Showing posts with label orcs. Show all posts
Showing posts with label orcs. Show all posts

Monday, December 2, 2024

Ogres to the left of me, ogres to the right…

After being “stuck in the middle” for a bit, I have completed another round of HeroQuest painting. This time I took on the Against the Ogre Horde expansion pack, which, unsurprisingly, consists largely of ogres. It does have a few other elements, including two new Druid figures (a little more Celtic-looking (and realistically dressed) than the Mythic Tier set’s “Earth girl” druid).

Please keep in mind that I paint to an arm’s length get-‘em-on-the-table standard. With that out of the way…


The Little People, and some Ogre Stuff.

For starters, here are the non-ogre elements. In the rear, some nifty vertical doors, some stone monoliths (or maybe doors… I haven’t checked the text yet to know), and a stone throne (with comfy cave-bear skin through— or maybe it’s an owlbear— those could be feathers…).

Our cast includes a goblin “archer” (though she appears to be lobbing a lit grenade!), the Druids’ wolf companion, the Druids (female and male), and another goblin “archer” (with a boomerang… not exactly a dungeon weapon…). Behind these are some skeleton archers.


“About FACE!”

Shake, rattle and roll!

Next up we have two “ogre warriors.” Growl for the camera, lads!


Ya’ know what they say: Some people are just better walkin’ away…

And we’ll follow with two “ogre mercenaries” (who appear to have migrated from a hockey game?), and a bunch of just plain ogres (armed sensibly with axes), the latter of which are actually from the Mage of the Mirror expansion set, but were painted on the principle of “get ‘em all done.”


A penalty box period just waitin’ ta happen.

Backside shuffle. Maybe they were offsides?


Next we have the “Ogre Commander” and the “Ogre Champion”— and yes, they are much larger than our previous runway walkers.


Not what you want to meet in a dark dungeon…

Whew… they’re moving off!

Finally we have the “Ogre Lord,” an impressive fellow with a suitably, uh, “noble” bearing, and… wait, what’s that in the background?


“I want you in the Ogre Horde! For dinner!”

“I see my Mary Ann walkin’ awaaaaay…”














Okay, intruder, you’ve made your point, but your paint job ain’t done. Back to the table with you! And save the nukes for the post-apocalyptic future wasteland.


(These AIs are gonna be a problem— ask any gamer from the ‘80s!)


Well, I’ve got loads more painting to do. But I’ll sign off with wishes for a Merry Christmas to all of y’all!


— Parzival

Tuesday, March 12, 2024

Come Sail Away with Me PART II — Playing the Game

Sails Ho! Playing Armada for the First Time 

 

With my fleets out of dry dock, it was time to see how well the rules work. Although Mantic does offer some solo play scenarios on their website, I decided to play both sides straight myself, doing the best I could for each. I chose the introductory scenario from the rule book, “Maritime Patrol.” Although intended for the standard starter set of four ships each, I put all twelve of my ships on the board because what admiral wouldn’t? This scenario runs for 8 turns, after which damages, sunken vessels, and surrendered vessels are totaled to determine the victor. 

All the tools… (Well, the tokens are just one example of each.)

Precision Instrumentation for the Successful Navigator

Obviously, there’s more to Armada than just ships (and bases). The starter set includes:
 • 3ft x 4ft printed paper play “mat.” At the side midpoints and corners are elements of a compass rose. The edge is printed with alternating 6-inch bands, which helps set up. 
• Several full-color, die cut cardboard tokens and game implements: 
— 8-inch range and movement ruler
— “Ship Turning Template” guide for 30° or 45° ship turns, depending on a vessel’s capability
— “Firing Arc Template” guide for bow and stern guns (if any)
— “Wind Rose” wind direction marker (resembles a compass rose)
— Several tokens and markers: Activation, Speed, Identity, Blaze, Fired (cannon), Damage, Loot, Ship Upgrades. You’re gonna want a lot of baggies or storage elements for these.
— Islands, rocks and shoals and fog/storm pieces (one divided for some reason into quarters, perhaps to use on play area corners?). Printed double-sided for different elements.
— And a fancy Armada logo that I haven’t yet read a purpose for. 
• Ten-sided dice: 3 red, 3 blue, 3 black, 1 green 
• 2 six-sided dice with the Mantic Kings of War helmet logo instead of the six side (no in-game purpose that I can find— it’s just a fancy bit that counts as a 6.) 
• Ship Cards corresponding to each model, showing its abilities and other stats, and used to track damage and other game events. Although one Ship Card is needed for each ship, my set was short one card (for a “Basilean Gur Panther”). Fortunately, this was one of the damaged models Mantic replaced, so with that I received a card with the ship’s information. I noted the stats and played down one card. I’ll probably just scan this in and print a replacement. 
• A full cover, very thick Armada rule book. The cardboard tokens are thick and sturdy, and the art on all of these is excellent. 

My set came with additional laser-cut MDF upgrade tokens unique to the Basilean and Orc fleets. I would have liked for these to be printed cardboard, but that’s a minor quibble, as there’s really no need for these to be painted; they sit on the ship card, not the playing space. 

The play mat is a little disappointing— the color is muted and blurry, and it’s just thick poster paper, which won’t last long with repeated folding. Alas, it comes heavily creased, so smoothing these out isn’t possible. A neoprene mat is available from Mantic, and several third party game accessory companies sell “sea” print tablecloths. You could also hunt in a fabric shop/craft store for a blue mottle cloth. Or you can play on a bare tabletop; the play mat is just for looks. 

Ship Cards: Basilean Gur Panther, Orc Blood Runner.
Notice the “Turn Angle” symbol on the left. How is that bulky Blood Runner scow more maneuverable than the sleek Basilean vessel? Uh… magic?

The card art depicts an overhead view of a ship, showing its faction, name, weapons and their orientation, and lists the relevant stats: Point Cost, Speed (in inches), Nerve (the amount of damage the ship can take before its crew loses effectiveness) Structure Points (the amount of damage the ship can take before sinking) Crew Strength (for boarding actions). There’s also a “Turn Angle” symbol that indicates whether the ship uses the yellow 30° maneuver or the (much better) red 45° turn. You will have to find a spot on your table for each of these cards, as you will be placing damage markers and other tokens on them over the course of play. In my case, I simply had to leave them on top of the play mat, and moved them aside whenever the action came too close.

Wow, the Captain’s Log Could Be Ballast 

The rule book is, honestly, overproduced. But that’s typical for UK-based gaming companies who want to create a full-blown “world history” for whatever over-the-top generic fantasy factions they sell to eager gamers. Over half the book (49 pages out of 97) is therefore nothing but fluff, backstory and non-essential art. I’m not reviewing any of that. Read it if you like that sort of thing. The actual rules could probably be distilled even further; the remaining 48 pages contain numerous examples and illustrations, with lots of empty page space. So don’t let the book size daunt you; you can pick up the gist of the rules quickly, and look up special details as they arise.

Bit of a scrum today, Leftenant, eh what?

Just a Taste of Sea and Blood

Obviously, I couldn’t test all of the rules in a single setting. For one thing, the rules include both a basic movement method which ignores any wind effects, and a wind-based movement section with rules for tacking and speeds dependent on wind location. For simplicity’s sake I opted to ignore these for my first run through, though they aren’t particularly complicated (tacking is simply turning a ship to catch the wind). 

Also, different factions have different capabilities for their vessels, most of which are listed as “upgrades” with a point-based cost. You add upgrades (or not), increasing the point cost of the ship, and then you plan battles based on roughly equal point costs for all players. Again, for simplicity’s sake, I set these aside to try out later. Instead, I went with the barebones elements of the ships as listed on their ship cards— which, for the orcs at least, did indeed add some special rules, which will come up below.

Anyway the Wind Blows…

Initiative and activation in this game is based on two factors: The direction of the wind and crew experience. The scenario sets the direction of the wind, and after the first turn dice are rolled to see if the wind changes direction by one compass point (and only ever one each time). The compass rose wind marker is placed on the midpoint or corner from which the wind is blowing; in my case this was from the East, so the wind marker went on the midpoint of the Eastern side of the play mat. (The center compass rose on the map determines this orientation; for the photos, I was standing on the North edge of the map, so the wind is coming from the viewer’s left.) 

Ships then move and take actions based on their closeness to the side or corner from which the wind is blowing. For those of you who do know something about age of sail battles, this nicely simulates the tactical advantage of “having the weather gauge,” meaning being between the enemy and the source of the wind. In real life battles, this gave a sailing vessel an advantage in speed and maneuvering, and captains always sought to gain the weather gauge whenever they could. For Armada, this is simply to imagine a straight line parallel to the edge of the map from which the wind is blowing, or perpendicular to a corner if the wind is there. Move the line in your mind from the windward side to its opposite; whichever ship the line crosses first is the first ship to take action, and so on. If two ships are at equal locations with regard to the wind, then the ship with the more experienced crew activates first, or if both location and experience are the same, a six-sided dice is rolled for each vessel to resolve any ties. 

As a result of this system, any ship could wind up moving first (or last) on any given turn, and ships can be maneuvered to take advantage of the wind position— to have that important “weather gauge” on the enemy in a subsequent turn. (Note that “weather gauge” is not a term in the rules; but it is this concept which the rule clearly represents.) 

The “Gur Panther”, Speed 5, has moved one Movement Step of 5 inches.
Depending on its current speed level, it could move up to two more times (“Full Speed”).

Steady at the Helm

When a ship activates, it must move (unless it is anchored or grounded) shoot, and possibly take other actions. A ship completes all possible actions it can take, after which the activation passes to the next ship in the wind’s line. Movement, except for anchored ships, is mandatory. There are four speeds in the game: Full Speed, Battle Speed, Steady Speed, and Anchored. A ship at Full Speed must move at its Speed rating (on its card) three times. At Battle Speed this is reduced to two times, at Steady only one time, and when Anchored not at all. The player may declare that a ship will either increase or decrease its movement by one level when the ship activates and before it moves. If a ship wants to drop from Steady Speed to Anchored, it must still move once before doing so. Otherwise the ship’s movement drops or increases immediately as declared.

The Gur Panther has turned 30° to port, guided by the handy “Turn Angle Template.”
It could have turned less than 30°, but not more. The red side of the template, however, offers a 45° turn angle for more nimble vessels.

A single move of a ship’s speed is called a Movement Step. So, for example, my Basilean Gun Brig has a speed of 4. This means that at Battle Speed it will take two Movement Steps of 4 inches each. At Full Speed this would be three Movement Steps, and at Steady Speed only one. After each Movement Step, a ship may change its heading. The Maneuvering Tool is placed behind the ship’s base, and the ship pivots at the rear corners up to the angle allowed for that vessel. Afterwards the ship may continue to move (and maneuver) in the same manner until all Movement Steps are completed. Anchored ships can Maneuver immediately without moving, or before moving if the ship changes to Steady Speed. (Note that the above are for the basic rules, and ignore the effects of wind.) It’s a simple movement system that’s easy to use, but can catch the unwary commander off guard, especially in a crowded sea— always know where your ship is headed, and consider where the enemy is headed, too. Otherwise— CRUNCH— you may find yourself colliding, a bad thing for nearly all involved. 

 Collisions are generally discouraged, with colliding ships required to make an “Evade Test” (roll a d6) to avoid such things. If either side succeeds in this test, no crunching occurs. However, certain factions (notably, the Orcs are one) can opt to deliberately ram opposing vessels. In this case, they don’t roll; only the target can Evade. In this case, the Orcs have specially designed vessels which increase ramming damage against a target.

Everybody shoot everybody. The Orc Bombboat in the left center uses the Firing Arc Template to see if the distant Basilean ship can be targeted by the Bombboat “Indirect Weapon” (yes, it can).


Run Out Your Guns

The ships in Armada are universally armed with cannons, classified into four types: Light guns (doing 1 point of damage), Heavy guns (doing 2 damage), Close guns (doing 3) and Indirect Weapons (doing 1d6). They each have ranges, generally less range by damage type, though Indirect Weapons have the longest possible range (22 inches). Shooting is by rolling 1d10 for each weapon listed; results of 6 or better are a hit, natural rolls of 10 (or “0” on the die) are a Critical Hit which triggers a roll on a Critical Hit table for more damage and possibly extra effects (like being set on fire). Range and other tactical elements may modify the die rolls up or down, or sometimes both. Shooting is restricted by firing “arcs” to the fore, the aft, and the sides, and can only be made at vessels within such an arc. If only a portion of a vessel is within the firing arc, the chance to hit it may be reduced. If all of a target vessel is within an arc, and the target’s bow or stern is facing the shooter, the target may take extra damage from “raking fire.” 

Fire As She Bears

Typically, a ship shoots only after moving. However, the “Fire As She Bears” rule allows a vessel to attempt to shoot while moving or when a moving vessel crosses her firing arc, provide the latter vessel has not yet activated for the turn. In this case the shot is reduced in accuracy, and the vessel must note which guns have fired, as each cannon can only fire once per turn. (This is the closest thing the game comes to acknowledging the limited fire rate of muzzle loading cannons, a major consideration in the real world Age of Sail.) I didn’t use the Fire As She Bears rule in my test, though I should have; it’s a neat concept and my fleets would have benefited. 

Generally there’s a lot of chance to “exercise your guns” in the game. The ranges are sufficiently long that there’s always someone you can reach out and touch, though one has to be careful with one’s firing position… many times I thought I had a shot lined up, only to discover my movement had caused me to not have any targets within my intended firing arc— which I should have covered by declaring an FASB beforehand, but did not. Live and learn. 

The Orcs Expect Every Orc to Smash Everybody Else. Duh.

First Blood goes to the Basilean Gunbrig, with a Critical Hit on the Orc Hammerfist.


 So how did it play out? I began by maneuvering both fleets to try to seize the weather gauge and out flank the other. Very quickly I had a veritable scrum tracing along the Eastern edge of the mat. First blood went to a Basilean Gunbrig, with a well placed shot into an Orc Hammerfist. However, the shot (a lucky Crit) didn’t otherwise affect the target enough to cause any concern.

Most of the battle went this way, with ships pouring fire into each other with little significance aside from attrition of hit points. The Basileans did sink the sole Orc Bombboat— an indirect fire ship— for the first kill. I also declared two vessels “lost” when they sailed over the edge of the world— that is, the play mat— though the actual rules provide a method for return which I opted not to implement. 

“Stand by to repel boarders!” An Orc Hammerfist rams a Gunbrig, grapples, and starts a slugfest on deck.
(Upper left)

Getting In Close and Personal…

When an orc vessel found itself moving into the same Gunbrig, I decided to use the Ramming rules (the orc vessel being so equipped), and branched into the Grapple and Boarding Action rules as well. This resulted in the Hammerfist and the Gunbrig becoming immediately “Anchored” by the orc’s successful grapple attempt, and the crews fighting out. The Gunbrig had a Crew Strength of 2, while the orc had a Crew Strength of 4. Each side got 1d10 per CS value, with hits being the same as with cannon fire. (Honestly, I found this a little uninspiring. I was hoping for something more crew-oriented in terms of damage for a boarding action.) This went on for two more turns until the Gunbrig escaped (Huzzah!)… only to be sunk one turn later by an orc broadside (not-so huzzah). 

Oddly, there doesn’t seem to be a function in the game for actually capturing an enemy ship. A ship is either “surrendered” or “sunk”— and the surrendered status only means it’s out of the fight— it still apparently “belongs” to its original side; or at least, the rules don’t say differently. Apparently, you can still fight boarding actions on a surrendered ship, but there doesn’t seem to be much point in doing so, especially for the boarder. (The one exception is a single scenario where loot— “victory points”— can be claimed from a boarded ship.) Maybe this is supposed to reflect an attempt to recover the surrendered vessel for its original force, but if so, the rules don’t provide for this, or say what would happen if you do so (Can it fight? Sail off? Scuttle itself? The rules don’t say).

A battered Hammerfist lowers the colors, and managed to find an unsoiled hanky somewhere to wave instead. (Certainly counts as a miracle in itself.)

White Flags in the Sunset

Getting back to the fight, the Basileans were able to catch another Hammerfist away from its fleet, and multiple ships pounded it with their cannons, breaking its crew’s Nerve Rating (about ten hit points shy of its sinking), causing it to be “Crippled”— that is, less effective in its various efforts— and within another turn it surrendered on a failed Skill Test from this status, leaving it afloat but out of the fight. 

A few turns later it was all over. Final score was a whopping victory for the Basilean fleet, especially thanks to the surrendered vessel. I hadn’t bothered to count up the point cost before starting, but I discovered that technically the Orc fleet far outclassed the Basilean fleet in strength, yet I never noticed this in play. Perhaps if I had attempted more rams or boarding actions, it might have made a difference. But the cannon fire seemed about equal throughout, and the Basileans were taking lumps too… just not as many as the Orcs suffered. 

“Time!” The battle ends. Now to review the tab.

Aside From the Eye, How was the Battle, Horatio?

Armada plays quickly, and even using the basic movement rules there’s a definite “sailing” feel to it all, thanks to the ingenious Wind rule. The rules were generally easy to understand and I was up and playing quickly with only a cursory read. I was a bit disappointed in the rules compared to the ships. The orcs had two ships with some funky ramming weaponry— the Blood Runner, with a prow like a giant wood screw, and the Hammerfist with what looks to be a ridiculous spinning pair of huge metal fists. But in play these amounted only to a +1 and +2 ramming damage advantage, respectively, without any other consideration of what the rams resembled. I call that somewhat unimaginative. However, I acknowledge that additional “specialty” rules for these implements might have been kludgy and slowed things up. In some ways, though, I’d rather they’d have toned down the silly on the ship models than leave me with a milquetoast +2 damage as the design effect. If you’re gonna go for silly fantasy, own it! Make the enemy fear the fists and be wary of the screw. The ramming rules really didn’t set that up. 

Similarly, the prow of the top Basilean “Elohi” ship features a massive figurehead bearing a fiery torch— painted with magical blue flames in the Mantic rulebook art, and mentioned in the ship fluff as being divine in origin. What do these mystical flames do in the game? Absolutely nothing. 
Boring. 

At least give us something like the fabled Byzantine “Greek Fire” flamethrowers (seriously— their early medieval ships carried frickin’ flamethrowers!!!), or some sort of magical affect. Yes, the ship card mentions a “Halo of Light” ability, tied to some Basilean upgrades, but even so there’s little tie in. As is, the design is disappointing (not to mention fragile for the model— that ‘spear of fire’ will snap in two if you sneeze on it). 

Shall We Set Sail Again, Captain?

Despite my criticisms above, I like this game. I’m pleased with the look of the ships, and the game play was engaging and entertaining. The rulebook offers some scenarios which introduce sea monsters and other aspects, so hopefully that will dial up the fantasy levels. I’m looking forward to introducing Armada to friends. There are some other factions I’m eyeing (the Dwarf fleet has armored, steam-powered vessels reminiscent of American Civil War ironclads— hard to pass up on that!) So it’s been a winning purchase for me, and I expect to play it repeatedly. What more can you really ask than that? 

Game Rules & Play

Rulebook: Clear and easy to follow. Way too much fluff, but the fluff doesn’t overly intrude into the rules themselves. 
Accessories: Top notch, although the paper play mat is lackluster. 
Game play: Good sailing feel. Plays quickly, easy to jump right in and know what you’re doing. Needs a little more variety and imagination among the starter forces’ ships’ abilities. The “fantasy” is a little low. 4 pennants out of 5. 
Over all product rating: 3 1/2 pennants.


Friday, February 14, 2014

Fort on the Frontier

A Warmaster/Battle of Five Armies Battle

     The Master of Bows peered towards the western sky, watching the light fade behind the last foothill across the river. Clouds had been approaching from the north all day, a dark pall, low and thick, rolling over the mountain peaks in a way that made his neck prickle. Even the youngest of the men had noticed, and muttered about what it meant. But the archer knew. And the Warden of the Wild Reaches knew as well, setting the men and elves on the wall in full array, and the small cavalry detachment to saddling up in the courtyard below. But mysterious as the powers of their wizard commander were, the sign the Master of Bows set most store by had come when he found the garrison’s weapon’s master sharpening his axe in the armory.
     “So, there’s to be a battle, then?” the bowman had asked his taciturn dwarven friend.
     “Aye,” was the only answer, and it hadn’t been needed.
     
     The sound of a horn, high and sharp cracked through the cold air, and hope sprang in the archer’s heart.
     “Our brethren approach,” said his elven lieutenant, pointing south of the river’s ford, “and with them I see horsemen, bearing the banner of the royal house— and there are more of Durin’s folk as well, alas.”
     “Don’t look down upon our relief, woodland brother,” the bowman laughed, clapping his fair comrade on the shoulder.
     “How can I help but do so,” replied the elf, “if only because of their height?” But he smiled when he said it, for he, too, shared the gladness to see a sign of strength approaching.
     But then another horn broke through the darkening day, and it was harsh and rough and cold, like the crackle of dry bones, and behind it came the howls of wolves, a din beyond counting.
     “See now why the stars hide,” whispered the elf, and the Master of Bows stared northward in horror. The mountain slopes boiled with misshapen creatures and glittered with equally mis-made spearpoints, while down in the western valley wolves raced forward, all too many also bearing as riders the same creatures as the mountainsides.
     “Our brethren...” breathed the elf.
     “Had best not tarry,” finished the archer, “for I fear there is little we can do to help them.” And perhaps not even ourselves, he did not say aloud.

***

Yesterday I trotted out some of my 10mm fantasy collection and set up a little battle scenario. As I had yet to test out my fortress from Sally 4th (read about it here), I opted for a castle assault scenario, but to make it more than just a static pounding, I added the element of a relief force marching to supplement an under-manned garrison. As I also wanted to field my growing cavalry force, this gave an ideal setting for the two.

The Rules and Special Rules

Rules are the Battle of Five Armies (Warmaster) rules from Games Workshop (OOP, sadly). The castle assault rules are from the Warmaster rule book, but otherwise I stuck with the army lists, magic rules, and wording from the Bo5A rules, as these reflect corrections and additions to the core set.

A few special rules which might or might not be reflected in either rule book (but probably should be):

Archer units located in a fortress tower (but not a wall) can see and shoot in any direction. All stands are considered able to see and shoot, regardless of the unit’s physical orientation in the tower. Nor does anything at ground level (or any other level) block line of sight except for elements of the fortress itself (you can’t shoot through another tower, or at enemies obscured by the walls). So this means that a three-stand unit of elf archers will always roll three dice when shooting at a target in LOS of the tower. Range is unaffected, and is measure horizontally, not vertically.

Although wolf riders are technically shooting units, they can’t effectively attack units fortified behind castle walls (or in towers, of course). This reflects these units’ nature as skirmishing harassment troops. Cavalry also cannot charge units on fortress walls. (I’m pretty certain that’s in the Warmaster rules anyway, but if not, well, it is on my tabletop!)

The fortress has one small sally port located on the south edge of the westernmost tower. Friendly units may enter or exit from this sally port, provided no enemy units are assaulting the southwestern wall or the tower at that time (that is, engaged in combat with the wall’s defenders). As per standard rules, friendly units may enter or exit the main gate without penalty (but must accept an order to do so). Again, if the gate wall is under assault, the gate cannot be opened for either exit or entry (doing so would be immediately treated as a breach).

Any undefended wall can be immediately scaled by the enemy (note that the initial garrison is unable to man all of the walls and the towers as well). However, undefended towers are still unassailable (the scaling ladders aren’t long enough).

In this scenario, I decided that the hill slopes are “difficult” terrain— not dense or steep enough to offer defended status, and still passable to cavalry, but causing any troop upon them to move at half-pace. This is a bit of departure from the standard rules (and was probably a mistake on my part, but I wanted something to slow the initial onslaught of the goblin horde).
Troops on the top level of the hill can reach the lower levels by descending the two sloping passages sculpted into the hills.

The Forces

The Warden of the Wild Reaches is a wizard equipped with a Staff of Power (and, apparently, a pet bird and halfling manservant).

The Master of Bows has the same shooting bonus ability as Bard from Bo5A. The dwarven Weapons Master is a dwarf hero (+2 attack bonus), as is the dwarf captain in the relief column.

All others as per Bo5A rules, except the Orc Trebuchet, which uses the Warmaster Orc Rock Lobber stats.

I didn’t bother to calculate points, as I had no idea how to cost out the fortress itself (which, by the way, really made a big difference). But for comparison, the Goblin Horde had 113 units, including characters, and the Army of the Wild Reaches had only 55 units total— which I suspect on the points match up is grossly in favor of the goblins!


Good Guys

The Garrison of the Wild Reaches
Elf Spearmen (2 units)
Elf Archers (2 units)
Men Spearmen (1 unit)
Men Archers (2 units)
Horse Tribe Cavalry (1 unit): Attack 3 Hits 3 Armor 5+
Horse Tribes Archer Cavalry (1 unit): Attack 2/1, Hits 3, Armor 0. Can shoot 360°, 15cm

Heroes:
Master of Bows (Bard stats)
Dwarf Weapons Master (dwarf hero)
The Warden of the Wild Reaches (wizard general)

The Relief Column
Elf Spearmen (2 units)
Elf Archers (2 units)
Dwarf warriors (2 units)
Horse Tribe Cavalry (1 unit) “The Riders of the Westfold” (Red cloaks)
Horse Tribe Royal Cavalry (1 unit): Attacks 4 Hits 3 Armor 5+

Heroes:
The Lord of the Woodland Realm (Elf hero)
The Dwarf Captain (Dwarf hero)

All infantry from GW's Battle of Five Armies boxed sets.
Cavalry from Copplestone Casting's Horse Tribe line.

Bad Guys

The Goblin Horde
Goblins (16 units)
Wolf Riders (16 units)
Wargs (16 units)
Goblin Guard (1 unit)
Hill Trolls (1 unit)
Gigantic Bats (1 unit, flying monster)
Storm Giant (1 unit, monster)
Rock Lobber (1 unit, artillery)

Heroes:
The Goblin King (general)
Orc Chieftain (4)
Goblin Shaman (1)

For the record, the Horde forces consisted of two entire goblin armies (with wargs and riders) from two Battle of Five Armies sets, plus a unit of GW Bo5A Goblin Guard, a GW WM giant, a unit of GW Bo5A Hill Trolls, a Rock Lobber (Kallistra Orc Trebuchet) and a unit of Gigantic Bats (Splintered Light’s “Bat Swarm”).


The Set Up

Defender sets up first. The Garrison deployed in the fort, with the spearmen on the walls and the archers in the towers. The southernmost wall was left unmanned, as the threat was to the north, and assuming a detachment from the relief column reached the fort, manning it would not be an issue, In a pinch, however, a tower could be abandoned to protect the wall.

The Relief Column set up west of the river, on the southern edge of the map (for game purposes, “North” is at the top of the wide photos, along a long edge of the battlefield).
To make things move quicker, the column deployed into two temporary brigades— the elves all in one and the cavalry and dwarves in the other.

The Goblin Horde then set up on the northern edge of the battlefield. The evil cavalry and six infantry had to deploy west of the river. North of the river, the forces had to deploy either on the hill or immediately abutting the edge of the table.

Scenario Design
I conceived of this scenario as having two parts— the attempt by the relief column to reach the garrison, and the subsequent assault. It did play out that way, but not entirely as I expected (or planned).
The battle begins
The Goblin Horde appears to the north— can the tiny garrison
of the Wild Reaches survive?

And Now, The Battle!


The First Hour— The Race for the Ford

The dwarves and the riders of the Mark claim the Ford, but the elves tarry.
The Warden sends out the garrison cavalry to aid the relief column.

The Warden casts a spell, and throws the evil bats into disarray.
The Horde advances on the fort, but fails to press the column.
The forlorn hope— the goblins try to take the eastern wall!

The elves hold— the goblins are repulsed!


The Second Hour— Barbs, Blunders, Bats and Blood

The relief column advances, and connects with the garrison cavalry, but fails
to reach the fortress; the elves prepare to receive the charge of the vile wargs.
The elven archers and the bowmen unleash their barbed shafts, decimating the
 goblin forlorn hope...
Oops— "someone" has blundered.

Missed 'em by that much— the wargs' impetuous charge fails!
(Oh, I supposed I could have fudged in the dogs' favor. But this was funnier.)

The bats bite while the Giant and the Goblin Guard batter the relief column. 
On the right, the hill trolls withdraw from the archers in the towers.

The orc trebuchet (upper left center, by the river) and goblin arrows drive
the men of the Westfold and the elves from the ford in confusion (center).
The bats and dwarves fall back, but the Royal Guard of the Mark is lost!
Meanwhile, the giant slaughters the horse archers of the garrison.
The heavy cavalry takes casualties, but rebuffs the Goblin Guard.
(Cavalry retreats 1cm, but infantry cannot pursue, and loses a stand as well.)


The Third Hour— Monster Bashing, and an Orc Too Far

More death from above for the goblin forlorn hope.

The elves attack the wargs, the dwarves strike the center— and the giant is
confused (well, more than usual) by a hail of arrows from the tower!

Dwarves On a Roll, or Bye-Bye, Bat-birds!

The Horde Recoils (for now...)
On the left, the elves drive back the wargs and the warg riders with heavy losses.
In the center, the bats, the Goblin Guard and goblin infantry are destroyed.
The giant is forced to retreat in front of the garrison gate, and remains confused.
The garrison cavalry tries for the infantry near the Goblin King in hopes of an
early victory, but falls back when the goblins hold (combat draw— lucky devils!)

The Hour of the Wolves
The wargs and warg riders charge the elves, the goblins charge in the center,
and the Goblin King wisely retreats onto the mountain slopes.

The forlorn hope hopes forlornly. (Not a chance, bub.)

 The Last Stand of the Elves

The charge of the wargs.

The elves are overwhelmed.

The ford falls.
The End of the Third Hour
The ford is lost, the center is scattered, and there's a giant at the gates— time
to attack, obviously! (Oh, and the forlorn hope is down to one stand...)


 The Fourth Hour— Bold Action

When hard pressed— attack!
The Riders of the Westfold take a chance and charge the giant, and the dwarves
charge the goblins, aided by the garrison cavalry.
(The other dwarves were confused by the trebuchet on the previous turn.)

The Giant Falls!
 The spearmen of the garrison sally to aid the cavalry of the Westfold 
(and the dwarf captain lends his skill). Driven back against the tower,
the giant dies.
The spearmen withdraw back to the garrison, but the riders press on...
And utterly destroy the hill trolls!
(And the lone orc chieftain with nowhere to run...)

Meanwhile, the dwarves and cavalry slay the goblin front.

... and the cavalry charges into the reserves, threatening the Goblin King again!

The Goblin King survives, and the garrison cavalry falls back. On the far right,
the goblin forlorn hope assault has been driven back yet again. 

 ... and the Goblin King responds.

The Wargs Cross the River
The dwarves are in danger, and the goblin center charges the garrison cavalry,
aided by chieftain.
A lone warg tries for the central dwarves, but the orders fail. The Goblin King
scurries to the center left.
Oh, and the forlorn hope (unseen) tries for the wall. Again. (Guess who dies?)

 

The Fifth Hour— The Center Cannot Hold

With the dwarf left lost, the dwarf center falls back south to protect its flank
from the approaching wargs and warg riders. To the north, the combined
cavalry charges the remaining goblin center.
The warden sends archers to the southern tower, but fails to man the
southwestern wall.

The skirmish is won...
The lone wargs in the center are shot down by the Master of Bows and elves.
To the north, the riders destroy the goblins and fall back towards the garrison.

But the Horde is undaunted...
The wargs charge, eliminate garrison cavalry, but trade one for one with the
men of the Westfold.
The next wave of the Horde advances in the center and the left, reaching the ford.
Warg riders approach the dwarves in center south, but fail the order to charge.
The Warden surveys his losses, and realizes his army is hanging on by a thread—
a two unit thread! (26 units lost towards a breaking point of 28 units.)


 The Sixth Hour— Back to the Garrison!

Give them a volley!
The archers in the western and southern towers turn the warg riders into
porcupines, driving them back to the ford. The archers in the north tower drive
the lone wargs back.
With the way cleared, the dwarves and the Westfold cavalry advance to the
safety of the garrison—  the relief column (or what's left of it) has finally
arrived... just in time to fully man the walls!

Now useless, the horde cavalry moves out of the way as the infantry
closes for the grand assault.


The Seventh Hour— The Last Sortie

The Final Sally
The Warden takes a risk, seeing an opportunity to perhaps crack the Horde's resolve.
He orders the dwarves to sortie from the gate, striking the goblin assault before it
can reach the wall...

The dwarves hew their enemies down, advance, pursue and hew again!
But the Weapons Master fears to press further...

... and pulls his dwarves back to the garrison, sealing the gates a final time.
This battle will be won or lost on the walls.

Approaching the walls...

Having watched the deadliness of the archers, the Goblin King orders the
warg riders to screen the assault force from the towers.


 The Final Hour— The Grand Assault!

The Warden is content to man his walls and wait—
But first the archers send the warg riders into confusion.

The great assault begins.
The goblins pour across the ford, raising ladders against the gate wall and
the western wall— will they overwhelm the men and elves?

Hail the Valar— the assault is repulsed!

The Goblin King is seized with dismay— his army is broken!
(61 units lost, with a breaking point of 57)

The clouds break, and the horde flees in panic.

The Garrison Triumphant!

Closing Thoughts

 This battle turned out to be a lot of fun. I think a few things became clear to me—
one is that the goblin infantry really have little or chance of taking the walls. They never even managed to inflict a single hit.
The Goblin King (okay, me) erred in not sending the giant against the gate, and in pulling back the Hill Trolls. Both could have either taken a wall or (in the case of the giant) breached the gate early on. By the time the trebuchet was in range of the fortress, there was no time left in the battle (I always use the eight turn limit, and holding the garrison meant victory for the good guys, regardless of anything else.) Losing the bats early hurt, too.

On the other hand, the Warden (also me) nearly blew it by mucking around across the ford. The elves could inflict damage, yes, but there was no way they could stand against the wargs and goblin cavalry. Staying there was death— the elves should have crossed the ford and blocked it up rather than forming long lines that could be assaulted en masse. Also, not simply rushing the relief column into the garrison was another mistake— if the relief column had made it safely inside, the wargs and warg riders would have been able do nothing to anyone in the fortress! So fighting them in the open was silly, and almost cost the Warden the battle. (I had only been casually keeping track of casualties, and then I tallied up what was going on and realized the garrison was but a handful of stands from the breaking point! Yikes!)

But all in all, as a solo game this turned out to be quite satisfying. I look forward to trying a scenario like this one again, maybe against an opponent more worthy than myself!

--- Howard