Post by grubnards on Apr 6, 2012 18:06:13 GMT -5
Being as it was a slow day today and that I was itching to play some WHF games after my drubbing last weekend at Simcon, I roped my son into playing a 500pt warbands game.
We kept it small and simple to ease him back into playing as the last time he played WHF was summer of 2010.
Rules: 500 pt list with no lords, wizards, or rare units. We allowed up to 1 special choice but none of us used them. This way we could focus on movement and close combat only.
I took the following:
Black Orc Big Boss with Enchanted Shield and Tailsman of Preservation (overall 3+/4+ ward saves)
10 Orc Boyz - Full command and extra weapon
10 Orc Boyz - Full command and extra weapon
20 Night Goblins - Full Command, Netters
He took:
Exalted Hero with Sword of Might and Dawnstone (+1 to strength and Reroll failed saves)
9 Chaos Warriors - Standard Bearer, Musician and Shields
10 Mauraders - Full command, Shields
10 Mauraders - Full command, Shields
5 Chaos Hounds
To keep it simple we decided to just do Pitched Battle.
Table Layout
Deployment
Turn 1.
Orcs: I won first turn and got no 1's for Animosity. All my units moved up towards the center of table.
Chaos:
He moves everything up slowly.
End of turn 1
Turn 2.
Orcs: Again, no animosity this round (whew). The Night Goblins and Grubnards unit both declare charges. I knew it was iffy as I would need to roll high to make them, but hey, it's Orcs. Conner elects to hold but it doesn't matter as I failed both charges. This leaves the Night Goblins sticking out farther than Grubnard's unit. The flanking unit moves up a bit and wheels for any potential flank charge.
My failed charge attempt
Chaos: The Warriors and Mauradres both declare charges against the Goblins and Grubnard's unit. Goblin unit elects to flee and moves back 10" (further than I had hoped). Grubnard's elects to hold and take the charge. The Mauraders redirect their charge onto Grubnards and successfully charge. The Warriors rolled too low and only move up 3 inches. The Mauraders hit on the flank. Both units end up killing 2 each. With bonuses added, Grubnard's side lost by 2 but I make a successful break test and combat stays locked.
After round 2
Turn 3:
Orcs: Animosity hits my flanking unit so I must charge the closest enemy unit, which is the Mauraders locked in combat. I roll high enough and end up charging on their rear. The Night Goblins do not rally (those gits) and end up fleeing off the board.
Fleeing Gobbos
Rear Charge against the Mauraders
Mauraders go first in combat and they kill 1 orc in the front unit and 1 in the back. Grubby and the other Orc in the flank end up killing 1 Maurader. The rear charging unit ends up killing 1. Equal kills but due to the rear charge bonus, dual banners and such, the Mauraders fail their break check and flee. They are easily over run. Both Grubnard's unit and the other Orc unit end up pursuing into combat with the chaos warriors.
Combat Round 2
Pursuing into the Chaos Warriors
Chaos:The remaining Maurader unit and hounds end up charging. The exalted hero must declare a challenge to grubnards and he accepts. In the resulting combat Grubnards takes 1 wound and inflicts 2 onto the exalted hero, killing him.
Chaos counter charges
Between the warriors, mauraders and hounds, they inflict 7 wounds on Grubnard's unit. The orcs only inflict 2 back onto the warriors.
Results after combat
The Orcs scored 5 points vs 12 for chaos, meaning Grubnards must pass a break test on double 1's.
I roll the dice and ....
Bye bye Orcs
Once again Grubnard's tastes defeat. We have a rematch schedule in the near future using my son's dark elves. This way we can introduce shooting in the game.
We kept it small and simple to ease him back into playing as the last time he played WHF was summer of 2010.
Rules: 500 pt list with no lords, wizards, or rare units. We allowed up to 1 special choice but none of us used them. This way we could focus on movement and close combat only.
I took the following:
Black Orc Big Boss with Enchanted Shield and Tailsman of Preservation (overall 3+/4+ ward saves)
10 Orc Boyz - Full command and extra weapon
10 Orc Boyz - Full command and extra weapon
20 Night Goblins - Full Command, Netters
He took:
Exalted Hero with Sword of Might and Dawnstone (+1 to strength and Reroll failed saves)
9 Chaos Warriors - Standard Bearer, Musician and Shields
10 Mauraders - Full command, Shields
10 Mauraders - Full command, Shields
5 Chaos Hounds
To keep it simple we decided to just do Pitched Battle.
Table Layout
Deployment
Turn 1.
Orcs: I won first turn and got no 1's for Animosity. All my units moved up towards the center of table.
Chaos:
He moves everything up slowly.
End of turn 1
Turn 2.
Orcs: Again, no animosity this round (whew). The Night Goblins and Grubnards unit both declare charges. I knew it was iffy as I would need to roll high to make them, but hey, it's Orcs. Conner elects to hold but it doesn't matter as I failed both charges. This leaves the Night Goblins sticking out farther than Grubnard's unit. The flanking unit moves up a bit and wheels for any potential flank charge.
My failed charge attempt
Chaos: The Warriors and Mauradres both declare charges against the Goblins and Grubnard's unit. Goblin unit elects to flee and moves back 10" (further than I had hoped). Grubnard's elects to hold and take the charge. The Mauraders redirect their charge onto Grubnards and successfully charge. The Warriors rolled too low and only move up 3 inches. The Mauraders hit on the flank. Both units end up killing 2 each. With bonuses added, Grubnard's side lost by 2 but I make a successful break test and combat stays locked.
After round 2
Turn 3:
Orcs: Animosity hits my flanking unit so I must charge the closest enemy unit, which is the Mauraders locked in combat. I roll high enough and end up charging on their rear. The Night Goblins do not rally (those gits) and end up fleeing off the board.
Fleeing Gobbos
Rear Charge against the Mauraders
Mauraders go first in combat and they kill 1 orc in the front unit and 1 in the back. Grubby and the other Orc in the flank end up killing 1 Maurader. The rear charging unit ends up killing 1. Equal kills but due to the rear charge bonus, dual banners and such, the Mauraders fail their break check and flee. They are easily over run. Both Grubnard's unit and the other Orc unit end up pursuing into combat with the chaos warriors.
Combat Round 2
Pursuing into the Chaos Warriors
Chaos:The remaining Maurader unit and hounds end up charging. The exalted hero must declare a challenge to grubnards and he accepts. In the resulting combat Grubnards takes 1 wound and inflicts 2 onto the exalted hero, killing him.
Chaos counter charges
Between the warriors, mauraders and hounds, they inflict 7 wounds on Grubnard's unit. The orcs only inflict 2 back onto the warriors.
Results after combat
The Orcs scored 5 points vs 12 for chaos, meaning Grubnards must pass a break test on double 1's.
I roll the dice and ....
Bye bye Orcs
Once again Grubnard's tastes defeat. We have a rematch schedule in the near future using my son's dark elves. This way we can introduce shooting in the game.