Today's post is the first in a long time between me and Gaius and will be between the following forces:
The Denizens of Moria: 255 points
Durburz, Goblin King of Moria - 60 points
Cave Troll - 80 points
8 Goblin Warriors with shields - 40 points
8 Goblin Warriors with spears - 40 points
7 Goblin Warriors with Orc bows - 35 points
25 units, 7 bows, 1 hero
Army of Erebor: 253 points
Balin, son of Fundin with Durin's Axe - 95 points
8 Dwarf Warriors with shields - 72 points
6 Dwarf Warriors with Dwarf bows - 54 points
4 Dwarf Warriors with two-handed weapons - 32 points
19 units, 6 bows + 1 throwing axe, 1 hero
Balin, son of Fundin with Durin's Axe - 95 points
8 Dwarf Warriors with shields - 72 points
6 Dwarf Warriors with Dwarf bows - 54 points
4 Dwarf Warriors with two-handed weapons - 32 points
19 units, 6 bows + 1 throwing axe, 1 hero
As is most often the case, I'm getting back into the swing of things by playing with my Dwarves. The scenario we will be playing is a Capture the Flag game on a board that is 24" long by 24" wide. Each of us will be defending a trap door that contains our flag. If a unit was not engaged in combat during the Fight phase, he will open the door automatically and capture the flag that is inside. He must then take that flag back to his own base (his own trapdoor, specifically) before the enemy can get away with his own. Recapturing your own flag is not necessary. Also, if a unit was engaged in combat during the Fight phase, he may roll a dice to try to break open the door: on a 4+, the attempt is successful.
We're going to be playing in a Tunnel Fighting setting, since I haven't done one in a long time. The Dwarves won the roll-off and decided to place first, giving the Goblins priority on the first turn. Here's the map:
Turn 1: The Great Charge (Priority - Goblins)
The Dwarves charge, led by their fearless leader, Balin. |
Kill count: Dwarves 0/25, Goblins 0/19.
Turn 2: Arrows Fly (P - Goblins)
Turn 3: Skill of Arms is Tested (P - Dwarves)
Close combat has now ensued and many fights are occurring. Balin cut down a Goblin with his throwing axe, allowing him to push towards yet another Goblin and his supporting spearman buddy. |
True to our guess, the Goblins felt a volley of Dwarf arrows, but only one met its mark: kill #2 for these Dwarf archers. |
Kill count: Dwarves 6/25, Goblins 2/19.
Turn 4: The Battle Rages (P - Tied, Goblins)
The armies continue to move, with Balin and the Troll remaining unhindered by each other. |
Ok, last blurry shot for a bit. Balin killed the man he was fighting by calling a second heroic combat and engaged the Goblin King (just above this shot). |
Kill count: Dwarves 9/25, Goblins 4/19.
Turn 5: The Stalwart Defense (P - Goblins)
The Dwarves fire out at the Goblin invaders from their couched position on the rocks, nailing one of them. |
In Balin's fight with the Troll, the Troll not only won the fight, but managed to only score a wound against the Dwarf with shield (the other two rolls to wound missed the Dwarves completely). |
Kill count: Dwarves 12/25, Goblins 5/19. The Goblins are one unit away from breaking, while the Dwarves are a healthy 5 units away from breaking.
Turn 6: The Hammer Falls (P - tied, Dwarves)
As mentioned earlier, this Dwarf landed on the Goblin base during the Move phase and so automatically claims their flag. He will now have to run it back to his own base. |
Kill count: Dwarves 12/25, Goblins 6/19.
Turn 7: The Strength Will Wain (P - Goblins)
The five-turn saga between the Dwarves and Goblins ends with one Dwarf (one who won every fight until this one) died to the archer he was fighting...what a shame... |
Kill count: Dwarves 14/25, Goblins 7/19.
Turn 8: All Comes Crashing Down (P - Dwarves)
Not far off, won a great accomplishment, by bringing down the Troll. With two more excellent wounds against his foe, Balin began to celebrate...a little. Now to catch the king of the Goblins... |
Kill count: Dwarves 16/25, Goblins 8/19.
Turn 9: The Great Escape (P - Goblins!)
Kill count: Dwarves 17/25, Goblins 8/19.
We rolled for priority and the Goblins won again. Durburz passed his courage test, called a Stand Fast! and raced on to victory, while the rest of his pitiful band tied up a few more Dwarves. Were the game to require getting their flag back, the game would certainly go to the Dwarves, but today, victory is with the Goblins.
Conclusion:
Post-Game assessment by Tiberius: The game was well-played and I made a few mistakes: my archers didn't capitalize on critical moments when an arrow or two hitting their mark would have made things a whole lot easier. I was also tied up by the Goblin archers in a few places, which made it difficult to get where I needed to be. Balin's heroic combats ended up killing only one unit each turn (and in two of those, the second fight resulted in no kills). I regret not killing off the Goblin King at the start, but I blew my chance with Balin early, which was a pity. He ended the game with both Fate points, so even if I did get a lucky arrow at the end, it would have been hard to kill him.
Post-Game assessment by Gaius: The Goblins are a straight-forward civ - you need to just attack. If you play a defensive game, you will lose because that's not what your units are good at. In this game in particular, where your opponent needs to go back and forth across the board, the best place for my best units (the Troll, namely) was in the center - and I think I can say it worked.
Stellar unit for the Dwarves: Dwarves with shields
These guys never cease to amaze both of us, as they can take a beating from any unit they face. Though units like Trolls and Abrakhan Guards can cut through them, they take some effort so move. In this game, they were dependable units and tended to kill their units (at least, faster than any other set of units).
Stellar unit for the Goblins: Goblins with Orc Bows
It's interesting how useful archers can be. No Goblin unit killed very many Dwarves (I think the shield-bearing guys killed the most), but the tactical use of the archers was the best. Tying down every unit in the foreground at the end of the game, the archers were reliable to kill a few Dwarves and keep the ones in the front of the field out of the way of the King, which was the ultimate aim.
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