Showing posts with label 3rd edition. Show all posts
Showing posts with label 3rd edition. Show all posts

Monday, 3 December 2012

The Battle of Wurtbad

The market town of Wurtbad in the Northern Empire was to receive a rude awakening when the warning bells tolled. Grown fat from the town's annual beer festival, it was all too tempting a prospect for the hastily assembled alliance of Chaos Worshippers now approaching the town.

Magraf Adolphus Von Rachoff had been dreading this. Ever since the river Wurt had burst its banks leading to flooding and the collapse of part of the town wall, Wurtbad had been all too vulnerable. Unfortunately, the town Burgers, always with an eye on short term profit, had refused the funds to make necessary repairs. They would live to regret it when their coffers were carried off by beastmen, assuming they lived of course.

There was no time for recriminations, Adolphus had to focus on the town's defence. He rallied the town guard under Captain Borgen and set about equipping a hastily arranged militia with what weapons could be found, mostly pikes and crossbows but a handful of serviceable arquebus were included. The towns ageing cannon was pressed into service and a group of Bergjaeger woodsmen offered their services and their archery skills. Most fortunately of all, the Wizard Johannes Breckner, in town for the festival, mounted his horse and agreed to offer what magic he could.

With the defenders prepared, Adolphus deployed a number to defend the town, but kept the bulk of his forces on a hill just outside the town borders in the hope of distracting the chaos worshippers attention from the town itself.

We decided that I would nominally be in command of the Fetid Alliance, while MLB would command the Defenders of Wurtbad. I say nominally because the intent was not play a strictly competitive game. For a start, I would be in command of MLBs warband. But also, we wanted to play an interesting game that would develop the narrative of our ongoing campaign. Who won or lost was secondary.

We decided that in addition to the standard victory points table, if Chaos won the champions would take 10 victory points each. This is standard for a winning side in most of the scenarios outlined in Realms of Chaos: the Lost and the Damned.

Deployment - click on any picture for a better view

The cacophonous sound of a beastmen horn signalled the Chaos advance. The warbands advanced on the left flank accompanied by the diseased flagellants and there foul altar. On the Chaos right flank, Balios the Corpulent lead his Zombies towards the hill occupied by the Magraf.

At a signal from Adolphus, the Empire missile troops opened fire. Flaggelents and Zombies fell, but the warbands were unharmed and the advanced continued largely unimpeded.

Missile attacks from the arquebus and crossbows did almost no damage. Some Zombies fell to cannon fire, but not enough to have any serious effect.

As Rolf Hurtziger's warband approached the town, the brave men of the town militia, lead by Captain Borgen advanced to meet them, halberds at the ready. Sensing blood, the Chaos worshippers quickened their pace before launching into an ill organised charge.

Rolf's warband advances on the Hellblitzen while Owesteen's warband turns their attention to the Bergjaeger

As the battle lines met, Rolf declared a challenge, accepted willingly by Captain Borgen. The two champions were evenly matched, axe and sword clashed. There was a break in the fighting and then both men collapsed.

Enraged at the loss of their leader, Rolf's followers attacked with renewed and maniacal vigour. The militia were forced back, gave ground and then turned and fled back to the town with the vile Chaos worshippers in hot pursuit.



Captain Borgen and Rolf Hurtziger were both level 5 heroes with almost identical profiles. Rolf's mark of Nurgle gave him +1 toughness, but there was nothing else in it. With nearly identical profiles, they struck simultaneously and both went down. On the other hand, humans with halberds clearly weren't a match for a Dragon Ogre, beastmen and Orcs with spears. The halberdiers failed their break test, but in 3rd edition that didn't mean instant death, just running away with the warband following and hacking at them further. The pursuit would keep the warband occupied for most of the game.

In the centre, the warband of the Dark Elf Owesteen clashed with the Bergjaeger . Owesteen had expected easy prey, but the woodsmen put up a stern resistance.

But it was on the right flank that the battle was to be decided. Balios Plague Zombies charged uphill to meet the Magraf's pikemen. Despite the hideous appearance of their opponents, the pikemen held out. Balios and the Magraf clashed, ineffectually at first, but then the Magraf slipped past the foul Champion's defences and delivered a killing blow with the sacred Warhammer. Balios fell and his remaining Zombies driven into the ground and crushed. The triumphant defenders reformed and turned to face the rest of the Chaos raiders, only to see Rolf's warband advancing into the town.

 An uphill struggle for Balios and the Zombies

Both the Magraf and Balios were level 15 heroes and about as evenly matched as Rolf and Captain Borgen. One round of combat saw both champions completely miss each other. The second round wasn't much better, but luckily for the Magraf he managed to get in two hits and made excellent use of the hammers might strike (1 strength 10 hit per game) and enchanted strike (2 wounds) to bring Balios down.

It was at this point, with both armies right flank collapsing, it became clear that we were not going to get a clear cut outcome to the game. Neither one of us was particularly keen to see our carefully nurtured warbands have to battle to the death and with the speed at which 3rd edition combat is resolved we could have been there all day in any case.

We decided that if at least half the chaos units made into the town before the end of the game, they would be able to make off with enough plunder to claim a draw and get five victory points per champion. This felt like the most narratively satisfying outcome. Quite apart from anything else, a good part of the fun of Realms of Chaos comes  from rolling on the chaos reward table and you can't do that without a few victory points.

The lesson we took from all this was to always make sure that you iron out your victory conditions properly before you start playing the game and remember to consider the possibility of a draw.

With Magraf Adolphus and his pikemen and crossbows bearing down on him, Owesteen, having lost the rest of his warband, finally managed to finish off the scouts and turned to face the rapidly advancing pikemen. Reasoning that it was better to charge and take the initiative, that be skewered by crossbow bolts and blown to pieces by cannon fire, charged the Magraf.

Back in the centre, the diseased flagellants had finally crossed the river and engaged the aqruebus. Enhanced by the power of the Chaos altar, the deranged fanatics were more than a match for the men of Wurtbad, but, although forced to give ground, the defenders stubbornly refused to flee.

 Owesteen battles the Magraf while the Diseased Flagellants finish of the Hakbutschutzen

Despite a valiant struggle, Owesteen the Dark Elf fell to the Margraf's hammer. But by now, Rolf's warband and the diseased Flagellants had made their way into Wurtbad.

With two units having made it into the town, this was the point at which we stopped the game and declared it a draw. Both champions were able to claim five victory points, but with both having been "killed" during the fighting they didn't get any extra points for having survived the battle. Fortunately, for Owesteen the five victory points were just enough, with the points accumulated from a previous battle, to tip him over the edge and give him a roll on the Chaos Reward table. This turned out to be the chaos attribute feathers. Rolf, however, didn't earn enough for another roll. Luckily for both warbands, they no-one suffered any permanent injuries.

Overall it had been an interesting game. Using the warbands as complete units had been more straight forward than expected and the rules scaled comfortably well to 1000 points. Having said that, the combats dragged out for turns and Missile fire was also almost entirely ineffective. I suspect playing at the 'official' standard 3000 points would have taken ages.

That said, as the warbands grow it would be worth bringing them back together for another large scale battle, possibly bringing in an allied warband worshipping another God.

Although some of the followers of Chaos had made it into the town, they were quickly driven out by the Magraf's troops. The town had been saved, but, secretly, the Magraf hoped the town burgers had been scared enough not to neglect its defences in future.

Friday, 16 November 2012

The Battle of Wurtbad - the Defenders of Wurtbad

After our brief interlude into other things, it's back to the fate of the town of Wurtbad. Having worked out an army list for our Nurgle alliance it was time to sort one out for the valiant, or foolhardy, defenders of the town.

We were already planning to use MLB's Empire army, made from a mix of Perry Miniatures War of the Roses plastics and some Games Workshop models. The army is still in its early stages, so we were pretty sure we would have to take almost all of it, but we still had to consider army lists.

Games Workshop actually published two different Empire army lists during the reign of Warhammer 3rd edition. The first was one of the lists included in the Warhammer Armies book. The units are mostly given mad cod-german names, but much of it is still pretty recognisable. We have mountetriad Knights, Halberdies, Hand gunners and even Flaggelents. But some of the more distinctive Empire elements such as detachments and Steam Tanks were still some way off.


The second list was released in White Dwarf 147 [check] and is a very different beast. It was timed to coincide with the release of a large number of new models from the Perry brothers and, in retrospect, is fairly obviously a trial run for Warhammer 4th edition which was then only six months away. It includes almost all of the elements associated with the modern Empire army and a few that were common but have since fallen by the wayside, such as Kislev horse archers. It also features a few 4th edition specific features, such as the elimination of cool, intelligence and willpower in favour of simply having leadership handle everything.



It also has a few features all of its own. Units are bought in blocks of five or ten, with command groups and champions included automatically if the unit could have them at all. Additional troops also had to be added in blocks. This particular decision proved so unpopular that White Dwarf published points for individual models a couple of months later and the idea was dropped from all fourth edition armies.

In the end we decided to go with earlier army list. Partly this was because MLB's army included a large unit of pikemen and there are no pikemen in the later army list. We could have used them as spearmen, but it seemed a shame to compromise. Secondly, the cheapest independent character in the army was an Elector Count, which felt too high ranking to take part in what was effectively a minor skirmish.

The final reason was that part of the appeal of this was the opportunity to play a larger scale game of Warhammer 3rd edition. And that wasn't very compatible with using an army list that was effectively a preview of fourth edition.

In the end we had to use almost all of MLB's Perry models. We also added a cannon and a recently acquired mounted Wizard he had picked up from the bring and buy stand at a convention. A more recent Empire character was drafted in to lead the army. With Balios set at Level 15 it seemed appropriate to match him with an equivalent hero of the Empire. And we kitted him out with a magic hammer to give him a little more punch.

 

The Defenders of Wurtbad


Adolphus Von Rachhoff – Margraf (Level 15 Hero) (80)

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
5
4
4
4
3
5
3
9+2
7
8+1
8+1

Magic Hammer (Mighty Strike (1 Strength 10 hit per game) (5), Enchanted Strike (2 wounds)) (10), Pistol (2), Heavy Armour (3)

Total 100 points

Johannes Breckner – Schwarzmantel (Level 10 Wizard) (85)

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
3
4
3
2
4
1
8+1
9+2
8+1
9+2

Hand Weapon, Horse (3)

Total 88 points

Captain Borgern – Graf (Level 5 Hero) (30)

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
4
4
3
1
4
2
7
7
7
7

Halberd (2), Light Armour (2)

Total 34 points

10 Armbrutschutzen (10 x 10)

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

Crossbow and Hand Weapon

Total 100 points

20 Helblitzen (9 x 20)

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

Halberds and Light Armour, Standard (9) and Musician (9)

Total 198 points

 

10 Hakbutschutzen (8 x 10)

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

Hand Weapons and Arquebus

Total 80 points

 

20 Ersatzsolder (5 x 20)

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

Pikes (2), Light Armour (2), Standard Bearer (9), Musician (9)

Total 198 points

 

10 Bergjaeger (13 x 10)

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

Long Bow and Hand Weapon. Scouts

Total 130 points

 

Reiks Canone Batrerien – 1 Cannon (60)

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

3 crew

Total 60 points


Grand Total 988 points

Sunday, 23 September 2012

The Battle of Wurtbad - The Fetid Alliance

Having decided that our battle would be between the Empire and a Nurgle Chaos army we had to iron out the specifics of the army lists. For our Chaos army, two elements had already been decided on, namely the warbands of Rolf Hurtziger, my Nurgle Champion and Owesteen, MLB's Nurgle champion.

Under the rules outlined in Realms of Chaos - the Lost and the Damned, Chaos warbands can be included in Chaos armies as unusual mixed units of different creatures. This could get frustratingly complicated with large armies, but with only 1,000 points to play with seemed reasonably manageable. Under the rules, the points value of a warband is based entirely on the number of rewards received by its champion. This lead to the slightly crazy situation in which my Warband, lead by a level 5 human hero and consisting of three Beastmen, four Orcs, a Dragon-Ogre and a Beast of Nurgle cost exactly the same points as MLB's warband of a level 5 Dark Elf Hero, a level 5 human Wizard and four ghouls, 200 points each. Still, between the two they probably represented 400 points and balanced each other out. It does, emphasise the extent to which Realms of Chaos was based on creating weird and wacky Chaos armies, champions and creatures, rather than competitiveness and fairness.

This left us with 600 points still to spend. With both our warbands lead by only level 5 heroes (the lowest level hero in Warhammer 3rd edition, equivalent to a unit champion) neither seemed up to the job of acting as general. Independent Champions can be included in a Realms of Chaos army, but they must be randomly generated, either from a big list of pre-generated champions or from scratch. But, in our case we already had a model we wanted to use.

For a while I had felt my existing Chaos army lacked a decent centre piece model and when the opportunity came up to grab the Epidemius model cheaply from a convention, I snapped him up before Games Workshop finecast him. I had no intention of using Epidemius himself, I just wanted to get my hands on his Palanquin. Using a combination of old champions bits, Nurglings, bits box fodder and green stuff I fashioned together my Nurgle Champion Balios the Corpulent. Balios would make the ideal general for the Fetid Alliance. The only problem was that he already had a distinctive look of his own. So, rather than randomly generate him we decided to fudge things. Balios was not randomly generated, but he could have been, we simply picked the results that best reflected his look. A Palanquins could already be purchased for champions for fifty points it didn't feel like we had created anything overpowered or under-costed and got a chance to use the Balios model in third edition.

With Balios on board we had 550 points left to spend on troops. I was keen to use some of the more exotic, and thematic elements of the Nurgle army, and we were constrained by the models we had available. With that in mind, we added a unit of Plague Zombies and unit of diseased Flagellants.

The Plague Zombies are really just regular Zombies, but Nurgle is the only Chaos power able to use them and I rather liked the idea of the victims of his various diseases being compelled to follow the army around. It would certainly be intimidating for the defenders of Wurtbad.

The diseased Flagellants are also a uniquely Nurgle unit. Possibly even more demented than standard Flaggelents what they lack in fighting prowess they make up for in Fanaticism, that and the huge cloud of flies that follows them around. I had already started putting a unit of these together to use as Nurgle Marauders in Warhammer 8th edition. Given that I had been inspired by the Realms of Chaos unit in the first place it seemed appropriate to add them to our third edition army list.

Units in Realms of Chaos armies must contain a number of models divisible by the Chaos gods sacred number. In Nurgle's case this is seven so we included 14 Flaggelants and 28 plague Zombies.

This left us with just enough points to buy a Nurgle war altar. This would give a considerable Leadership and close combat bonus to any unit within 12" and, again, I had a model I wanted to use. I assigned the Flaggelants to act as Honour guards. This would cost them their usual Frenzy bonus, but would make them immune to psychology and break tests as long as the altar was still in one piece.

And so, our Chaos army was complete.

The Fetid Alliance

Balios the Corpulent

Level 15 Hero


M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
Balios
2
5
4
4
6
3
4
4
9+2
7
8+1
8+1
Palanquin
6


3
5
3

D6





Chaos Rewards: Immensity (+1 A, -1 I), Face of Nurgle (Cause Fear), Chaos Armour (4+ Save)

Chaos Attributes: Tentacles (1 arm) (+1 FP), Limb loss (1 leg) (½ M), Horns (+1 A, +1 FP)

Palanquin

Total 150 pts

The Warband of Rolf Hurtziger

(Level 5 Human Hero, 3 Beastmen, 4 Orcs, Dragon Ogre, Beast of Nurgle)
200 points

The Warband of Owestine

(Level 5 Dark Elf Hero, 4 Ghouls, Level 5 Human Wizard)
200 points

War Altar of Nurgle

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
0
0
0
10
5
0
0
-
-
-
-

+2 Leadership Bonus to units within 12”. +1 Combat Resolution bonus to units with 12”. Cannot reserve move. If destroyed, every unit must make a panic test.

120 Points

The Wretched Brethren – 14 Diseased Flagellants

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
2
3
4
4
1
3
1
7
7
7
7

Includes Standard carrying the disease banner (Every time the units suffers a wound in close combat the enemy suffers a wound on a 4+) and Musician
Hand Weapons and Flails
Altar Guards – Immune to Psychology and Break tests while within 6” of the Altar. Otherwise subject to Frenzy and hate all enemies.
Chaos Attributes: Plague Bearer (the shakes -1 WS, -1 A)

165 points

The Devotees of Balios – 28 Plague Zombies

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
2
0
3
3
1
1
1
5
5
5
5

Hand Weapons

120 points

Sunday, 16 September 2012

The Battle of Wurtbad - Preamble

So it has been a while since I last wrote anything on the subject of my and MLB's Realms of Chaos campaign. That doesn't mean the campaign has been completely inactive. Just mostly inactive.

With two warbands a piece we had played out three of the four possible battle combinations (ignoring the two possible combinations where our own warbands fight each other). The last combination presented something of a dilemma. For a start both of our remaining warbands were  Nurgle warbands. This didn't rule out a conflict, champions of the same God often fight each other to gain the favour of their god, but it felt less natural than the previous battles we had fought. More troubling was the relative strength of the warbands. Thanks to a couple of lucky rolls, Rolf Hurtziger's warband had added a Beast of Nurgle and a Dragon-Ogre to the four Orcs and three Beastmen in already contained. MLB's warband, however, only contained four ghouls and a level five wizard. So far things were looking a little one sided.

Initially, we looked at a scenario in which the warbands ambush a Dwarven caravan. This would allow us to focus our attention on the dwarves if we wanted and allow both sides to grab some victory points. We the considered it would be more natural if the two warbands teamed up to carry out the ambush, instead of coincidentally attacking the same caravan at the same time. It was then that we hit on a more ambitious idea.

The Realms of Chaos books don't just contain the rules for Chaos Warbands, but also the rules for full sized Warhammer Armies in the 3rd edition Warhammer Fantasy Battle. In addition to the usual mix of units, characters and monsters, these armies can also contain randomly generated warbands. These can be generated specifically for the army or part of an existing campaign. What is more, these warbands can gain rewards and followers from fighting in battles as part of the army. We had our solution. Our warbands would combine and, bulked up with additional troops from my Chaos collection, we would play out a full 1000 point 3rd edition Warhammer campaign.

The next question was who to use as an opponent. The Dwarves were an obvious choice. Having been a dwarf player for around fifteen years now I have plenty of models and the dwarf army list hasn't changed dramatically since third edition. However, MLB has been slowly buying up Perry miniatures War of the Roses infantry with the intention of building a cheaper Empire army and this looked like an ideal opportunity to give them a test run. Plus, Empire vs Chaos felt like a more natural and classic lineup for our first full scale 3rd edition battle.

So with the forces decided, it was time to draw up some army lists.