Showing posts with label warg. Show all posts
Showing posts with label warg. Show all posts

Sunday, June 7, 2020

Elves and Shire Protectors versus Wargs - Battle Company Battle Report number 4

My son isn't a super fan of playing matches against one another, so he found the mission in the book that is two companies teamed up against wargs. His Elven company is about 190 points or so, my Shire Protectors have passed 150 points. So we took on 24 fell wargs in a friendly competition to see which team could get the most warg kills. He has the numbers in terms of points, but I have more models, all of whom can shoot (if you call strength 1 stones shooting!).

We set up the board with our companies around a common campfire and four squads of six wargs on the board edges, ready to charge at us!


As you can see, it's a tight perimeter, so if we keep in formation the wargs shouldn't be able to outnumber anybody.


The wargs always move first, but then normal priority rules apply. They are being ravenous and just charging straight towards the closest enemy model, not doing anything overly intelligent. The first warg casualty is an arrow to the face from the Elven company's sentinel (Shire Protectors 0, Elves 1).


On the Hobbit side, Hedger missed, but newcomer Fatty Cooper's stone throwing beans a warg between the eyes, felling it (1-1)! Slightly further around the circle Cookie uses his Frying Pan like a bat, smacking a rock into another warg (2-1)!


So with a fairly poor shooting round last time, the wargs are now upon us with only three down so far. The elves hold their line steady, but some sub-par rolling means that there are no close combat warg kills. We noticed one gap between the beasts though, and the elven archers fire with pinpoint accuracy, taking down another warg (2-2)!


On the Shire side things are looking, quite frankly, amazing! Jolly and Rory take on a warg and while Jolly wastes a small amount of beer to splash it in the beastly face, Rory smacks it with his Shirrif Stick (3-2). Cookie clongs his frying pan to the side of a warg's head while it tries to savage Loki, knocking it out of the match (4-2)! Hatless Harry sends an arrow through a warg eye, taking it out of the match (5-2)! M.C. and Andy team up to smack another warg down (6-2)! Go Hobbits! Skodi is pushed back by slavering jaws, which cannot penetrate his heavy dwarven armour. Hugo is less fortunate and a warg knocks him down to the ground with a paw as big as his head - he's out for the rest of the mission. The sentinel attempts to use a song to get a warg to back off, but the warg is too courageous and charges him. He fights off the warg, but only just barely!


Hedger loses his combat (as seems to be usual!), but Cooper manages to take out another warg, clonking it on the head with one of his barrels of booze (which fortunately doesn't break - phew!) (7-2).


So at the end of this round, the hobbits lead the tally, 7-2!


The Shire takes on the next round buoyed by their previous performance! Stacking onto one warg, Loki and Skodi are assisted by three hobbits and take out another warg (8-2). The Elven team's sentinel teams up with Skodi, but it's the dwarf that takes out a warg (9-2). The Shire Sentinel counterpart is slashed to the ground as he tries to defend against a warg while next to him Farmer Maddock is similarly knocked out! 


Ithil-galad shows her company how it's done by charging Legrinsul into a warg, taking it out (9-3), the rest of the elves, however, cannot seem to make any headway into the wall of fur!


The Shire Protectors and Elves team up, angry about the poor hobbit casualties. Skodi takes out a warg with his massive axe (10-3), assisting the Sentinel and hobbits. Next to them Tom, Andy and an elven archer take on a warg, with Tom the archer managing to take the advantage given by the others to smack his bow across the warg's head, stunning it out of the match (11-3). The nearby galahdrim archer fends off a warg, keeping it back! At the other end of the battle, Hatless Harry again manages to take out a warg! (12-3) At this stage my young opponent was not happy that the elves were doing so poorly and we had to have a bit of a break to calm down.


After a bit of a chat about how random the game can sometimes be, Col-galadh steps up and slashes a warg down (12-4) as the rest of the elves only barely manage to fend off the wargs. In one of the most hilarious combats of the match, the cockatoo is attacked by two wargs, but swoops around them in a dazzling display of aerial aptitude and uses its seed-cracking bill to take one of the wargs out! (12-5)


Elves and Shire join forces and this time it's the elf that takes out another warg (12-6). Finally the elves find their footing, Ithil-galadh charges another warg, taking it out (12-7) while Celeb-galadh steps up and uses a dazzling dagger display to take out another (12-8).


At this point we were almost out of time as we were about to head out for an appropriately socially distanced lunch with my parents so we were pretty much ready to call it a win for the Shire as the Elves would have to take out four wargs in a single turn for a draw. Ithil-galadh spurred Legrinsul into the back of a warg that was focused on the elves in front of it, and she took it out (12-9)


And all along the line of elves that had been just barely holding on, the tide continues to turn dramatically against the wargs! Col-galadh steps forward slashing to take out a warg (12-10). Celeb-galadh similarly steps up aided by an elf with a spear who takes out another warg (12-11). And in the last combat with warg, Shire and elf it's the elf and his higher fight score that makes the difference and the last warg goes down (12-12)! From 12-3 to 12 all! The remaining wargs are taken out by expert elven swordselfship!


What an amazing catch up by the elves! They rolled poorly for the first part of the match, though their high fight scores and galadhrim armour helped them weather the blows until they could find their feet and slash their way from almost certain loss to a draw! We had a lot of talks about how random dice can be, but that over a long period of time the randomness turns into averages and, although in most games there aren't enough dice rolls to see that happen, we saw it a bit here!

With an excellent post-game reinforcement roll, the Elves now have two sentinels! As well as that, many elves had earned enough experience to level up! Ithil-galadh, who took out three wargs, now has Fearsome Charge, causing terror when she charges an enemy. Celeb-galadh, who dispatched two wargs now has Steady Aim, so he can move half distance and shoot without penalty. Thaun, the wood elf with a spear is now a Hero in the Making, receiving a point of fate and his galadhrim counterpart with a spear also is now a Hero in the Making! The elves rocket up to 240 points!


Meanwhile, the Shire team had numerous injuries, fortunately none of them critical, though Farmer Maddock will be missing the next mission. Cookie leveled up after getting another two kills - he has consistently done well and we decided that he could become a Knight and so now he has a Pony and the Pony Lord special rule (like the Horse Lord rule, but instead of all the Horse Lord benefits, he just gets the ability to ride a pony and charge like a horse would). Rory also joined him as a Hero in the Making! The Shire is now worth 179 points! They did remarkably well on that mission! I think if Hedger doesn't up his game, we'll be changing the company name from Hedging Bets to Cookie's Cutters!


Friday, May 8, 2020

Beastcaller Battle Company Battle Report




So what do you do when you quite like playing with beasts, but have always loved a little bit of narrative play? You make up a battle company to suit your purpose! The battle company book gives lots of good ideas, so I just made a starting company with the same number of points as all the other companies. It represents one of the beastcaller goblins (Druzhag and Ashrak) and their pack of beasts. 


And I made up a Beastcaller path that is essentially the same as a shaman, but with spells that are about the beasts instead of other people.


So the first mission represents the goblin and crew coming out of the caves and spying some elves just across the river. What better prey?


They are just hanging around, playing their musical instruments and singing annoying songs... destroy them all!


Off to a pretty good start, the two spiders take out two elves as the beasts emerge out of nowhere and attack without warning! Another elf, though, takes on two wargs and the shaman and one of the wargs falls!


Another elf falls to spider poison, while the other spider takes a wound and the hero warg barely avoids defeat by using a point of fate!


These last two elves are surrounded by all the luck of the Valar! Down goes the yellow spider, even after the point of fate it had and the green spider loses a wound too!


Finally the last two elves are defeated! Shar'lok the shaman urges on the gigantic warg and green spider to feast on elf-flesh!


While the beasts are nursed back to health, the shaman does a little healing and as the night progresses a swarm of bats flocks to his pack and report that three bands of dwarf rangers are coming towards the river - time to get back to the cave!


This is the second mission, but the first mission only took about 10 minutes so we just launched straight into it! Three batches of three dwarven rangers are blocking the river crossings!

The high speed of the beasts means that they're less likely to plunge into the river! One dwarf is quickly dispatched as the beasts begin their crossing.


Two more dwarves fall, while the shaman gets closer to the bridge, he's so much slower and is starting to have to dodge dwarven arrows!


In a massive ganging up, another dwarf falls to a warg and two spiders!


To try keep Shar'lok safe, the bats and the hero warg attack a dwarf, who beats them back and takes a wound from the bats!


Two other dwarves hold off the beasts and inflict wounds on the spiders!


As another two dwarves finally make their way around the hill, the brave archer near the river falls beneath flashing teeth!


Near the cave the two dwarves who were doing a great job against the spiders fall under the willow.



The hero warg intercepts the other dwarves to keep Shar'lok safe from throwing axes! He is defeated by the dwarves, but has kept his master alive!


The bats and other spider also put themselves between Shar'lok and harms way.


The dwarves pay for their encroachment!


The final dwarf falls as the shaman makes it back to the safety of the cave!


With so few models, and quick ones at that, the missions are fast and furious! I'm hoping the beastcaller will be fun and might go well against the elves, but then again, I'll probably have to make another hero army so that the elves are never in any "real" danger =) The beasts take a long time to level up, but can be extremely powerful, especially as the spiders start with two attacks and two wounds!

Thursday, October 18, 2018

Bloodfang's Pack Battle Company Battle Report - Narrative 1

Remember the Wild Warg Battle Company idea?
Well today we tried it out.
Using the prison break narrative mission, Bloodfang and his pack leapt into action.
The wargs in the pack are:
Bloodfang (Lt.) (Wild Warg Chieftain)
Snowmane (Sgt.) (Big White Fell Warg)
Blackbeard (Sgt.) (Big Black Fell Warg)
Biter (Gray, closed mouth)
Longfang (Gray, open mouth)
Ripper (Brown, closed mouth)
Chomper (Brown, open mouth)


The pack are all here - except for Longfang
, who is locked in a tower!


For the first few rounds the wargs rapidly move across the battlefield, waiting for a chance to... pounce! Snowmane, Ripper and Chomper take down a goblin archer extremely quickly.


Bloodfang leads Blackbeard and Biter to take down another goblin, ensuring that the alarm is yet to be raised.


Round 5: The wargs leap forth again! This time, however, the goblin beats Blackbeard and wounds him - but a lucky fate saves him from going down. Bloodfang has to use might to win his fight, but fails to wound... the alarm is raised!!


Round 6 - the goblins get priority! Charging into battles where possible and shooting black tipped arrows into the wargs...


The goblin archers hit... another goblin... and kill it! Oops!


Turn 7 - the goblins win priority again! Charging towards the wargs, the wargs counter attack. Arrows fly, but miss. Blackbeard, who dodged around combat to attack a spear-goblin, takes him out.


But Bloodfang loses his combat and is wounded! His fate can't help him and down he goes! Not the best start to a mission, let alone a battle company career!


Meanwhile, Snowmane has headed around the back, hoping to free Longfang as every furry body helps!


Round 8: Snowmane charges up the stairs and takes out the guard! Just one door to bust down and an extra warg can enter the fray!


In the other combats blows are traded back and forth, but no damage is done.


Round 9 - priority goes to the goblins, who charge into action, being countered by the nimble and speedy wargs! Chomper smashes his opponent. Biter and Ripper destroy their opponent as well.


Snowmane continues scratching at the door, but cannot penetrate the thick oak!


 Blackbeard loses his fight, but is unharmed.


Round 10 and the wargs win priority, charging out to try and remove some of the archers... who shoot down at the slavering wargs and remove Chomper from action! 


In round 11 the goblins win priority, the last remaining speargoblin runs towards cover with the archers, but is pounced upon and Blackbeard takes him out. Arrows fly but fail to penetrate any warg fur. The door remains firmly shut!


In round 12 the archers continue to miss, but Ripper manages to take out one of the archers!


Making some difficult terrain climbs takes a round or two, but eventually the wargs climb up to attach an archer. The archers continue to miss their shots!


And Snowmane continues to scratch ineffectually at the door!


After three rounds of combat with the goblin archer winning against two wargs, they finally get a blow in and Biter removes another archer from combat.


And several turns later Snowmane finally opens the door and a little later pounces up and takes out the last remaining goblin.


Post game: wow, those wargs are fast! Also, strength 4 is awesome, but the goblins were pretty unlucky to only take out two of them as they only have defence 4.

No injuries come in the first mission and the reward is a roll on the reinforcement table. A new Fell Warg joins the Battle Company!

With the experience gained, Snowmane gains the Leaping Charge special rule (allowing him to act like cavalry). Blackbeard gains an extra point of might. With the influence gained the wargs gain Poison Fangs and Claws. 

I'm not sure how far these wargs will go, the lack of upgradability is going to hurt in the long run, but boy it's fun how fast they move after playing dwarves for so long!