmishing unit, especially without grapeshot. My handgunners were deployed poorly, but I had run out of room for them. The captain’s Dragon Bow continued to suck, having always rolled a 1 to wound with S6 against T3. The flexibility of it is good, but I don’t think he will be feared as long as he fails to do any damage.
His magic was absolutely devastating, accounting for nearly all of my losses. The 2 mages, totaling 10 PD, managed to wipe 3 combat regiments below half strength, despite my attempts to screen them. I think I am going to have to invest in some MR gear asap.

I made out ok in the campaign aspect, with most of my things recovering. The cannon was lost for good, and all infantry units were down a few more models. Unfortunately, that puts all of my state-units at sub-20 size now, making them far less dependable on the battlefield. Luckily, I’ve been saving a fresh unit of 25 swordsmen, who will be rotated into combat next phase. I’ve sent for reinforcements, and can add 60 points back into the roster, which should get my line-troops back to usable strength. I fear I will miss that cannon, though, in the battles to come.

The Elves lost several of their archers and spearmen, with another helm being removed as well as a bolt thrower. So far we are fairly even in our campaign losses, but his units are holding up a bit better than mine. He has spent the last of his current points buying 200 new points of units, which will likely be 2 eagles and some more White Lions. I warned him against doing so, since he will have no points to reroll recovery for characters in the next campaign turn, but he decided the troops were more important.

Turn 3 will be a 3-battle turn, each fighting “simultaneously” so troops cannot appear in more than one list. That gives me 3 games to try to take out characters and set him back in the campaign, since he won’t be able to reroll any injuries. I still have 200 points just in case, and will cash them in for more units in hopes of a Helblaster or Cannon later on.

selone
02-11-2009, 16:04
I thought the HE might just have winged it there with your shooting phase being less than spectacular. His failed psychology rolls seemd quite bad mind.

SevenSins
04-11-2009, 21:59
interesting game.
I wouldn't bother with MR items, the main reason he did so much damage was getting of Flames with Irresistable force several times (3?) and MR doesn't help much against that ;)

wilzif
05-11-2009, 10:37
Great battle reports, fluff and a superb campaign. Am really enjoying this thread.

Nice to see the Empire doing ok against High Elves, as I tend to struggle with them myself.

Look forward to the next installment!

Keller
05-11-2009, 12:51
interesting game.
I wouldn't bother with MR items, the main reason he did so much damage was getting of Flames with Irresistable force several times (3?) and MR doesn't help much against that ;)
Yeah, I suppose your right. I just worry about how much damage his magic can kick out, but it sure doesn't help against IF castings....

It was 3 IF's in that game, though probably balanced out by 3 turns of failed castings of Arrow Attraction (6+) using 2 dice. We each had 1 miscast, and other wise magic was fairly normal.


Great battle reports, fluff and a superb campaign. Am really enjoying this thread.

Nice to see the Empire doing ok against High Elves, as I tend to struggle with them myself.

Look forward to the next installment!
Thanks for the support!

My games of empire vs HE are usually fairly close, as evidenced by the 1 MV, 1 D, 1 ML. Normally I have more wins than losses against them, but in this campaign extra VPs are being used, something we rarely do in casual games, making for some interesting maneuvers and VP grabs. Plus the nature of maintaining the army makes one really think about where they can commit troops, so as not to suffer too many losses in the campaign roster. After 3 games (2 campaign turns) I am down oover 300 points from my original 3500 point list. Next turn will probably prove a bit steeper in losses, since nearly everything will be committed to battle in it.

But largely, I've had good luck, in that my HE opponents have had bad luck. They continue to fail panic checks when they shouldn't (Ld 9-10!) which gives me the tactical edge I need to compete with their high Strength ASF attacks on their specials.


I'll post the next turn's scenarios soon, so people can see whats instore. Hopefully we'll get turn 3 wrapped up quickly, but being mulit-part it may take some time.

Keller
05-11-2009, 19:10
Here are the scenarios for Turn 3. As stated, it is a 3-part battle for the turn.

Scenario 3: Prized Holdings (variable)
As the campaign continues, each force races to secure several key areas of the province. The invading commander divides his/her forces in effort to capture as many valuable resources as possible before the invaders can secure them. Fearing such a move, the defenders have dispatched their units to garrison the lands and prepare the areas for battle.
Each player will assign a part his is army to march toward each of three battlegrounds. No units may appear in more than one army sub list. Each army list may contain any number of points, but must be a legal army in and of itself (1 general, sufficient Core units, etc.)

Scenario 3A: Arcane Sanctuary
The Arcane Sanctuary represents a place where the winds of magic gather in great concentration. Seeing great opportunity to gain the upper hand by tapping into this ancient power, the armies race to tame the winds and harness their energy.
After terrain in set up but before deployment, place 2 markers to represent power vortexes anywhere in the center of the table, at least 8 inches from either deployment zone. Scatter these markers using the scatter dice and 2D6 to determine their final locations. During their magic phase, a wizard/runesmith/priest who is within 6” of a vortex may elect to tame the winds, using any number of power or dispel dice normally available to that character. If a player has no such characters, the army general may be used in this fashion. For each casting/dispel die used in this manner, roll a D6. On a result of a ‘6’, the player gains a Wind-Marker, which is noted on their roster. The game ends immediately whenever either player obtains 10 Wind-Markers. In the event that both players end with the same number of Wind-Markers, play another turn until one player has more counters than his opponent.
Victory: As the army harnesses the power of the winds of magic, their opponents retreat before the great power being unleashed before them. With the Arcane Sanctuary secured, the faction gains a boost to their magic capabilities on the battlefield. Once per game, the controlling player may add D3 dice to either their power or dispel common pools. This can only be used once per campaign turn, and any of these dice which result in a 1 will result in a miscast (if used to cast a spell). Also, the player who controls the Arcane Sanctuary may spend 25 Glory Points to retrain their wizards by rolling for new spells. The wizard must maintain the same lore as previously used, and must reroll all known spells, as if rolling for a new character.

Scenario 3B: Apothecary
Located on the fringe of the province, in the peace of the unsettled lands, lays a quaint apothecary renowned throughout the realms. Here, a great shaman finds common visitors of crippled veterans, injured adventurers and promiscuous heathens who come in search of relief from their ailments.
During table set up, a building is placed in the center of table equidistant from either deployment zones. For each turn which a player controls the apothecary (having a unit of US5+ w/in 6”, no enemies of US 5+ w/in 6”) they gain a bonus 100 VPs. The battle will last for 6 turns.
Victory: With the apothecary firmly in their control, the capturing army gains access to the healing medicines within. Once per campaign turn, the controlling player may re-roll 1 character recovery roll for free.

Scenario 3C: Weapon Forge
A great armory lays nestled away in a small hamlet nestled deep within the woods of the province. Inside lay untold treasures of great power, which the army commanders seek to help bolster their war effort. The invading army arrives before the defenders can secure the hovel, and quickly set to work looting everything of value. Unfortunately, the prized items are locked in a mysterious vault, sealed by magical means. The Homeland forces arrive just in time to retake the forge, forcing the Invaders to hold them off while they attempt to break the seal and loot the horde inside.
Place a small building in the center of the Invader’s deployment zone, at least 8 inches from the table edge. The building itself counts as impassible terrain and may not be garrisoned. The game lasts for 6 turns. The Invading Force has the first turn. If at the end of any Homeland turn the Invaders have no units within 6” of the Forge, the game ends immediately with a solid victory for the Defenders. If at the end of 6 turns, the Invaders still have a unit of US5+ w/in 6” of the Forge, the game ends in a solid victory for the Invaders.
Victory: With the seal unlocked and the vault open, the controlling army loots the contents and distributes the items throughout the army. The victorious player may add 3D6x10 points of magic items to their roster, distributed as they choose.

wilzif
06-11-2009, 07:56
Those scenarios sound like a lot of fun. Looking forward to reading the outcomes.

I've been meaning to set up something like this for some time, would make a lot more of the sporadic games I get in.

kormas
06-11-2009, 22:31
wow, this is really really good, me and a friend are probably going to be trying this idea out :D, i will deffinatly be keeping an eye on this

Toshiro
09-11-2009, 11:57
I really love this thread Keller, this campagin is amazing I really really love the idea you've run with and the campaing setups so far is really nice. I'm looking forward to the following reports :D

Keller
12-11-2009, 02:55
Those scenarios sound like a lot of fun. Looking forward to reading the outcomes.

I've been meaning to set up something like this for some time, would make a lot more of the sporadic games I get in.


wow, this is really really good, me and a friend are probably going to be trying this idea out :D, i will deffinatly be keeping an eye on this


I really love this thread Keller, this campagin is amazing I really really love the idea you've run with and the campaing setups so far is really nice. I'm looking forward to the following reports :D

Thanks for the encouragement, all! This is proving to be great fun, and the dynamics have really shifted out playing style since we have something to fight for.

We have a few things which are working on, and perhaps rethinking a few.

I'll post a campaign rule update in a few more turns.

Keller
12-11-2009, 02:56
Scenario 3: Arcane Sanctuary.

Brother Marius looked over the field ahead of him. It was here that the fickle winds of the arcane gathered, and here to where he was dispatched to break the enemy. The nexuses before him were dangerous, that much he knew, but what more he understood the power they could cause if the elves had tapped into them. His small force must prevail at all costs, thought Marius as he watched the Elves deploy for battle across the field.
For maybe the first time, Marius was glad to have one of the Imperial wizards at his side. Normally he despised their treacherous way, drawing power from false gods of magic. However, it would be difficult to wrangle the nexuses, and the wizard Rutherford would be a welcome aid in taming the winds.

Imperials:
Brother Marius: Heavy Armor, Shield, Great Weapon, Sigil of Sigmar
Rutherford Fawnzworth – Lvl 2 Life Mage, Wizard Staff, Mistress of the Marsh, Master of wood
2nd Imperial Lancers – 25 Spearmen w/ FC, 9 Halberdiers, 6 Archers
1st Imperial Lancers – 25 Spearmen w/ FC, 10 Halberdiers
Raving Mad Citizens – 14 Flagelants
Sternwald’s Sharpshooters – 10 Handgunners, HLR
Hell’s Fire – Mortar
Imperial Stalkers – 10 Huntsmen
=1128

High Elves:
Hero Mage – Lvl 3 High magic, Spells 1, 2, 3, 5; Talisman of Protection
20 White Lions w/ FC
8 Shadow Warrios
13 Archers
13 Archers
5 Silver Helms w/ Champion
Trinoch Chariot
= ~1120

Deployment and Terrain: See map.

Pre-game Thoughts:
I felt good about this going into the game. I expected the Elves to show up at greater than 1500 points. This was one of the scenarios that I greatly worried about losing, since having more dice to throw Flames of the Phoenix at me with would have been bad. I was a bit worried about getting overrun on the right side, but felt good that my wizard would hold the left nexus and power through to victory.

HE 1:
Helms advance to behind the woods, the chariot to near the lake. The archers each advance to fire, with the Shadows jumping onto the hill w/ altar, killing a couple Flags and a spearman. The Lions advance to the altar, but the mage fails to gain any power markers. No magic. The Chariot fires it bow and puts a wound on Rutherford!

EM 1:
The Spearmen and detachments advance, the Flags advance towards the shadow warriors, huntsmen move out of the woods to the back side, avoiding LoS of the Silver Helms. The mortar fires at the WL’s, but falls just short. The Sharpshooters fell 2 SH’s in a volley, who pass their panic check (how unusual!) and the Huntsmen put 1 wound on the chariot. In magic, I have no characters near the nexus, so cannot charge. Mistress of the Marsh slows the chariot.

HE 2:
The Helms try to charge 1st Lancer’s Halbedier detachment, but falls short, just beside the hunters. The Mage leaves the Lions to avoid the Mortar, the chariot moves toward the front of the 1st lancers. The Mage casts Flames of the Phoenix on the 2nd Lancers w/ IF, killing half of the unit,who auto pass the panic thanks to the veteran Priest. Archers fell another 7 spearmen from the 2nd Lancers, the 2nd Archers kill more Flagelants. No power charged in the Nexus.

EM 2:
The 1st lancers and detachments maneuver to block the chariot, while Rutherford moves to power the Nexus. The 2nd Lancers advance, with their detachment keeping pace. The Citizens charge the Shadow Warriors, engaging in combat with 6 models to their 8. Marius leaves the 2nd Lancers to join their halberdiers. No work on the Nexus from either side, Master of the Woods is dispelled. Mortar scatters off of the Lions, the Sharpshooters finish off the last 3 Helms, the Stalkers fail to wound the chariot. Shadow Warriors kill all but 1 Citizen, who kills 1 back.

HE 3:
The Lions round the Altar hill to support the Shadow Warriors. The Chariot out maneuvers the 1st lancers and halberdiers to fire more shots on the Rutherford, scoring a hit, but failing to achieve the fatal blow. The Mage fails to cast Arrow Attraction, and neither side manages to power a nexus. The Shadow Warriors finish off the last crazed citizen. The RIP Flames toasts all but 1 of the 2nd Lancers, too.

EM 3:
2nd Lancer Halberdiers charge the Shadow Warriors, who slaughter them in ASF fashion, breaking and running them down, including Marius. The 1st Lancers and detachment continue their cat-and-mouse game with the chariot, while Rutherford runs to join the Stalkers who have come to protect him. Rutherford casts Master of the Wood with IF, which catches the HE mage, annihilating him with 4 wounds. The Mortar lands in the center of the WL, killing 4. The Sharpshooters put 3 more wounds on the chariot killing it.

With no more characters, the HE are unable to tame the winds of magic and lose the game. Just as well, in 3 turns neither of us managed to get a single power marker.

Victory: Empire!

Post Game Thoughts:
I was surprised at how well my shooting held on the left, and at how poorly my units failed on the right. Once again, an IF FotP devastated me. It seems he can only cast it with IF, then it dominates me. Oh well.
I was also frustrated that neither of us managed to get any power markers. We threw an average of 3 dice a piece at it (dispel and power) and no 6’s. I think we will have to rewrite it to be 6 markers instead of 10. However, one could theoretically bring an arch mage and multiple level 2’s and get that in no time, so I am a bit reluctant.

Recovery:
I had sustained many losses in such a short game, but recovery went pretty well. Lost 7 spearmen and 3 halbderdiers in the end, with all flagellants recovering.

All High Elves recovered, except for the Mage, who died permanently! He had no points to reroll, but he did just to see what happens. Result? Still dead :)

The Empire was now in control of the Arcane Sanctuary. Not as much of a help to me as is a help to not boost the Elven magic.

selone
12-11-2009, 10:50
Short and sweet ! I have to ask does losing the high elf mage really screw over the high elves for future games?

Keller
12-11-2009, 12:22
Short and sweet ! I have to ask does losing the hgh elf mage reallym screw over the high elves for future games?

Well, it certainly won't help him at all. There aren't really any more magical-based scenarios on the horizon (I have through turn 5 written) so he won't need a mage in particular. However, of course his mages have been doing the most damage to my army of all of his forces, and he has no other hero-level mage. A lot of our games are below 2K, which means he can't bring his Lvl 4 Archmage, so I may actually have an edge in magic for once.

I suspect he will be saving points to buy another one ASAP.

Toshiro
12-11-2009, 18:53
Wow, those flames really toasted your right flank. Nice shooting on your part though and very nice to permanently kill of his mage, I think that will give you a good edge for a couple of games, congrats on the win =)

SevenSins
12-11-2009, 19:04
a short and sweet rep, and an interestnig scenario, allthough magic-heavy vs magic light could make for some short games (even with good magic defence)

Toshiro
24-11-2009, 19:28
*Pokes at Keller hoping for a continue of the campaign* :p

Keller
25-11-2009, 12:33
*Pokes at Keller hoping for a continue of the campaign* :p

Ha, thanks for the encouragement. I fully intend to continue, but things have been rather hectic lately. We were to play last weekend (I had even taken off last Friday to get a few games in) but my HE-playing friend came down with the flu (its an epidemic!) Hopefully with the time off for Thanksgiving here in the good ol' US of A we can finish out the 2 scenarios for the turn, maybe even get onto the next.

Believe me, I am just as anxious to keep it going!

Toshiro
25-11-2009, 19:33
sweet, looking forward to it :D

kormas
26-11-2009, 07:24
excillent :), hope you dont mind but me and a mate are going to 'borrow' the general idea of your campaign and apply it to a map based campaign :D

lord marcus
27-11-2009, 06:34
great reports, read all of them through. good job on the wins. i'm suprised he was able to get off FoTP so many times.

love the name btw.

and pictures wouldn't hurt.

Keller
17-12-2009, 14:10
Well, its been some time, but at last. an UPDATE! Wahoo! My friend has recovered from his two and a half week sick-leave, my exams are over, and our schedules finally have matched up for a battle last night.

The second part of the three-part turn, this time over the magic-item vault.
Scenario 3C: Weapon Forge
A great armory lays nestled away in a small hamlet nestled deep within the woods of the province. Inside lay untold treasures of great power, which the army commanders seek to help bolster their war effort. The invading army arrives before the defenders can secure the hovel, and quickly set to work looting everything of value. Unfortunately, the prized items are locked in a mysterious vault, sealed by magical means. The Homeland forces arrive just in time to retake the forge, forcing the Invaders to hold them off while they attempt to break the seal and loot the hoard inside.
Place a small building in the center of the Invader’s deployment zone, at least 8 inches from the table edge. The building itself counts as impassible terrain and may not be garrisoned. The game lasts for 6 turns. The Invading Force has the first turn. If at the end of any Homeland turn the Invaders have no units within 6” of the Forge, the game ends immediately with a solid victory for the Defenders. If at the end of 6 turns, the Invaders still have a unit of US5+ w/in 6” of the Forge, the game ends in a solid victory for the Invaders.
Victory: With the seal unlocked and the vault open, the controlling army loots the contents and distributes the items throughout the army. The victorious player may add 3D6x10 points of magic items to their roster, distributed as they choose.




Mast Engineer Archebald von Fiddlestein led his collumn of troops deep into the woodlands of the enemy lands. On orders to secure the hoard of a renowned armorer, Fiddlestein's force sweeps across the land to find the small hovel ripe for the picking. Archbald was hand-picked for this assignment, knowing full well that the vault of items would be riddled with locks and contraptions to keep sticky fingers away from the precious holdings within. The Master Engineers years of fiddling with various machinery would certainly come into play in cracking open the intricate mechanical defenders. If not, Archebald could simply introduce the vault to a shiney new cannon ball, he chuckled.

Upon arrival at the forge, Archebalds troops met little resistance. Moving quickly to take control of the situation, his men set up a perimiter around the shop, while he and a few men explored inside. Archebald barely had time to find the hidden vault, let alone set to cracking it open, when one of his scouts burst through the door with word of the Elven defenders marching to reclaim the armory. Abandoning his work on the locks, Archebald quickly mustered a defence to hold off the enemy so they could claim their prizes.

Imperial Invaders:
Archebald von Fiddlestein - Engineer w/ barded horse, LA, RP, Pigeon Bombs, Archtype - Trickster

1st Matchlock Marksmen - 11 Handgunners w/ Marksman w/ Rep Handun
2nd Matchlock Marksmen - 11 Handgunners w/ Marksman w/ Rep Handun
Griswalds Guardians - 20 Greatswords w/ FC, Warbanner, 9 militia fighters
Imperial Scouts - 8 Pistoleirs
Hell's Wrath - Cannon


Elven Defenders:
Captain on barded steed w/ 1+ rerollable AS, 5+ Ward, Lance

20 Swordmasters - FC
2x RBT
5 Reavers
5 Silverhelms (joined by captain)
8 White Lions

Terrain and set up:
In middle of my deployment zone, right at the front was the Armory, a ~4" building counting as impassible terrain which could not be garrisoned. On the very left side of the table, a large hill, just protruding into my deployment zone on the edge of the table. In the center, in and just outside of the enemy DZ, 2 6" clusters of forests. A fairly light terrain table for us, determined by 3D3 pieces, scattered to these positions.

I deployed the cannon on the hill to the extreme left, 1st handgunners in the open field between hill and building, with pistoliers to their right. The Building lay next, withe the GS, and detachment to its right (using the building to guard their left flank) and the 2nd handgunners strung out on the right in the open field.

Elves deployed 2 RBT's in the open field opposite my 1st gunners, the Sword Masters with WL in front for a screen between the 2 forests, the Glade Riders and Silver Helms to the right of the foreests in the open field, opposite my 2nd gunners.

Pregame Thoughts: I felt pretty good about this game from the start. I had chosen a defensive force to hold the objective, but lacked much in the way of stand up combats, having only the greatswords to fight with. Fortunately, their Stubborn ability made them dependable, since if I ever have no US 5 units near the objective, I lose. I was extremely concerned with the SwordMasters, as I had no mortar to blast them with, and no units who could hope to fight them. But, I had ample shooting, so I thought I could contain them enough to hold them at bay with my Greatswords to achieve victory.

Turn 1: Being the defenders, I had first turn. The handguners all advanced and adjusted facing to fire towards the infantry in the center. The GS's and detachment advance along the building, using it to cover their left flank. Pistoliers dart straight forward at the RBts, with Archebald spurring them on from the front rank. With no mages on either side, there was no magic this game.
My cannon fired across the table, shooting 62 inches to hit 2 silver helms (but I roll 1's!), while the pistoliers unleash 12 shots onto the first RBT, luckily hitting and killing the two crew men.

The elves advance, with the Reavers darting past my pistoliers to shoot them in the back. The WL's and SM's split a bit, allowing both LoS on the greatswords across from them, The 2nd RBT sends 1 crew man to operate the now-abandoned machine (Yes, I realize this normally can't be done, but we decided to allow it) The reavers kill 1 pistolier, the RBT kills another, but do not force a check on the unit of 9.

Turn 2:
Archebald boldly charges the machine infront of him, while his accompanying pistoliers move to fire on the SM's, felling 5. The 1st handgunners blast and wipe out the Reavers, while the 2nd Hangunners fell some knights, leaving 2 + captain. I forget to fire the cannon, despite having a near-perfect flank on the knights. Archebald's horse manages to kill the elf, and he overruns off of the table to avoid standing alone infront of the other thrower.

The Lions and Swordmasters both declare charges on the Greatswords, who nervously hold. Fortunately for them, the SM's were just short, and only 4 lions make it to combat. The Militia elect not to count-charge, waiting to help deal with the knights instead. The Lions kill 2 GS, who kill 1 lion in return. Thanks to Ranks and Warbanner, the GS win by 5, but the Lions are also Stubborn. Not Stubburn enough, it seams, as they still flee, are over run as the the greatswords slam into the swordmasters. The Silver Helms charge the 2nd handgunners, slaughtering them in combat and pursuing off the table. The RBT fells 2 handgunners from 1st Matchlocks.

Turn 3:
Archbald returns, fires his RP and guns down the last crewman of the last RBT, the pistoliers, with nothing to target pummel one of the machines with pistol fire, destroying it. The militia charge the swordmasters (who weren't quite properly full of Greatswords) in the front, getting 2 militia into combat against the 1 more sword master. The SM's kill 3 GS and 1 FC, Free Company kill 1 SM. Thanks to Warbanner, I win by 1, the Swordmasters roll an 11 and flee, but ecape my pursuit.

Swordmasters fail to rally, flee another 5 inches or so, just outside of my charge range. The knights return, and move to challange the building, who is held by handgunners on the other side.

Turn 4:
The 1st handgunners, wheel back along the building, trying to find LoS for where the knights will end up. The GS+FC hold fast infront of the swordmasters, while the Pistoleirs move to reinforce the building. Archbald looses a pigeon at the SM's, which explodes before it gets to them. The cannon can only see 2 models of the SM, thanks to the woods, so elects not to risk the misfire.

SM's charge the GS, FC flank charge them in return. Sword Masters slaughter 4 Great Swords, 3 Free Company. The last miltia man kills another SM, but flee never to rally. The Greatswords kill 1 SM, and hold thanks to Stubborn. The knights's Captain charges the handgunners, while the two knights move to threaten the back of the greatswords (now at 10 strong). The Captain kills, breaks, and overruns the handgunners.

Turn 5: The Pistoliers move around the building and pummel the captain with 12 shots, though I find out he has a 1+/1+/5+ save, which wards off all damage. Again, I forget the cannon, though it could have fired at the lone-captain. The SM's beat the GS again, who continue to hold.

Knights and Captain try to find a way to trap the pistoliers into combat, who will just move around the building out of LoS. The SM's fight the greatswords, who hold combat yet again with 2 models.

Turn 6:
The pistoliers move away from the Captain's LoS, and gun down the last of the silver helms. The SM's kill the last of the greatswords. I elect not to fire the cannon this turn, and Archebald surveys the battle from across the field where he still resides.

Not much of consequence, as the Elves are unable to force the pistoliers away from the armory, giving a win to the Empire.


Post game thoughts:
This was a pretty gun and exciting game. I can't believe how much I didn't use the cannon, either through forgetting to electing not to shoot. Post game, I rolled the shots for it that I would have taken, ultimately resulting in the cannon exploding in a misfire. I'm glad I had not done that during the game! Hehe.

The large block of 20 SM's still is something I cannot really deal with, except for some lucky mortar hits. There just isn't anything in the Empire army that can fight the AFS unit with 2A's each who hit and wound everything on 3's and 2's. I had 2 oppertunities to rear-charge them with my pistoliers, but that would have been a terrible waste as my horsies got slaughtered before they could do anything.

I definately got lucky in taking the bolt throwers out early, as they were the only thing that could deal with my pistoliers. My opponent was not used to me having any cavalry, nor me using them so offensively, so he was kicking himself for not deploying farther back when I shot his crew apart on the first turn (though I had some luck!)


Recovery:
I lost 2 more of my Greatswords (dropping to 18 total), 6 handgunners from the 1st Matchlock and 1 from the 2nd Matchlock units. With all of the casualties I have been suffering, I am going to have to spend quite a few points reinforcing my regiments at the end of this turn.

I don't recall exactly how well recovery went for HE exactly, but they didn't lose much, if anything.



This brings both the Arcane Sanctuary and the Weapon forge under control of the Empire. We are hoping to get the last part of the turn, the battle for the Apothecary, in soon. The Holidays may play hell on our schedules some, but I have a lot of time off work, and no classes, leaving me much of the next two weeks off. I'm hoping to get in quite a few games in before things get too hectic next year as everything goes back to normal.

Malorian
17-12-2009, 14:15
"The large block of 20 SM's still is something I cannot really deal with..."

Well you did the right thing. Just shoot them up while march blocking them and don't engage if you don't have to.

Or course if your could some how invent some large armored machine that was powered by steam I'm sure that would put them in their place ;)

SevenSins
17-12-2009, 15:53
excellent rep, and that SM block is scary, knights might help? 1+AS right? still vs 20....

Steam tank may be the answer indeed, Mal.

Keller
17-12-2009, 22:22
"The large block of 20 SM's still is something I cannot really deal with..."

Well you did the right thing. Just shoot them up while march blocking them and don't engage if you don't have to.

Or course if your could some how invent some large armored machine that was powered by steam I'm sure that would put them in their place ;)
I am hoping to add a steamtank, just to mix things up. I haven't used mine in quite sometime, and almost always used the fighting platform varient rather than the cannon. The problem is getting the campaign resources for it, especially when I need to spend points bumping up my existing regiments.

Even so, I am a little skeptical of the ST's ability to fight swordmasters. Sure, the impact hits will help, but if they dont break on my charge, or charge me, their 8-11 S5 attacks will probably cripple the tank quite easily.


excellent rep, and that SM block is scary, knights might help? 1+AS right? still vs 20....

Steam tank may be the answer indeed, Mal.
I don't have much faith in knight for the job, either. Mine happen to have great weapons in this campaign, which leaves a 5+ save, but even adding new ones at 4+AS doesnt sound that helpful for the cost.

Toshiro
18-12-2009, 09:57
Nice to see this one back up and running, I've missed it! :D

Malorian
18-12-2009, 12:42
I'd say the stank would have little to worry about ;)

Golden Lion
18-12-2009, 14:31
Great thread Keller. Love the reports and it is good to see such an original approach to gaming. Your fluffy bits are fun to read and your reports are very clear.

Lance armed knights would have a 3+ save against SM's but still I wouldn't bet on beating them. Shooting and march blocking, as Malorian said, is probably your best bet (excluding the tank then).

Good to see your greatswords held out to the last man, I just love these guys (background wise), heroic stuff! Don't think you can choose the Warbanner for them though, only with a GotE present.

Keep this thing going, I am looking forward to more!

Keller
18-12-2009, 15:23
Great thread Keller. Love the reports and it is good to see such an original approach to gaming. Your fluffy bits are fun to read and your reports are very clear. Thank, GL. Its always nice to know more people are interested; helps me stay motivated to want to game more often.


Good to see your greatswords held out to the last man, I just love these guys (background wise), heroic stuff! Don't think you can choose the Warbanner for them though, only with a GotE present.
Normally you are correct, but the GS's had the banner as part of the campaign. Army validation is a bit looser in these multi-part battles, as evidenced by my opponent having no core units this time around. With splitting the campaign army into pieces for simultaneous (in the story line) battles, some of the comp rules go out the window as one may not have enough Core, or even heroes to be a general.

But honestly, in part, I hadn't given that a thought; I guess I am still a bit used to GreatSwordsmen in 6th ed being able to take a banner, and always use a GotE in 2K games which makes that ok now.

selone
18-12-2009, 19:13
Grats on the result Keller, another unusual HE army with a lot of points in those Swordmasters.