Tonight we took Warband out for a spin, with an enjoyably chaotic result.
http://luddite1811.blogspot.co.uk/2015/03/warband-hill-dwarves-vs-goblins.html (http://luddite1811.blogspot.co.uk/2015/03/warband-hill-dwarves-vs-goblins.html)
(http://3.bp.blogspot.com/-EDe_5MneKzQ/VQtjNims40I/AAAAAAAACNw/-stO74jq-Pg/s1600/IMG_1329.JPG)
Great report, it really gave a feel for how the game flows. How long did it take to complete? Could you post a list the Warband compositions?
Cheers
Nice report. m/ :-bd
Great report.....Great pics !
Cheers - Phil.
Excellent report - inspiring ! :)
Yep, great battle, a litttle chaotic as you said.
Damage markers also took my eye while reading your report.... :-\ I should take a bunch of them.
I am still waiting to arraive my copy of warband (some books I like them in paper no ebooks), an for curiosity, can you tell us the probabilities of orc moving, because they were freeze in the first stages of the batltle.
Great battle report, sounds like a really fun game.
Nice one Luddite. My pre-planning had the two armies down as pretty similar - clearly I was mistaken!
Orc movement, or lack thereof, was down to my dice rolling and nothing else. Two turns trying to move a battleline, two dice per turn, zero successes (4+ was needed), followed by two turns rolling for each unit individually......a dozen or more dice per turn, in the first, not a single success in my main line, and only limited success in the following turn.........It was spectacular....!
Great game though, very enjoyable.....I went with a plan and it worked!
Quote from: Upgraydd on 20 March 2015, 03:25:39 AM
Great report, it really gave a feel for how the game flows. How long did it take to complete? Could you post a list the Warband compositions?
Cheers
It took about 2.5hrs.
The hill dwarf list is up, i'll sort out the goblins asap.
The write up was a bit rushed last night so i'll review the blog post and add in some detail sometime today.
Quote from: jchaos79 on 20 March 2015, 06:40:36 AM
can you tell us the probabilities of orc moving, because they were freeze in the first stages of the batltle.
Should be around 50:50. 2d6 needing 4+ on each die.
As
Brothercrow (my opponent) said, his Motivation dice rolls were terrible! He ever poured most of his command points into the rolls but fo a good couple of turns nothing moved! Fortunately when the fighting started, his dice perked up a bit and he did some terrible damage to my units! ;D
Quote from: brothercrow on 20 March 2015, 08:23:59 AM
I went with a plan and it worked!
Care to elaborate on the plan old chap? ;)
Well, the plan was a cunning one....as cunning as a fox who has just been appointed....well....you know the rest...
My army composition was the best Leader and Shaman I could take, 5 x Warriors (all fierce), 2 x Wolf Riders (Skirmishers), 1 x Scout (Skirmisher) and 1 x Giant. The plan was, rather than pump Command Points into hits/saves, instead use them to rally broken units, keeping them on the table, thus not losing too many points. The Shaman just had to get into range, roll a 5 or 6 for his magic points, then unleash the Consuming Rage Spell to soften the enemy, before charging in, hopefully with the Surge of Savagery spell if I could roll the points at the right time (which I did).
It seemed to work pretty well, I burned out my Shaman with the CR spell, but kept him on the table using command points. I used the Giants to distract the opponent and force him to commit troops, or ignore the threat. He committed, and the giants broke, but again I was able to rally him. The 6+2 command points meant i was able to rally broken units and keep them on the table once or twice a turn.
When the Surge spell was cast, I managed to get all bar two units into combat and used the command points to target weakened units, my Shaman adding to the combats by positioning himself on a hill, thus shooting over everyone to do maximum damage where possible.
It was a different take on the army, where I deliberately didn't take any shooters (though I forgot that scouts could shoot during the game) as they would be outshot by the dwarves, and using the Commander in a different way, away from the front line (thoughpart of that wasn't choice, he had to retreat when shot at), but primarily to rally was a change from the games I have tried in the past. A successful formula, but one I may not get away with again as Mr. Luddite will no doubt be working out ways to counter it.
Great game, finished in two and a half hours, and tense right up to the last bound.
I think that's a sound tactic - relying on the inherent strength of your warband's units, and using the command as a rallying point. Very sneaky!
It did the job too! My dwarves were far too defensive, and the plan to use shooting to try to win doesn't work. You have to have melee units able to press on into the enemy, beat them toe-to-toe and then crucially, stay close enough to stop the opponent rallying them (or simply running the routed units down and destroying them).
My archers did a LOT of damage, but as i sat back, the goblins had an open backfield and plenty of space with an exceptional quality Chieftain to rally his routed troops back into the fight.
Whereas, the goblins did something similar with reanged magic, but followed that up by charging in with fierce troops...my backfield was shut off, and my routers cut down by pursuits...dwarves are tough, but not that tough!
Aye, great fun and wildly different tactical options available to each army. I was beaten by better tactics!
I think i'll be investing in some gyrocopters, and hoping that my opponent doesn't have bows... :D
Top report boys!
Thanks for all the dissections and feedback too :)
Looks like a cracking battle.
The minis look amazing ;)
Nice game and report, very nicely painted armies. My Dad has completed enough drwarfs and goblins for a game this Sunday so we will see how we fair with our game.
Quote from: slimreidy1 on 20 March 2015, 05:59:29 PM
Nice game and report, very nicely painted armies. My Dad has completed enough drwarfs and goblins for a game this Sunday so we will see how we fair with our game.
Good luck! :D
I'm liking that a shooty army can't just sit back and blast the enemy off the table.
We have found this a bit too often with some of our fantasy games.
Warmaster may have its detractors but that's one thing you can't do.
Liking the look of Warband more and more ;)
I've updated the blog post to pick of the worst offending typos and add in a bit of detail.
http://luddite1811.blogspot.co.uk/2015/03/warband-hill-dwarves-vs-goblins.html#comment-form (http://luddite1811.blogspot.co.uk/2015/03/warband-hill-dwarves-vs-goblins.html#comment-form)
:)
Didn't really notice typos, was too busy ogling the minis ;)
Nice, I like the detail you have added to your thought process.......obviously I will be studying this, so I can beat you again next time! :P
Seriously though, it was as though something clicked prior to the game and now that we are no longer playtesting, so I don't need to think about breaking the rules, I can actually concentrate on tactics. I like the way that an army can be played in different ways, so your opponent can never be sure exactly what you are bringing to the table....this time I tried to use the magic, but Goblins can also be fielded as a skirmish army, with a core of wolf riders, or as a solid wall of green, or...well...you get the idea!
I have a dragonmen army to paint up now, which seems to be very different in style again to the green horde, with plenty of options!
Indeed.
There are 12 army lists, but many more armies. ;)
I was never the greatest fan of fantasy, but having read the rules (about six times now) I can see great possibilities of producing a myriad of different armies. (I am sure Leon is already sick to death of me saying well I want to order so-and-so because I want to build this kind of army, or worse still me asking what figure could I use to represent so-and-so on a base. :D )
great report and a pair of beautiful and well painted and composed armies, this is a great advert for the game and miniatures!
Superb looking armies. Big bases really show off 10mm.
Quote from: Luddite on 20 March 2015, 08:43:11 AM
Should be around 50:50. 2d6 needing 4+ on each die.
er... more like .25 or 25%... (.5 x .5)
I'm sure that's what you meant though ;)
Quote from: kyussinchains on 15 April 2015, 01:11:02 PM
er... more like .25 or 25%... (.5 x .5)
I'm sure that's what you meant though ;)
Indeed.
Quote from: kyussinchains on 15 April 2015, 01:11:02 PM
er... more like .25 or 25%... (.5 x .5)
I'm sure that's what you meant though ;)
To put it in context for the original question, that is the chance of them
not moving at all in a turn. There is a 75% chance they will move *some* distance each turn. To fail repeatedly as BrotherCrow did is impressively bad! ;^D
Yes, and each CP you add in halves this chance of standing still again.