Two birds with one stone here - trying the Minceheim "mass battle" rules and finally getting round to the third scenario from Grant's programmed wargames. We'll be following up on my last Minceheim game, in which a dwarf mining team had a bad time with goblins. So the dwarves are going to go after the gobbos in force - which means they have to clear a pass.
Appropriately, the figures I'm using are from the old Warhammer Battle for Skull Pass box!
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Three warrior units, two handgunner units, two miner units. (one miner unit not shown) |
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| Three goblin spear units, one archer unit, one spidercav unit. |
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| The field of battle. |
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Gobbo light troops are up front, while the spearmen won't appear until the dwarves reach the second third of the table. |
Turn 1: The dwarves, limited to 2" movement due to heavy armor, shuffle forward on the center and left. (The miners on the flank are limited to 1" thru the trees.) The handgunners and archers exchange fire; the requirement for the gunners to reload a turn is balanced by +2 to wound.
Turn 2: The handgunners deliver another volley to the goblin archers - the survivor fails morale and runs.The spider-riders, however, line up for an attack on the forward miner unit, which faces left towards them.
Turn 3: The front handgunner unit turns to face the spiders, though at this point they don't really have line of sight with a melee about to start. The other forms column to get by them. The spider riders charge the miners, but in their heavy armor only kill one. However, only one goblin dies in return. Neither unit is under half strength.
Turn 4: The melee goes on, though the spiders now have dwarves approaching on both flanks. They take a casualty each. The surviving archer rallies and returns to the edge of the trees on the ridge for free sniping (the dwarves won't be able to shoot him in cover).
It occurs to me at this late stage that the dwarves shouldn't have been able to shoot the other archers either. Hm. Fortunes of war?
Turn 5: The miners eliminate the spider riders and the whole army lurches forward another two inches. Just 36" to go!
At this point we're close enough for the goblin back line to deploy - on the heights. I'm undecided whether to reinforce with another squad of archers; under the circumstances - right now the defenders are outnumbered two-to-one - it seems fair. The dwarves advance on a broad front; the goblins' programmed response is to "attempt to draw the enemy into the pass and envelop them." Well, it can do that with the warriors, but probably not the handgunners or miners.
Four turns later, the dwarven march is starting to straggle, while a clash looks ready to start on the goblin right and center. The handgunners will have to get thru the trees before they can assist, and by that time they might have to fire into melee to be of any help.
Turn 10: More maneuvering. The goblins are out of position to fight the handgunners now at the edge of the treeline, but at least they're on a lower level so can't be shot at yet. I draw the front-line dwarves up to avoid a goblin charge next turn; both sides are trying to gain positions where two units can gang up on one.
Turn 11: The first charge goes in. Let's see how this goes - the goblins get double attacks for their polearms. Two (!) of the attacks pass their armor saves, and eight of the fourteen resultant hits are kills (5+). The first dwarf unit is eliminated. Oh, and the lone surviving archer has been killed off.
Turn 12: A nice little scrum:
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| The dwarves are overwhelmed and broken, with three figures remaining. |
I've just realized I'm not sure I'm doing melee correctly. In many games, both sides fight in a turn of melee - I've been doing it only on the side's turn, so that when a unit is broken, it loses its chance to fight. This has the effect of encouraging aggression.
Turn 13: And again:
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| Six more dwarf casualties. |
Turn 14: The dwarves hold their own, as the forward dwarf regiment marches stolidly towards the goblin back line. Goblins assault, their spears proving key with all the extra attacks. One regiment of handgunners breaks, a warrior regiment holds its ground with but two dwarves remaining.
Turn 15-16: The handgunners are run down, but the second line fires a volley into the goblins and breaks them. Two survivors flee. One of the spear-gobbo regiments on the far side of the valley sees off its opponents, but the survivor meets up with the dwarf rear guard.
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| From victorious to sitting ducks. |
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| Back-and-forth fighting but the dwarf reserves are hastening to the rescue. |
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"Where are we going, chief?" "Away, young dwarf. Away." |
Turn 17-20: More internecine warfare. I did not determine an army breakpoint for the game, but there are now three decimated dwarf units remaining, and one goblin one (in a position to be shot at in another turn). The dwarves have carried the pass, but at grievous cost.
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| End game. |
The rules are very simple, more so than the skirmish game - though I may have missed some subtleties. I did give handguns a bonus to wound, for example, but
didn't do so for the dwarf axes. The table size and fighting down the length made it seem longer than it really was. Perhaps the army break point can be the same as for individual units - at half strength, roll a 5+ or retreat.
I also played turns "turn and turn about," rather than with an initiative roll. The fewer steps to recall, the better, and it would have made for a swingier, messier game anyway. I didn't play either side very well; one thing I've noticed with the Grant Programmed Rules is that the AI instructions must of necessity be vague. I ended up being more aggressive with the goblins than their instructions called for - though with their spears this actually didn't go too badly!
The "campaign," such as it is, is in stalemate, and I'd either have to have a truly massive battle (maybe not a good idea with this little experience at the rules) or start a skirmish campaign as the sides try to find a lateral path to victory. I look forward to trying it. "Please let's not go through Mincepie Pass again, milord."
A good game, but definitely something smaller next time. I did enjoy the speed with which it could be played, even if I overlooked a few steps. Til next time.