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Batrep 3 - Scenario: Troll trouble (Angmar-Misty) - Jan '14 https://wap.one-ring.co.uk/viewtopic.php?f=88&t=27777 |
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Author: | daersalon [ Wed Feb 05, 2014 4:23 pm ] |
Post subject: | Batrep 3 - Scenario: Troll trouble (Angmar-Misty) - Jan '14 |
Game three of the new year is something a little different, a troll-heavy battle in the chilly rocky lands of Angmar. The full scenario we used has already been posted to this forum along with a few teaser pics, but here is the full Batrep. This is a glorified game of British Bulldog where Durburz has to get across 8' of enemy infested terrain. As this was a playtest, the scenario we played differs from the posted scenario rules in the following ways: Each side had about equal points (1600). The Misty special rule regarding engineered cave-ins was a little weaker. ===================================== Angmar: Buhrdur. Fell Folk: 8 Cave trolls 2 Draugfaer* Angmarim: 6 Companies Goblins with shields + Goblin drum 7 Companies wargs + Fate: Tormented steeds 6 Companies Orcs (2-handed weapons) + banner 4 Companies men of Carn Dum + captain (Buhrdur, 6 trolls, the wargs, goblins and orcs were part of the Buhrdur's Warband battlehost) * large 'solo' werewolves, see Scenario for stats. ===================================== Misty Mountains Durburz + Fate: Stolen Mithril Coat (increases his resilience to 4) Durburz's Bodyguard 4 Co Blackshields + Shaman The Stragglers: 6 Companies Goblins with shields + Goblin drum + captain 4 Companies Wargs Northern relief force: 4 Companies Moria Prowlers 2 Companies Goblins with shields Stone Giant 2 cave trolls Eastern relief force 6 Companies Goblin with bows 6 Cave trolls (4 trolls, the prowlers and the two large goblin formations are party of the Moria Durburz battlehost) ===================================== Setup: Scenario: Troll trouble - The battle for Mt Gundabad. Deployment: Special Turn 1 Angmar After both sides have deployed and secretly recorded ambushers and the 'cave-in' sites, Durburz wins the priority and waits for Buhrdur to make his move. The goblins in service to angmar move in to make a shieldwall north-south about 24" from the Misty edge, backed up behind and on their left by two werewolves (draugfaer). The wargs and trolls slowly advance with the aim of taking the fight to Durburz and keep him pinned down in the west. Misty With only a small initial force Durburz needs to be mobile and break through to the expected reinforcements in turns 2 and 3. His plan is to begin with his Blackshield bodyguards and draw the Angmarim attention south and then when the reinforcements arrive switch rapidly north via an Epic Move and punch through along the northern edge. But first there is that mighty roadblock of enemy goblins - an opportunity arises to try and smash into the large shield wall with all three of his available formations. So the Blackshields At The Double! towards the enemy goblins flank, and the shaman casts Shatter Shields to soften them up- but rolls a critical failure! (1) the first of a number that marks the Misty early turns and unable to capitalise on tactical positional advantage. But deeming it worthwhile to get to grips with the weakened mainline Angmar infantry early the shaman expends his only Might point to make the spell work, to the amazement of the Angmar player. The other two Misty formations advance menacingly, this was the purpose of delaying the Misty move, to lure Angmar into a fight against all the starting Misty forces and be able to focus all 3 formations against one Angmar one. Shooting. None Charge. Heroic Charges are called, and the goblin captain beats Durburz to the punch. Angmar doesn't want those Blackshields in his goblin's flank and hits Durburz face on, even with the shattered shields. One of the Draugfaer also gets into the Blackshields with a snarling charge of teeth and claws. Durburz still has a plan to charge with the wargs and goblins call a Heroic Fight banking on being able to kill more and then charge again with all three formations. However, the plan unravels when the wargs roll a 1 and a failed charge, but the Misty goblins with shields do manage to get into the flank of the Angmar goblins with (shattered) shields. My! a lot of goblins! The Angmar goblins take a beating down to half strength but kill a few Blackshields, the Draugfaer gets a nice lot of attacks, but somehow doesn't kill to many of the Blackshields, who in return get one company and one support (10 attacks), and manage to get 4 hits enough for two rolls on the H2K table to take out the wolf-beast... Turn 2. Angmar is forced to go first again, and it's three ambushing trolls are revealed, behind the Misty troops. Two manage to get out (Death at the Gates rule) but the key one behind Durburz stays cowering in the shade. The other trolls close trying to pincer the Misty goblins, but are still a turn away of hammering them. The wargs also menacingly advance... Misty is trying to punch through, not destroy Angmar, and Durburz sees an opportunity... he slips over to ride a warg (hrm this would be an interesting conversion) and starts to manoeuvre them into the enemy goblin flank with an aim to later sweeping down the southern edge of the battlefield. The Blackshields square up, fully expecting another Draugfaer charge, and the main group of goblins rapidly turn to face the ambushing trolls. More importantly the first half of the Misty reinforcements, the Moria Prowlers right in the flank of the massive Angmar warg formation (who inexplicably had not taken any precautions against the arrival), and two companies of goblins, two trolls and the Stone Giant right by the large group of orcs who are holding the centre of the battlefield as reserves. Shooting. A few goblin casualties from nearby trolls... Nothing to write home about. Charging. The Blackshields don't want to be rent by the draugfaer again so Durburz calls a Heroic Charge on their behalf so they can charge it (his Iron Fist rule) they make their courage test, barely, and manage in the impact to also hit the Angmar goblins. In return Angmar charges a troll into the Misty goblins, the other fails, but the goblins thanks to the drum and the presence of Durburz nearby, make their Terror test, the goblin captain spends a Might point to get an extra hit on the troll and manages to kill him! Durburz and the wargs hit the flank of the Angmar goblins, it looks like curtains for them... and in the ensuing fight they are destroyed enabling the Blackshields to focus on the draugfaer and wound it slightly. But elsewhere another charging disaster... the Moria Prowlers have the massive formation of Angmar wargs flatfooted, ready to be devastated by a flank attack by the sneaky two-handers - this is what the prowlers were made for! But... a failed charge leaves them confused and unable to capitalise on their position and with no captain to make it work, and they stand about kicking their heels. Another failed charge further down the field by the small group of goblins against the orcs (which makes three '1's out of 6 in the first 2 turns) is mitigated my the Stone Giant and the two trolls smacking into the orcs from behind. The orcs are left badly mauled at almost half strength and disordered. Turn 3. Misty wins priority yet again and this time elects to move first, the plan is to keep the Angmar lads busy while Durburz legs it along the now wide open southern part of the battlefield. First the Blackshields turn to the draugfaer and a Bolt of Fire from the shaman finishes him off. Then Durburz and the wargs At the Double! eastwards. The slightly depleted goblins reform to keep the advancing trolls ahead of them. The final reinforcements arrive on the eastern board edge, a large line of goblin archers and trolls in the SE corner to trouble the men of Carn Dum. The orcs fail to rally after the scary charge from behind by the giant and his troll friends, and Buhrdur realises things are slipping away, so he moves back at full haste and exhorts the trolls with the giant to "Shake thy Bonds!" (his scenario special rule). Amazingly both refuse and stay under Misty control - it must be those goblins nearby keeping them on a short leash. Otherwise Angmar deals with the multiple threats keeping two trolls to deal with the Misty goblins, (the third still refuses to come out of the trees!) and the remaining trolls begin a slow chase towards Durburz in the south. The men of Carn Dum turn to face the Stone Giant. Shooting. Again a few casualties from stones. Charging. The prowlers charge the wargs, unfortunately now head on, and are countercharged by the trolls. The poor Moria Prowlers survive long enough to hack at a warg but without killing one but promptly run away after badly being mauled. The Stone Giant charges the men of Carn Dum and takes out about half of them in his great overhand attacks with his club they get 2 hits on the giant, but both fail to score any wound counters and the trolls hit the back of the orcs again who are terrified, as do the goblins. This shows how when failing re-order and Terror checks can lose a formation - as the Orcs are lost after killing a few goblins. The Goblin captain keeps his lads together facing another troll charge, and after some expendable goblins are lost, manages again to carefully use a Might point to slay another troll. He may well turn out to be the Misty army's 'Man (or goblin) of the match'! Turn 4 The Angmarim have now lost almost all their infantry and things are looking tougher... But they might still catch Durburz. Buhrdur hopes to 'turn' more trolls to his cause, especially the ones newly arrived in the SE and which are right in front of Durburz's planned escape route. Misty, win priority again and move first, using the initiative this gives to limit the Angmarim options. Durburz continues east at speed. The Blackshields move up after him as a screen - this is an important tactic in WotR - slowing the enemy: by getting within 6" of the troll they slow him down to half movement. They risk being charged, but they prevent the troll moving his full 8" and then being within 9" of Durburz and his wargs, as a 5 or a 6 on his charge would then allow him to hit them in the flank and likely slow them down in the subsequent move. The Blackshields may take a beating but their goal is to give time and space for Durburz to run east. The Stone Giant stays close to the Men of Carn Dum and the archers move into range of them too. The goblins and trolls by Burhdur surround him SBG-fashion to prevent his moving at all - containing him. Angmar has limited options (one aim of warfare is 'control the battlefield' and Angmar are now reacting not acting) and moves forces towards the east now, but with no captains it is a slow process. The troll in the woods finally comes out to play. Burhdur has one chance, to sway the trolls next to him to his cause and then move SE to try and cut Durburz off. He exhorts the trolls to 'Shake thy bonds!' again (spending his second Might point) but again (to the Angmar player's immense chagrin) both trolls refuse the clarion call (both make their Courage tests). Shooting. Stones are lobbed by Burhdur, trolls, and the Giant, but no great results. The goblin archers reduce the men of Carn Dum to a single formation. Charges. Buhrdur is charged by both trolls and the goblins, and one of Buhrdur's trolls is able to charge one of the trolls attacking him. Everyone seems to pass their Terror tests. In the resulting fight Buhrdur is badly wounded but still fighting, and one of the Misty trolls minorly wounded. Elsewhere the Blackshields are charged. Turn 5. Angmar wins priority. But Durburz calls a heroic move and races 30" eastwards around the difficult terrain not wanting the Angmar trolls and wargs even a chance of getting close. Buhrdur, heavily wounded and still trapped, makes a last effort to make the two trolls next to him join his side... one still resists but the other finally crumbles. Buhrdur desperately moves and At the Doubles! towards the SE, with the now allied troll at his side. Almost now a sideshow, the remaining western troll moves up behind the blackshields, but in turn is faced by both the goblins and the blackshields. He is keeping them from moving rapidly east (as with a drum and a captain the goblin formation could move up to 18" with a successful At the Double!) Misty closes in, the Stone Giant ambles towards Buhrdur to cut him off, and the goblins and Angmar troll towards him too. Shooting. This almost settles the game, a stone from the giant finally does for Burhdur. Charging. The Angmar troll and the turncoat Misty troll are attacked. The giant kills his former combat buddy (all's fair in love and war). The pincered troll in the west is dispatched although the goblins despite a captain and a drum, fail their Terror test. This makes the shaman (and his lads) a strong contender for best goblin having disposed of 2 draugfaer and a troll. Time was up... we had to pack away, but Angmar capitulates with the death of the wily troll, and Durburz just 11" from the eastern board edge and unable to be caught. ==== A fun and tense game, with the fortunes ebbing and flowing on both sides, just like in real battles. In retrospect Angmar didn't properly account for the reinforcements, and a couple of formations (the orcs and the wargs) would have been far more effective with captains/chieftans included. The playtesting suggests that the Misty forces can be reduced as the timed reinforcements far down the battlefield (which we have in the revised scenario posted on the One Ring site). The Shake thy Bond! is a very useful one (we believe) and encourages the Misty player to keep the trolls apart, which is (justly) limiting as trolls and similar monsters work best together. It was just very unfortunate in this game Buhrdur had little luck until the very end with this. |
Author: | Dorthonion [ Wed Feb 05, 2014 6:43 pm ] |
Post subject: | Re: Batrep 3 - Scenario: Troll trouble (Angmar-Misty) - Jan |
Sounds like a good old scrap. Any photos? |
Author: | Harfoot [ Thu Feb 06, 2014 8:04 pm ] |
Post subject: | Re: Batrep 3 - Scenario: Troll trouble (Angmar-Misty) - Jan |
Great battle report, the club seems to have a new policy on packing away earlier. |
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