Showing posts with label batrep. Show all posts
Showing posts with label batrep. Show all posts

Wednesday, July 29, 2020

The Western Marches: Battle of Wraithwood

 Some time ago now, my friend Chris descended upon our realms here in North Carolina once more to darken the skies with crossbow bolts and cause the ground to rumble with the clattering of a thousand dice. He brought with him a very lovely force of 15mm Renaissance figures painted up as a the retained men of a noble house within the Kingdom of Wallonce in his Western Marches setting.  We played two games of Dragons Rampant during his visit, this first game he squared up against our other friend Chris (I know, it gets confusing), who brought a sizeable force of very spooky skeletons to plague the realms of men with.  As this was in October of last year, I'm a little hazy on the exact disposition of forces and a direct play by play, but I'm going to attempt to catalog the tenor of the game as best as I can below

The Game Size was 24pts and they were playing the "Into the Valley of Certain Death" Scenario, which sees both armies attempting to move off the opposing table edge, through the enemy army and a table filled with dangerous terrain. 



The Retinue of Lord Hollowell of Wallonce
Painted by Chris H.

Lord Hollowell [Elite Foot]
-Goader

Pikemen Militia [Light Foot]

Halberdier Militia [Light Foot] 

                                                Crossbow Militia [Heavy Missiles]
                                               
                                               Alchemist's Company [Scouts w/ 'Spellcaster']





   The Unquiet Dead of the Wraithwood
    Painted by Chris Mc.

   The Bone Lich Mull'Occm [Light Foot w/ Undead]

    4x Skeleton Warriors [Light Foot w/ Undead]
 
    Skeleton Archers [Light Missiles w/ Undead]
 
                                                 Wraiths [Lesser Warbeasts w/ Undead]














An overview of the table before deployment, the forest stands, and the giant mushrooms are all counted as dangerous terrain for the purposes of this scenario, no doubt the evil magic tainting the Wraithwood has seeped deep into the roots of the trees, and encouraged them to new heights of arboreal malice.


A view of the Walloncian line, the ranged arquebuses and crossbows deployed to the right, and the pikes and halberdiers on the left, both wings using the hostile terrain to their advantage, encouraging the undead host to march through a hail of bolts and bullets across dangerous and rough terrain to get to grips with them


The undead, however, have the numbers to weather the fire, and the Wraiths have the 'ranger' ability allowing them to cross through terrain features without distress (after all, who best to traverse the Wraithwood but the Wraiths themselves)


multiple Regiments of Skeleton Warriors move to engage the Walloncian Pikes along the left flank, but several units falter in the rough terrain or fail to organize well enough to charge just yet. Resulting in several Undead units strung out in dangerous terrain, with only one unit making it into close quarters with the Humans on the left.


The Wraiths on the Right have better luck, crashing into the Alchemist's Company and causing some casualties. If the Wraiths can continue to roll up into the Crossbows, it could prove disastrous for the Humans, by taking away their ranged advantage. 


Lord Hollowell and his retainers survey the battle, waiting for the most opportune moment to commit to the fight in earnest.


The Undead were repulsed from the Pikemen and lost a scattering of other units to the restless spirits of the trees. Walloncian strength of arms was holding the line firm for the moment.


Taking decisive action in the center, the Halberdier Militia charged into the entangled Skeleton Warrior units. They made some good progress in causing damage to the skeletons, but not as much as they would have hoped, and were rewarded for their bravery with a hail of arrow fire from the Skeleton Archers, which did a brutal number on the unit, and broke the spirit of the rest, causing them to flee. The Pikes slew another depleted unit of Skeletons but were overwhelmed at last by the last of the Undead's reserve, collapsing the entirety of the Walloncian left.

The Right faired little better, with the Alchemist's Company being slain or fleeing from the Wraith's attack. The Crossbows finished off the battered unit of Wraiths, but they too found themselves overrun by the last of a damaged Skeleton Warriors unit.



Lord Hollowell stands alone. defiant in the face of the Wraithwood's evil


While things might appear grim for the Men of Wallonce, a unit of Elite Foot with a leader is a daunting prospect in Dragons Rampant, and Chris H. did a lot to whittle down the threats on the table with his foot and missiles, before ever engaging with the Elite Foot. Essentially the Humans have a very powerful, heavily armored unit, capable of moving and performing actions reliably, versus the remaining undead force which is comprised primarily of light archers and lightly damaged light foot.


The Archers open fire onto Lord Hollowells Retinue, but struggle to score damage against their Armor 4, despite getting a fair number of hits.


The last of the Skeleton Warriors, move to charge the Humans, but fail to activate sadly, leading to Lord Hollowell's forces engaging and destroying the last of the Skeletal Warriors


With the dedicated melee infantry gone, the game was largely decided. The Skeleton Archers fired off a parting volley into the retinue, effecting no casualties, and vanished into the dark eaves of the Wraithwood, no doubt taking the word of the defeat to their Dark Masters


The Banner of Lord Hollowell stands tall on the battlefield, and the first rays of sunlight break over the gray cast clouds, lightening the heaviness in the air and returning some life to the haunted trees and dead grass. The Dark Magic of the Wraithwood has been repulsed for now but at a considerable human cost, no great reveille will be held this night, merely a stoic toast that those that fell did not do so in vain.


Minor Walloncian Victory. 

Friday, July 10, 2020

Jornath: The Battle of Sluice Processional 74 East

Thanks in large part to the successful diverting strikes of the Knightly Houses and Astra Militarum, the Orkish Hordes pouring onto the vast undeveloped plains beyond the Hive, despite the Navy's best efforts, were delayed from properly organizing a major incursion into Linces Hive before it could be prepared for defense.  Of course though, the attack eventually came, with a massive wave of clanking alien walkers, and snorting war machines hurling themselves at the walls.  Unbeknownst to the Orks, their avenue of advance had been carefully directed by Imperial diversionary attacks, airstrikes, deliberate terrain preparations, and the placement of sacrificial elements to drive a mass of Orks into a deadly trap. 

Sluice Processional 74 East, is an outflow basin a half kilometer in width that is designed to flush a slurry of industrial waste, and sewage back out into the wastelands. It was determined to be the weakest portion of the Hive's perimeter, as it presents a natural breach in the walls, and was the only Sluice Processional where perimeter void shield generator pylons were accessible from ground level. 

When 8500 Orks arrived in the Sluiceway they found themselves funneled into a deadly assault against nearly two full companies of Astartes from the Imperial Dragoons and Sons of Medusa, as well as Noble Custodian Guards from the Akhelian Shield, and a Full Detachment of Knights from House Raven. Brutal Fusilades of Boltguns and Super-Heavy Weaponry tore into an Orkish Motorized Army Group which continued to suicidally careen into the Imperial Line, tearing into the noble Astartes. At the height of the fighting, as the line bowed, the Imperial force commander, the Imperial Dragoon's Lieutenant Thade, sallied into the heart of the Greenskin tide accompanied by his chapters Assault Marines, Intercessors, and the Emperor's Own Custodes. Thade's Sally would break the Orks resolve fully, and started a cascade of disorder into the aliens advance, eventually leading to the Ork withdraw back out into the wastelands.




Ork Flyers soar overhead of the fighting, coming in low to drop high explosives into Knights, and bunkers full of Astartes.

Imperial Dragoon Intercessors, slay Ork Boyz beneath the Void Shield Pylons.



Lt. Thade leads the Defenders of Linces Hive into the heart of the Alien horde




Assault Marines and Terminators deploy amongst the aliens, closing off their line of retreat


The moments following Thade Sally


Armigers of House Raven fire Thermal Spears into Ork Trukks during Thades Sally 




Lt. Thade fearlessly confronts a Killa Kan Mob, the Litany of Hate loud upon his lips as he closes with the clanking machines


Brother Hedrastes, surveys the roadway before his squad's position, in the wake of the alien's first push into their lines.


Demi-Squad Colique struggles to hold back elite infantry and heavy support elements along the extreme left flank


Hellblasters of the Sons of Medusa hold a trench line against Blood Axe Ork Warriors


Evil Sunz Ork Boyz surge past a Battlefortress, trading fire with the Knights of House Raven




A massive melee stretches across the battlefield, as the Emperor's chosen close to deny the Ork advance






Epistolary Gideon of the Imperial Dragoons, directs his strike force's fire as the Ork tide closes










Sunday, June 14, 2020

The Vitritian Interregnum: Game 2

The air was still aboard the precisely climate-controlled bridge of the Ark Mechanicus' Belator Aux Om, the thrumming modulation of hundreds of cogitators reverberating with the slow and steady heartbeat rhythm of the ships' warp reactor. It was a type of hymn to the crew, a sort of sarkic subliminal mantra which, by rights of its source produced the most pristine serenity of thought, which the host of cybernetic transhumans that lived, worked and died in service aboard this ship felt was a loadstone for the successful completion of their duties. Though for one member of this congregation of metal men, the calming aspect of the ship's mechanisms was proving insufficient to quell an all too human feeling of trepidation and anger.  The error-abort code screeched out into the stillness of the chamber, and Drahlikar Thrume Prime Hermeticon of Metallica Exploration Mandate MT045-371 turned from his ministrations at the data lathe and moved on multiple sets of metal limbs over to the communications cradle, and bending forwards to draw his sculpted inhuman face closer to the cogitator screens collating streams of incoming Skitarii Communications from the planet's surface. Submerging his consciousness into the data, Thrume quickly found the source of the Error-Abort,  Techpriest Jeremiah Azule, working in the shattered Prime Fabrication complex to dredge the ruined mainframe stacks there for any hint of their prizes location. Going into the backup archives of Azule's Digital Hippocampus, Thrume discovered the tiny hint of useful location data his forces discovered, and carefully picked apart biometric information about his Skitarii, analyzing registered trauma, adrenal response and damage telemetry, all collated by Azule in the lead up to the Error-Abort. 

"Locals?" mused Thrume, the feudalistic societies of degenerate mutants, descended of the planets few thousand survivors were rather hostile, but hardly a threat to the faithful of the machine-god. He dug further, finally accessing the squad level communications, and a shot of fear struck him as he saw that hateful word suspended in noosphereic information.

"ASTARTES"

--------------------------------------------------------------------------------------------------------------------

Its game 2 of our slow growth Mechanicus versus Chaos Marines campaign. We have kept the forces the same from game 1, and we opted to use a newly purchased neoprene gaming mat to explore the Dead Lands outside the primary fabrication complex. Riddled with pipelines, storage containers and hardened bunkers, its sure to be a delightful environment to fight in. 

 


This time around we rolled "The Relic" mission from the main rulebook, with diagonally opposed deployment zones.  A fairly straight forward mission, the relic features a single objective placed in the center of the table, that can be picked up and moved by whichever side is in control of it. The winner is the side in control of this relic by the end of the game. 


Centurions of Innocence. [500pts]

Daemon Prince [Dark Mechanicum Bio Assault Drone]  with Wings, Warp Bolter, and Talisman of Burning Blood.

Chaos Lord with Black Axe of Ul'Occa,

2x Khorne Berzerker Squads,  Champion with Power Fist and Plasma Pistol,  Marine with Plasma Pistol, and an Icon of Wrath for each squad.

10x Cultists.


Adeptus Mechanicus Skitarii of Metallica Forge World [500pts]

Techpriest Engineseer

Techpriest Manipulus (represented by an Infiltrator Alpha figure)

Sicarian Infiltrators 

3x Skitarii Vanguard Squads

Sydonian Dragoons Squadron.


The Centurions deploy amidst the pipeworks, with the characters in cover and the formation led by Khorne Berzerkers.


The Mechanicus, deployed with the vanguard staggered to spread their de-buffing capabilities liberally across the lines, with the Infiltrators bringing up the center, and the Dragoons placed far enough away to dissuade the Daemon Prince from delivering a blow against them before they've gotten a chance to get stuck-in.


Of course, I only realized the bait after I was on the hook, with the Prince smashing into the Infiltrators and killing the squad, only to be himself crippled by the fearsome counter-assault of the Dragoons.


The rest of the Centurions move up the center.


The proud Skitarii of Metallica, consolidate ready to receive the Khornate charge 




With the air rippling with rad-waves, and tormented by the roar of chainswords the battle lines crashed together


But sadly for the scions of the Machine God, the fight twice rules for Berzerkers are ruthless in close combat.



The Cultists secure the Relic as the rest of the Centurions force charges into the Dragoons




As the dust settles, the last Dragoons falls to the blades of the Chaos Lord and the Berzerkers, leaving the game a victory for the forces of Chaos. 


-Your Favorite Madman-