From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).
Showing posts with label Dragon Rampant. Show all posts
Showing posts with label Dragon Rampant. Show all posts

Old Boys Weekend - Game 2 of 3

A Mini Helm's Deep?

This game was designed to fill an afternoon / early evening and leave time to set up the table for large Napoleonic game on the following day.

Scenario

Rather than one of the scenarios from the rule book I opted to put a unit of Rohan Levy (heavy foot) in a fortified position on a hill between two woods (both occupied by a scout unit).


Against them, Isengard would send forth an army, composed of: 3x units of Uruk Hai (heavy foot), 1x unit of Dunlendings (bellicose foot); 4x units of Orcs/Goblins (light foot); 1x unit of Warg-riders (light riders); and, 1x unit of Wargs (lesser warbeasts).

This army, split into two commands, that poured forth through the gap between the mountains and the forest, was so vast it could not all pass at once (hence only six units on the edge of the table in the photo below).


The other units would have to come on by activating to enter the table when the first wave have moved forward and made room for them.  

You will no doubt have spotted that this game is being played on hexagonal tiles[1] which are used for movement.  This increases move distance and ranges as those can only be differentiated in increments of 4".  This also means that unit separation means units cannot end their move in a hex adjacent to a friendly unit[2], although we do allow them to pass through such a hex if they have enough movement to get clear the other side.

Also, in this game many of the units were 'over-strength' having more than their usual compliment of figures, but no more strength points.  The first losses are always these 'surplus' figures and thus a unit's courage test is unaffected until they have lost all the 'surplus' figures and start losing those related to their strength points.

The Rohan foot and scouts, facing this tidal wave of evil were, unfortunately for them (and me, their commander), not over-strength.


And so the onslaught was unleashed.


The five 'evil' units nearest the camera, are all part of Steve's command, Martin, commanding the three furthest units had brought along his bad luck rolling PIP dice in the last game to infect his activation dice, and only managed to get one unit to move.

As might've been glimpsed in the above, the Rohan Scouts on their left flank, seeing the Warg pack dashing off on a right flanker moved into the 'hillfort' to help hold the levy hold on.


And as the pack closed in, the Scouts unleashed a volley of arrows, all of which missed!


But elsewhere, things were not going so well for the force of Isengard, as Martin failed to activate anything, his command staying largely stuck on the start line.


This wasn't all good for me, as Keith, commanding the relieving force of mounted Rohirrim, was not allowed to activate to enter the table until every Isengard unit had been activated (they had to try and activate units if possible).  Consequently, my small force was still on its own, and unsupported, as they received the first attack from the forces of evil - the Warg pack.


Despite being uphill and behind defences, my Scouts, who aren't really up for mixing it hand-to-hand lost the fight two-nil.  Their courage isn't great either so it was with some trepidation I rolled the dice[3] - I needn't have worried.


The Wargs regrouped, and after losing a pack member to the Scouts archery, came back for another bite of man-flesh.


This time the Scouts managed a one-all draw, but then both sides failed their courage tests and retreated 'Battered' (denoted by a yellow token, or tiddlywink).


While the Wargs were now out of the way for a turn or two, the Uruks, and the faster Orcs, were getting pretty close and levy were unsupported.  On top of all this, Martin had still failed to activate some of his units and thus the Rohan cavalry was going to be hard pressed to arrive before it was too late.

The Scouts then showed that failing courage tests was more their 'thing' as they failed to rally, lost another figure, and retreated again, just short of the table edge.  The Levy, determined to prove themselves more stalwart than their erstwhile companions loosed a salvo of arrows at the nearest Orc unit, killing two.


In the background of the above, the other Scout unit can be seen to have moved over to wood to the right, of the picture, to block (slow?) any attempt to turn that flank.

The Orcs then charged in, but were rebuffed by the Levy, but another Orc unit had now reached an undefended part of the fort's defences.


It looked like the end for the Rohan Levy, but then as the garrison was staring death in the face ...

Great horns of the north wildly blowing.  Rohan had come at last!


The arrival of the Éoreds (1x elite riders & 2x heavy riders) was triggered by the last of the Isengard units being activated for the first time.  Keith, in command of the mounted Rohirrim, had no problems activating all three of his units so although rather late, they had all arrived together.

But would they be in time?  It started well as the ravening hordes paused their mad career to indulge in missile fire against the Rohan Levy.  But their courage held (they rolled ten), no doubt boosted by the arrival of the cavalry.


The shower of missiles was followed up by a mass of Orcs swarming over the unmanned defences to take the Levy in the rear.


 Unable to resist the levy retreated across the defences ...

Out of the Frying-pan and into the Fire!


As if the plight of the Levy wasn't bad enough, the Warg pack, rallied after its earlier retreat had sniffed out the last Scout unit in the woods.


The Éoreds, galloping to the rescue were now on the brink of intervening.


But sadly, they were just too late, as first the Levy were overrun and broken ...


... and then the last Scout unit fled the field having been savaged by the Wargs.


The only bright spot in all this misery being the Wargs' courage also failing as a result of their loss fighting the Scouts, and they retreated back into the woods.


Their rescue efforts having come to naught, all the Rohirrim could do was to wreak a terrible revenge.  And as revenge goes, theirs was pretty terrible. The first Riddermark Éored slammed into a unit of Uruks, who promptly scored 11 hits out of their 12 combat dice killing three riders, while only losing one Uruk in return.  But while the riders' courage was undaunted the Uruks fled, battered.


The fleeing Uruks were then charged by Theodred and his Royal Éored ...


... and finally thumped by the second Riddermark Éored.


Despite this, the Uruks remained unbroken, albeit bloodied.  But if they thought that they might weather the storm they were soon dismayed by cries of ...

The Eagles are Coming!


Giant Eagles (greater warbeasts) actually, coming down from the mountains[4].

I will draw the story to a close at this point as it becomes a tale of repeated charges by the Rohirrim ...


... and their allies, the Giant Eagles, and the later arriving Eagles (lesser warbeasts) ...


... followed by a couple of Trolls emerging from the mountains.


In essence, it dragged on into a fight to the last man or dog / Warg - the last member of the pack finally slinking off table, albeit with belly full of man-flesh.

 
There were some interesting bits like the Orcs seeking safety in the hillfort ...


... but really my scenario design had failed in not providing a better end-game and victory conditions.  A shame really, as it was great fun up to the point where Rohan's cavalry started to vent their anger on the enemy to cover up for their failure to arrive in time.

I must do better next time.

Then it was time to clear away and set up the final game for the following day, and that game can be found here.


Notes:

[1] Hexon terrain, by Kallistra, as are the hills and mountains.

[2] Having a whole hex separation between units means units don't have to fit entirely within a hex, if they spillover a bit, it doesn't matter so long as it's clear which hex the unit is in.  This should show up in some of the photos where figures can be seen spilling over outside their hex, but are still well separated from nearby units.

[3] I rolled the Black Dice, being used by the servants of Saruman, by mistake, but rebuffed all calls for a re-roll with the White Dice.

[4] Other non-Rohan reinforcements could be called for a turn after all the Rohan cavalry had activated, but fully absorbed by the demise of my Rohan foot I had missed the first opportunity to do so.


WiP Packed Away

 Just for once it seems a quick job, turned out to be just that - a quick job.

The small batch of 13 painted Uruk Hai that I bought of eBay (see previous post) to quickly retouch to boost Saruman's forces is complete.


After the drubbings Saruman received in the last couple of games he needs something like this to put some fear into eth hearts of men.


 And if this isn't enough, I've also finished touching up the batch of painted figures from Fernando Enterprises that arrived while I was working on these.  They will provide an even bigger uplift to the Army of Orthanc but that will have await another post.

Saruman Takes Command

Taking on board comments from my last game of Dragon Rampant (DR) / Lord of the Rings (LotR), I trimmed down the wasted points on some of the Isengard troop types and freed up enough points to add an Elite Foot Spellcaster; Saruman (accompanied by Wormtongue).

Would Saruman's presence balance the sides and enable him to overcome the forces of Rohan and Gondor?  To help me find out, Phil kindly volunteered to come over and play the 'bad guys'.

The two sides were same as last time with the exception of adding Saruman and tweaking the bonus attributes on some units to balance the sides at 61 points each - a big game for Dragon Rampant which usually fields 24 points a side.

The Goodies (Rohan & Gondor): Me
  • 1 x Elite Riders - Prince Theodred
  • 2 x Heavy Rider - Riders of Rohan
  • 1 x Heavy Foot - Rohan Warriors
  • 2 x Elite Foot - Rangers of Ithilien
  • 1 x Greater Warbeasts - Giant Eagles 
  • 1 x Lesser Warbeasts - Eagles

The Baddies (Isengard): Phil

  • 1 x Elite Foot / Spellcaster - Saruman
  • 2 x Bellicose Foot - Uruk Hai
  • 4 x Light Foot - Orcs / Goblins
  • 1 x Scouts - Orc / Goblin Scouts
  • 1 x Light Riders - Warg Riders
  • 1 x Lesser Warbeasts - Wargs
  • 1 x Greater Warbeast - Cave Troll 

We opted to keep things simple and used Scenario A, 'Gory Bloodbath on the Plains of Doom' a line 'em up and fight to the death.  We rolled dice to determine who was the 'attacker' and who the 'defender' - I lost so deployed first.

On my left, I put a unit of Ithilien Rangers in the wood and the Giant Eagles way out on my left flank ready to fly in as required.


In the centre the I lined up the Rohirrim.


And on my right, the other ranger unit and the (non-giant) Eagles providing a similar flank threat to their larger cousins on the other flank.


Phil forces deployed with a fairly continuous line of Orc units, with the Troll and one Uruk band to the right (his right) of the wood in the centre of his deployment area (the Orc Scouts in that wood are just out of shot).


And the other Uruk band out on his left flank with the Wargs.


As the attacker Phil took the first move but apart from advancing the Orc Scouts in the wood, passed on any further moves to see what I would do.

I advanced both Ranger units, eager to get the forward edge of their respective woods from where they could start shooting.  The Rohan infantry moved up to keep level with the rangers and the mounted troops kept station just back from the foot.  In his next turn Phil also pressed forward with most of his troops.  This brought them into range and my left-flank Rangers opened the ball with a volley of arrows against the Troll removing 1 strength point (SP) as indicated by the red marker. 


Undeterred, Phil pushed forward.  In my turn the Rangers on the right reached the edge of the wood to see quite a lot of bad guys coming their way.


Now the armies are a bit closer to each other, overview photos became more practical, and the photo below should make all the above a bit easier to follow.


And for more detail, some closer photos of my left wing ...


... my centre ...


... and my right wing.


My Eagles, who passed their Wild Charge test, now activated to swoop down on the Uruk band in the first combat of the game, and drove them back (unbattered).


Nearby, some excellent shooting by the Rohan infantry and the Rangers, and poor Courage dice rolls by the Wargs and an Orc band saw both targets battered (yellow marker)!


On the other flank the Giant Eagles, not be outdone fell upon the Troll and sent it packing (retreating, but not battered).  


This was beginning to look too easy.  In the next turn the Uruks charged the Giant Eagles and defeated them, inflicting a loss of 2SPs, and when they threw their Courage test dice ... they got Snake-Eyes and promptly routed off-table.


That, and Saruman healing the Troll (restoring an SP), wiped the smile off my face, but in my turn the Eagles, making up for their larger brethren, fell upon the Wargs and reduced them to a single figure, albeit the Warg leader's Courage held.


I also felt the time was now right to release the Rohirrim and finish off the Troll - Forth Éolingas!


This sent the Troll packing, but only managed to take off the SP Saruman had just restored.  Trolls are tough.


Another overview shows the situation at this stage (I'm sure I've missed out quite a bit of the action up to this point but no notes were taken during this game).


And a couple more shots, one of my left wing ...


... and one from the other end of the table.


In Phil's turn the Uruk band near the Troll failed their Wild Charge and attacked the Rohirrim unit that had driven it off.


Hold on there a minute Muskie!  I can try to counter-charge!  That's better.


Or at least so I thought.  The Uruks rolled some devastating dice, and I made a devastating cock-up.  I got confused with my Elite Rohirrim unit and thought each figure was 2SPs, so instead of the unit dropping to half-strength they lost one figure and took a red marker.  And then when working out the winner I went by number of figures lost!  Screw-up piled on top of cock-up!  So, Phill's Uruks retreated instead of my men - Oh the shame of it!

Saruman, no doubt annoyed by what looked to him like a most egregious case of cheating unleashed a Power Bolt.


This should've all but annihilated the unit, but with red markers in play the confusion over the Rohirrim SPs continued and they only lost one more figure.  In reality they should've been cut down to one figure at this point!!!

Then, when Lady Luck should've kicked me into the gutter, a little bit of shooting against the Uruks on the other side of the table saw them Snake-Eye their Courage test and flee the field.

With the Uruks gone the other Rohirrim unit seized the opportunity to ride down the last Warg. 


Leaving the table looking like this.


Now, as if to completely disprove the adage that 'cheats never prosper', Phil had a run of dreadful luck with his rallying of battered units and activations that, combined with a fairly bloody Rohirrim charge on one of his Orc bands, saw his army drastically reduced.  With his army down to Saruman, one Orc band and the Orc Scouts, Phil conceded the field - which looked like this.


As can be seen above, my regular Rohirrim unit had 1SP left, the Elite Rohirrim 4SPs and the two Ranger units with 4 and 5 SPs respectively.  BTW the reduced Elite Rohirrim at the bottom left was the result of another Power Bolt from Saruman (he cast several during the game but several had turned out to be damp squibs).  

Post Mortem

Half-way through it was looking like another easy win for the good guys, but the baddies staged a bit of comeback that had me worried.  But were the sides better balanced?  Maybe, but as a traditional wargamer I'm used to tables with less terrain than the typical DR game and I think this is making missile troops more effective, and I had a definite advantage in shooting.  That is until Saruman started unleashing Power Bolts.

BUT, the ghastly error over the mounted Rohan units certainly kept them in the game longer than they should have, and their earlier demise could easily have tipped the battle to the Dark-Side.  

So, yes, I do think the sides are now better balanced if I can only stop cocking up the rules!