Monday, October 7, 2013

Massive Warhammer Fantasy siege at Hurricon

Just over a week ago, four of us made the pilgrimage to South Florida's Fall wargaming convention, Hurricon, put on in Orlando by the HMGS-East chapter - it would usually be a larger group but real life interfered with several folks' ability to attend sadly. Anyway, we decided to forge ahead with the game anyway as so much work had already been done and what I hope to show below is my (poorly photographed; I blame my aging phone) chronicle of the battle.

The forces: on the side of order, there were approximately 6,500pts of Dwarfs with about 2,500pts starting in the fortress while the remaining 4,000pts came on as the relief force, while on the side of Chaos we had 6,000pts of Beastmen (three hordes of Gors and Bestigors, five chariots including two Razorgor chariots, five shaman, a giant, ghorgon, cygor and jabberslythe, six Centigors including Ghorros, nine Minotaurs plus a flying Doombull and assorted Ungors, Warhounds etc) accompanied by 2,500-3,000pts of Orcs & Goblins (including Grimgor). For siege rules we ended up using a hodge-podge of rules beginning primarily with the rules used from an old White Dwarf (featuring a Dark Elf siege of a Bretonnian fortress) and augmented by select rules from Blood in the Badlands and the old 6E siege rules - they mostly worked well but were I to run another big siege game like this I would definitely have to iron out some of the kinks for a smoother game.

The set-up: The Orcs and Beastmen set up first, with the Beasts taking the left and the Orcs the right. We played on a double-wide battlefield (12' x 6') and there was STILL barely enough room to set everything up; several units were double parked until the first turn when we could maneuver them out into the open. We also had to be careful to consider the relief force which would come on via either one or both of the flanks (it should be just one flank 'realistically' but there were so many Dwarfs in the relief force we decided to let them split things up).










The initial dwarven garrison was fairly small and surprisingly without a massive amount of shooting; I think it had one cannon, one organ gun and maybe 2-3 units of shooty infantry (ironically the relief force on the other hand was loaded with war machines). The remainder was in rock hard melee units that waited in the courtyard for the attack to begin.



The lords of the fortress survey the forces arrayed against them, "Gandalf style".


Prior to turn one the attackers rolled 2d6 for each siege tower to see how far they would move (during the game itself siege towers moved as fast as the unit pushing them, but with no marching allowed) - sadly our rolling was pretty unspectacular with the Orc tower moving 6" and the two Beastmen towers moving 2" and 5" respectively!

The dwarfs began turn 1 with some fairly unremarkable shooting since most of the attackers were out of range, then the attacker's line surged forward, the units on the flanks maneuvering to screen out relieving elements as long as possible.






Turns 2 and 3 were much of the same, as the dwarfs failed to roll sufficiently to bring on the relief force but the defenders went unharmed for the most part due to the virtual complete lack of shooting on the attacking side besides the occasional boulder being flung by the Cygor (whose other abilities were wasted by the lack of wizards on the defending side but I had the model and it looked cool so what the hell lol). The dwarfs were also for the most part able to shut down the magic phase despite the attackers rolling extremely well for magic dice plus getting at least five extra dice a turn from the Beastmen's herdstone AND at least two channels a turn :(

Several things did go well for the defenders though as they were able to bring down the siege tower carrying Grimgor and his boys plus a unit of Dwarf miners managed to get to the battlefield ahead of the rest of the relief force and come right behind the block of minotaurs pushing the battering ram towards the front door - only a hastily redeployed group of Ungor Raiders were able to block their path and hold them up long enough for a nearby giant to intercept.






Turn 3 (iirc) did see a successful aerial assault on one of the towers by the Jabberslythe and the Flying Doombull which shook the defenders.


The attackers meanwhile continued to doggedly grind forwards as losses from shooting started to mount. The relief force was still out there lurking somewhere and eventually showed up on turn 4, being fairly evenly split between the two flanks with both flanks receiving a veritable feast of artillery. The ungors screening the minotaurs unsurprisingly couldn't stand against the dwarf miners and ran away, but they had done their job and the giant was able to take over the fight against the guys with the pickaxes.





 
 
Elsewhere, the minotaurs reached the front gate and proceeded to smash it down with the battering ram, while Grimgor and his boys assaulted the wall directly without their tower and the Aracknarock Spider climbed straight over the wall and engaged the defenders within the fortress itself.

 



As the relief force moved on, both flanks of the attacking force met fire with fire with multiple chariot charges as well as a very impressive showing from the Centigors being led by Ghorros Warhoof (whose eventual demise served to enrage the rest of the beastmen army and boost their leadership by 1 for primal fury tests). In the center the giant fell to the miner's pickaxes but was relieved by the Chorgon who had made his way over while the minotaurs fought around their battering ram against the stalwart defenders of the gate. Over on the left side the horde of gors finally reached the wall in their siege tower, lowered the ramp and charged in, slaughtering dwarfs and taking control of the wall section. The jabberslythe flew to the next tower and engaged the organ gun crew that had been occupying it. Amazingly Grimgor and his boys were repulsed from the wall but quickly recovered and climbed straight back up there to re-engage a turn or two later.







By this time we were all starting to flag a little; the battle for gate had reached a grindfest in the challenge between the gorebull and the dwarven character, both of whom had flailed away at each other for several turns without being able to cause any wounds, while the thane's unit had disintegrated away around him he was able to keep going in the challenge (next time I'll reject the challenge and just run over the little bugger with the entire minotaur unit lol). The Gors on the wall were counterattacked from the courtyard but were more than able to hold their own and were whittling down the defenders every round. The Ghorgon was able to finish off the miners but they had proven to be an effective diversion and had managed to kill the giant and a unit of ungor raiders in the process.






At this point we called it; there was still one turn to go and the battle still hung in the balance but we were all pretty tired and decided to call it a close draw. Things were looking very bad for the dwarfs, though, they had 17 models left in the entire fortress and the relief force was not even close to entering the castle themselves; the west wall was about to be overrun by the bestigors in their siege tower and the jabberslythe and flying doombull were both free to fly around the fortress and engage whoever they wanted to. Two areas were being held by a single dwarf!

Anyway, once the game was done we decided it had been a blast and a half and it's definitely something I would like to do again although preferably with more shooting from my own army lol. One of the reasons I like to do these games is the sheer spectacle and this definitely scored on this point; I like to just sit back sometimes and look at the situation on the table and let my imagination run riot! Thanks to Colin (Orcs), Trevor (Fortress Dwarfs) and Jon (Relieving Dwarfs) for putting this game on with me, let's do it again next year!


Wednesday, August 28, 2013

Inaugural Hordes game - Pigs vs Gators

Just a quick update to post a couple of pics of my first game of Hordes from a month or so ago - I played a small (15pts) Gatormen force from the Minions book while my opponent (Hi Colin!) played his Farrow (aka hogs) from the same book. Game was a lot of fun, it got held up quite a bit by my being distracted by an old member of the club who hadn't been by for months choosing this day to drop in but we still managed to finished it! High point of the game was my Blackhide Wrastler taking out his War Hog in a single round; low point of the game was losing to Lord Carver, BMMD, Esq III although it was close - I caused enough damage with my last attack to bring him down but he soaked it off onto a nearby warbeast.



Game was a lot of fun and I look forward to playing it again, just need to get through this Warhammer Fantasy kick we're on right now lol. Actually both this and Warmachine are perfect games for when you just don't want to hump around a whole army but just a handful of figures and still get in a good game, although I don't think it will never replace my desire to command large armies on the field!

Tuesday, August 20, 2013

The Mega Battle of Winkelhof (Warhammer Fantasy 8th Ed)

Last weekend (August 17th) a group of club members from my local store (Docking Bay 94 in Coconut Creek, FL) assembled to play out a massive game of Warhammer Fantasy. In total we had ten players, five per side, each of us bringing 2,000pt armies for a 20,000pt battle! The table setup was 18' long to make sure we had some maneuver room and even then it was tight lol; for magic we used the Storm of Magic method of rolling 4d6 for the Winds of Magic and taking the two highest rolls for dispel dice. This worked fairly well but it became apparent very early on that it was going to be difficult to get off any worthwhile magic (even with my herdstone generating extra dice for us per turn). Everyone that could bought a scroll and we had two Dwarf armies on the side of Order so that limited things even more; next time we agreed that it needed more coordination between the armies to maximize any magic use by limiting the number of wizards per side.

We had a good mix of armies show up, including two Empire armies, two Dwarf armies and a High Elf army on the side of Order (needless to say we were expecting our advance across the table to be painful from the 8+ cannons we anticipated showing up!) while on the side of Chaos we had Daemons of Nurgle, Chaos Warriors, Beastmen and some Orcs & Goblins and Ogres who came along for the fun of the fight :) While I would have preferred to insist on painted armies only (my own personal mantra) it would have drastically reduced the armies and players able to take part so it was not enforced.

Anyway, on to the battle! I set up a table using three mats laid out lengthwise so the battlefield was 18' long and 4' wide. At one end we had the town of Winkelhof (using buildings from the wonderful fellows at the Miniature Building Authority) with a standalone house in the center of the table at a crossroads surrounded by farm land (fields, walls and hedges). At the other end of the table was a low hill and several clumps of forest dotted the landscape. Here's a few pics of the initial table setup (ignore the armies at this point, we didn't have spare tables to lay them out pre-deployment so they are scattered around the battlefield).




Once the table was setup and table edges determined we set up simultaneously using blind deployment - we put up some large boards down the center of the table and set up on either side. Needless to say espionage was high as people tried to gauge who was setting up where based on the tops of their heads lol!






Turn one started with Order mostly staying in place although a unit of Empire Pistoliers did dash out to flush out the inevitable Goblin Fanatics who unfortunately didn't get very far before turning around and (as is their wont) plowing through their own parent unit before ending up dangerously close to my block of Bestigors that were right behind the Goblins....otherwise we were out of range of most handguns and pistols and cannon fire was mostly ineffective except for one nasty strike that took FIVE wounds off the Great Unclean One. In the Chaos turn everything that could pretty much took off for the enemy lines at maximum speed.









At the start of turn two my beastmen triggered their Chalice of Dark Rain, which forces an additional -1 to hit on all enemy shooting for that turn and anything that doesn't use BS (ie cannons!) can only shoot on a roll of 4+; this actually worked out extremely well and cannon fire was very much reduced as we continued to close the range. On my own flank, the 'ablative' unit of Night Goblins was forced to run by the Empire Halberdiers and refused to get out of the way of the Bestigors - poor deployment plans on our part I'm afraid. On the other flank it appeared that the Chaos Warriors and Ogres were doing a number on the High Elves and Dwarfs on that flank although I didn't actually get down there that often to find out (it was a long way away from the flank I was on!).







Turn three started much the same, we continued to close and they continued to shoot, although between Ogre Maneater infiltrators and beastmen ambushers several cannon crews had been eliminated. In the center the GUO was taken out by one of the Demigriff Knight units, while the Night Goblins were still struggling with the Halberdiers and refusing to get out of the way so the Bestigors could have a crack. My block of regular Gors completely trampled all over a unit of Dwarf Thunderers and pivoted to face another Empire block, this time of swordsmen I think, while a unit of 30 Gors entered along the enemy edge (again via Beastmen ambush) and threatened the center of the enemy army. Wasn't really concerned about how well they faired, just wanted to throw some panic into the enemy army!







By the time we reached turn 4 we were unfortunately running out of time at the store (as well as our own personal energy lol) so this ended up being the last turn. The ambushing Gor unit was scary enough to the enemy army that they turned around a whole block of Empire Halberdiers to face them, even with a block of Chaos Warriors closing in fast right in front of them - they were strongly relying on the dwarf unit alongside to hold them up long enough, something I'm not sure they would have been able to pull off.....




At this point we had to call it; on a completely impartial level (!) I think the forces of Chaos won the day; we had only taken minimal losses with the exception of the GUO, while the forces of Order had lost multiple guns and units and we were now in amongst them with our heavily melee oriented units. Both flanks had effectively collapsed and enemy units were in the backfield too; it's a real shame we weren't able to continue it to a proper conclusion. Still, a great day was had by all and the sheer spectacle of it had multiple customers at the store stop by to watch the battle unfold. This, to me, is why I play miniatures games - although it obviously would have been better have everything been fully painted, I think it inspired at least some of the participants to want to get busy with the brush once the game was done.

A smaller number of us (6-7 at last count) are planning on doing a similarly large game at the next con being put on by HMGS-South, which is Hurricon in Orlando (September 26th-29th). Perhaps a siege of some kind would be cool to do....or maybe an underground incursion of some sort (seeing as I think we will have up to THREE Dwarf armies taking part...). Time will tell, we still have five and a bit weeks to prepare at this point....

Bob