The Invasion of Koerin: Warhammerkampanje AAR - del 2

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ulsund
Trencher
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The Invasion of Koerin: Warhammerkampanje AAR - del 2

Post by ulsund » Tue Feb 03, 2015 8:55 am

Vi fikk spilt kamp nr 2 i Warhammerkampanjen vår. Christian har igjen skrevet en veldig god AAR (imho). Her er link til kamprapporten med bilder: http://wargaming.no/2015/02/03/the-inva ... rt-part-2/.

Her er teksten fra kamprapporten:

The Invasion of Koerin: A Warhammer Battlereport – Part 2


THE INVASION OF KOERIN / OUTSKIRTS OF KOERIN

Author: Christian R. Fjell-Weiseth

As Gooby, the Night Goblin Warboss, sliced the last of the swordsmen from Koerin with his ogre blade he paused for a brief moment to let the view in. Towering around him Orcs, Big’Uns and Black Orcs were roaring triumphantly, banging their shields with their weapons. Gooby approached the biggest and blackest of all the surrounding Orcs, turned his blade on the blunt side and started beating the giant brute until it collapsed on the ground. Gooby climbed up on the torso of the fallen Orc, now finally being able to take in the view of the entire battle field beyond the closest Orcs. He let out a loud battlecry, feeling the collective greenskin energy climax in the bloodbath the entire horde join in and sound a terrifying Waagh that echoed across Hochland. From the depths of Drakwald forest comes scores of spider riders that sweep through the undergrowth, from the White Hills different orc tribes heed the call to Waagh and from the depths of old lost dwarven caverns in the middle mountains the night goblins march out of their lairs to join Gooby’s Manglas. Now as Gooby’s horde is a Waagh of Gork Morkish proportion he no longer see raiding caravans as valuable target for a great Warboss of his stature and sets his ambitious eyes upon the Town of Koerin itself!

At the Keep of Koerin the remaining Hochland Army led by Mordecai regrouped, the men still mortified over the brutal ambush are now petrified by fear as Orcish drums and battlehorns are sounded in the distance. Sensing imminent collapse of the Army, the Witch Hunter Mordecai, still bloodied after the last battle, rallies himself and tells Captain Wolf to “Execute Imperial Order 13603”. To the horror of the people, but especially the Merchants in Koerin, the State Troops begin seizing private property. Gold and valuables from the guilds coffers are used to hire mercenaries to fill in the needed manpower, and the sergeant begins drafting everyone from young boys to old seniors into work regiments to begin raising earthworks and defensive walls to face the coming onslaught. Scenario: Invasion Special Rules: Battle lasts for 8 turns. Victory points are awarded only by controlling zones and markers. Empire stratagem: Customize the entire map with the exception of the orc starting position, and choose the layout of VP markers. Orc & Goblin stratagem: Destroyed core regiments are summoned as reinforcements at the start of next turn at any edge controlled by the O&G.

Early Game:

From the top of the Koerin Keep the natural silence of the countryside were brought to an end as the mortar blasts forth shells with acutely tuned fuses that explodes over incoming horde sending down a rain of steel, though few orcs and goblins died from the fragments, it pressed Gooby to push his forces forward. Gooby sends spider riders at both flanks crossing the river, the north flank is spearheaded by Boar boyz who quickly come under fire from the handgunners on the ridge. After a fierce volley the boar boyz break and flee but regroups the subsequent turn.

Near the bridge the orc boyz marches forward while under fire from both handgunners and fireballs, some orcs find their legs too heavy to move at a normal pace as the shadow wizard drains them of fatigue. One orc mob decides it has had enough and quickly tries to close in on the bridge, Uther Emberstorm throws a Flame Cage which burns some orcs to death, the orc boss however is not about to be branded a coward in face of some embers and decides to charge through the cage which incinerate every last orc of his regiment. Uther Emberstorm sudden delight in the carnage is quickly lost as more orc boyz charge into the battle as the green Waagh is never-ending.

On the southern flank the spider riders charge across the river into Captain Wolf’s resupplied Siegerholmz spearmen, but the strength of the fortified spearmen proves too much and they are forced to retreat, regrouping with their night goblin spearmen as they prepare to coordinate their next attack. Mid Game:

With the boar boys regrouped the spider riders in the northern forest charge with ease as they are unhindered by the thick brush and clash with the swordsmen headed by a Warrior Priest of Sigmar. The Priest tries his best to provide spiritual support with his prayers to Sigmar, but they go unanswered as they are continually dispelled, the swordsmen are on their own and are not able to drive the spiders back and many succumb to the poisonous fangs of the agile spiders.

Seeing his northern flank threatened, Uther Emberstorm keep raining destruction on the enemy, but a miscast send him thrown into the abyss with a fiery explosion that also blasts away one third of the handgunner retinue. The Green Horde have now almost crossed the river, the Shadow Wizard is able to cast the Withering on Gooby and his Black Orc Guard lowering their toughness. This may give the Imperial troops the edge they need in the coming melee. Captain Wolf once again braces his men for the incoming charge, this time also facing goblin spearmen. As the goblins clash into the fortified wall of spears the men do their best to impale any goblin or spider as they try to overrun the position and take the victory point. Most of the spider riders are pierced but they hold their ground in a continued fighting frenzy. Late Game:

With the handgunners greatly diminished and being zapped by the Goblin Shaman, they are unable to stop the incoming goblins at the northern flank from flanking the swordsmen fighting the spider riders, the Warrior Priest does his best to hold the line, but as they lose their rank bonus they are completely overrun, the end is nothing less but a complete rout which sees additional new orc and goblin regiments now swarm the northern edge of the battle as Gooby gains control of the zone. The North is lost.

Captain Wolf, in order to redeem not himself but the Standard of Siegerholmz, of which he have sworn to uphold the Honor, pushes his spearmen in order to get salvation for their previous loss. They press the Goblins back, leaving their fortification they run down and put every spider rider and goblin to death.

Gooby’s pet troll feels confused as he fails to focus on the task at hand which is simply to crack some human skulls, luckily for the greenskins the troll is naturally drawn to bridges and stumbles toward the bridge closing in on the empire line.

At this point the periodic fire from the mortar had become a normal noise to the battlefield, but this time the roar of explosion does not sound right. As the imperial men turn to see the keep, they see only flame and smoke coming from the top. The mortar had misfired, taking the entire crew with it. The Shadow Wizard stop invoking curses and rushes back to the keep to secure it.

As Gooby and his Black Orcs marches towards the keep it is now Mordecai’s time to counter attack. He signals his captain on Pegasus to coordinate a charge right into the Black Orc, but they both fail their charge and lose their wind just a couple of meters in front of the Black Orcs. The troll now in range, thanks to the failed charge, now charges himself right into the flank of the fifty man swordsman unit. All this running proved to be bad for his stomach as he pukes over the swordmens, though none fall to the acid vomit. Mordecai regroups his men, but alas the swordsmen’s hacks are not able to pierce the Troll hide, and the few that does are quickly regenerated back. Now Mordecai and his Warrior Priest step up to the troll, Both wielding their great weapons, they smash the troll into a pulp, but what had seemed to be a foolish troll attack was actually a ploy by Gooby, who had during the troll encounter charged the Pegasus. His Black Orcs hacked off its wings, and as the horse winces in pain the valiant knight falls to the ground only to be beheaded by the Ogre Blade of Gooby. And with this cunning move Gooby had claimed the southern VP as well, only the the keep VP remains in Imperial hands.

Captain Wolf, seeing his friend being brutally murdered as Gooby claims the southern victory point, charges the Black Orcs. Thanks to the Withering of the Shadow Wizard the spears of Siegerholmz are able to penetrate the orcish hide and some even pass the weak points of the chaosdwarf forged black armor. Still the Black Orcs fight back with discipline unlike the other orc mobs and despite their curse are able to hold their ground after creating enough casualties in the spearmen ranks.

Having lost both the north and south victory point and nightfall coming in, Mordecai decides to make a disciplined retreat to Koerin center to prepare for the last battle and prevent a total defeat.

Conclusion: 4VP – 3VP O&G Victory!

Empire Player Afterthoughts: This was a really fun and intense scenario and battle. Wholly different stratagems with none being overpowered made for a very interesting game. I got to customize the map entirely in my favor which for a Empire player was awesome. With the focus being on map Control in that regard I was too cautious with sending forth my biggest regiment to stop the advance and for 6 turns my best regiment did nothing, but I was happy with the killing power of having 4 WS5 S4 and 4 WS4 S6 attacks in a state troop regiment. Also not focusing on the highest casting difficulty spells with a lvl 2 wizard let my shadow wizard contribute more, the minus 2 toughness on the black orcs is really needed in a game with low strength list. Was a moment of agony when both my main regiment and Pegasus failed the charge which could have potentially might have changed the outcome into a draw. I finally got to see the mortar in action, and its predisposition could not have been better as it had range and vision over the entire map, but still it was only able to remove maybe 20-40p of units which was quite horrible. I learned a lot of important lessons this battle, not only how to build a better list, but also how to use my state troops more effectively. If the game had continued beyond turn 7 the Orcs would have overrun the hill taking that victory point as well and the southern zone could very well have been overrun by greenskins but we ran out of time.

O&G Player Afterthoughts: This was a close one! Christian had clearly learned a few lessons from the last battle, and made my advance troublesome. I made some bad timing regarding the charges on the south flank, coming in piecemeal with my regiments. If I had waited one more turn, and concerted my charge with both night goblins, spider riders and an orc regiment, the spearmen in the fortification would have had tougher time pushing me back. However, my “rush-tactic” when playing the O&G seem to still be viable. Had the game continued for another turn, I do think the victory result would have stayed the same, 4-3 for my greenskins.
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