To wrap up the trilogy of battle reports featuring the Night Goblins and Brivoli's Great Company I quickly threw together a final scenario.
Background:
Having won the first two games, the Night Goblin horde has now pushed to the outskirts of the Border Princes proper. They have encountered the first border fort, manned by the men of Brivoli's Great Company. Anselmo Brivoli himself has arrived to inspect the situation and will find himself involved in the fighting.
Scenario:
The scenario pits 500 points of Night Goblins against 350 points of Brivoli's Great Company. The catch? Each game turn that the Night Goblins do not have a unit inside the border for or its pallisade walls, the mercenaries score a victory point. This will put a strong time crunch on the dimunitive goblins. The Night Goblins, however, score a point for each unbroken unit inside the fort or its pallisades...which could mount quickly.
The pallisades and fort doors can be destroyed and entered (provided a target value and a wound value each). For this purpose the Night Goblins have employed a mercenary giant named 'Black Scalp', assuming he will help make short work of the pallisade walls.
The mercenary force would begin in or behind the fortress pallisades, and the Night Goblin force would be entering the table from the opposite table side.
Night Goblin Force:
The Night Goblin force actually contains all of my painted minis for the Night Goblins (hence the need to recruit a giant to hit the 500 point goal!)
1x Company(8) Regular Light Infantry (Wall of Spears, Torches)
1x Company(8) Regular Light Infantry (Wall of Spears, Torches)
1x Company(8) Regular Light Missile Infantry (Flaming Missiles, Poisonous)
1x Company(5) Regular Light Missile Infantry (Skirmishers, Piercing)
1x Company(5) Regular Light Missile Infantry (Skirmishers, Piercing)
1x Regular Monster (Troll Blood, Fearsome Charge)
1x Regular Monster (Troll Blood, Fearsome Charge)
1x Regular Monster (Troll Blood, Fearsome Charge)
1x Veteran Great Monster (Hurl, Unstoppable, Devouring)
1x Veteran Hero -GENERAL- (Spellcasting, Magical Gift, Stealthy)
1x Veteran Hero (Hunting Dogs, Extra Armour, Inspiring)
1x Levy Beast Pack (Obedient Pets)
1x Levy Hero (Berserk)
1x Levy Hero (Berserk)
This force was assembled to accomplish the task of breaking the pallisade walls and getting inside to destroy the defenders. The use of torches, flaming missiles, etc. would help with that. Two cheap heroes were concealed in infantry units as fanatics, and the trio of normal monsters would give me some potent charging capacity - maybe concentrating all on one pallisade section. The great monster (giant) would hopefully make it to the walls and smash them as well. I had plenty of bodies and plenty of archers to keep the defenders pelted and on guard.
Brivoli's Great Company Force:
1x Elite Mounted Hero -ANSELMO BRIVOLI, GENERAL- (Barding, Ferocious Mount, Call-to-Arms, Monster Hunter)
1x Company(6) Regular Heavy Infantry (Monster Hunter, Steadfast)
1x Company(6) Veteran Light Missile Infantry (Quick March, Extra Armour, Well-Armed)
1x Detachment(4) Veteran Light Missile Infantry (Firelocks, Long-Range Missiles, Extra-Armour)
1x Detachment(4) Veteran Light Missile Infantry (Firelocks, Long-Range Missiles, Extra-Armour)
1x Regular Artillery (Gabions, Rugged Construction)
1x Regular Artillery (Extra Crew, Rugged Construction)
1x Company(8) Veteran Light Infantry (Pikes, Battle Standard, Cursed)
1x Detachment(4) Levy Light Infantry (Disciplined)
This force was likewise built to play the scenario. Two cannons would suffer while shooting over the fort, but would be placed to direct fire at any break throughs on the pallisade walls. Long-ranged musket dwarfs would be dumping random fire on anything too close to the fort. The Araby archers would loose over the walls at anything in range. The heavy ogre infantry and Anselmo himself would charge any units which broke through the pallisades. The last gasp was the veteran pikemen who would sally forth from the fort and try to delay anything they could touch. I took monster hunters as a trait on several units because of the three trolls and giant that were coming my way.
Agents:
Rolling for agents, the mercenaries managed to kill off a few stands of goblins, and sadly the goblins managed to delay the ogre heavy infantry - so the mercenaries would be without their hardest hitting unit for five turns or more! The two sides rolled off, and the Night Goblins took the first player turn.
Player Turn 1: Night Goblins
The first turn for the Night Goblins was simple and successful. Of all the units in the army, only two (one spearman company and the beast pack) failed their rolls to arrive on the table. While none of the units were able to do anything other than show up...it boded well for the next turn. One of the goblin companies was even starting on the road and would be able to march if needed to close the distance to the fort more quickly.
Player Turn 1: Mercenaries
The first turn for the mercenaries would be relatively uneventful, but that was good and that was the plan. The mercenaries scored victory points as long as the goblins didn't breach the walls, so there was a strong chance they could score 3-5 points before even suffering real casualties. This was their key advantage.
One cannon let loose a round over the pallisades and toward the giant, but found they were still out of range. The main gate to the fort opened slowly and the pikemen marched out, gravely going to their deaths to slow the goblin horde. The mercenaries then scored their first victory point.
Player Turn 2: Night Goblins
With most of the army on the table, it was now time to rush the fort with all haste to stop the mercenaries from scoring.
The veteran Night Goblin warrior was the only one who refused to show up to the battle. Without his presence, his own beast pack milled around, unwilling to investigate.
On the Night Goblin left two of the three Trolls stomped forward as another beast pack appeared and the larger of the archer companies marched forward. If the trolls could hit the pallisade down, the beast packs would race through to tackle artillery, etc.
On the Night Goblin right the main force advanced. The second spearmen company arrived as the first set off on the road, marching toward the distant pike block. The giant casually stomped through the trees and other Night Goblin archers skittered around his feet. The general, a Night Goblin shaman cautiously advanced behind the giant.
Even with decent rolls, the Night Goblins were not closing the distance too rapidly. It would be a close run thing...
Player Turn 2: Mercenaries
Things were lookin' pretty good. The mercenaries stood to gain many victory points before the walls fell (in theory). In front of the fort the pikemen advanced and then formed into their pike formation, ready to face anything nearby. One of the cannons attempted to fire at the approaching Night Goblin archers in the woods, but the cannon's powder didn't catch.
In the main structure of the fort, one of the dwarf handgunner detachments tried to fire at the approaching giant, but the recent rainfall meant their firelocks failed to catch as well. The mercenaries scored their second victory point.
Turn 2: Night Goblins 0/9. Mercenaries 2/9.
Player Turn 3: Night Goblins
The Night Goblins continued their surprisingly good rolls (almost the entire army is Regular and only activates 65% of the time or so...). The giant and skirmishing archers continued through the woods. Both spearmen companies advanced. The archer block and most of the beast packs prowled further. Even the missing warrior arrived, urging his beast pack forward this time. The trolls on the left flank were losing cohesion and advancing piecemeal, but would be in charge range of the pallisade next turn!
Player Turn 3: Mercenaries
The little goblinoids were getting closer. Anselmo Brivoli cursed as he watched both of his cannons clearing stoppages. In the distance he watched as his dwarf handgunners feverishly tried to fix their jammed firelocks. At least one detachment let loose and several Night Goblin archers dropped dead across the field in front of the fort. Brivoli galloped to the left, knowing full well something would be attacking that wall and his heavy infantry had yet to arrive.
On the right flank, the Araby archers loosed arrows into the nearest troll, but the trees and its tough hide kept it safe. In front of the fort the pikemen shuffled to place themselves between the giant and the fort.
The mercenaries, however, scored a victory point.
Turn 3: Night Goblins 0/9. Mercenaries 3/9.
Player Turn 4: Night Goblins
The shaman sniffed. He was surprised at the lack of missiles being launched by the fort's garrison. Perhaps it was barely manned?
He shrieked the nearby spearmen company went into wall of spears and prepared to assault the humans who had ill-advisedly chosen to exit the fort. The giant and accompany goblin archers emerged from the forest, making all haste for the wall nearby.
On the left side of the field, the shaman watched in amazement as the archers lit their flaming missiles and pelted the nearby pallisade wall. It caught fire as the nearest troll smashed into it. Moments later beasts emerged from the forest and leapt onto the burning timbers. With a shudder and ear-splitting crack the pallisade collapsed. Hah! Now he would have his victory! He watched patiently, seeing no other creatures charging into the gap.
The Night Goblins had dropped the pallisade wall but had no further units to charge into the fort...so the mercenaries would score one more free point before the fighting began.
Player Turn 4: Mercenaries
Brivoli hear the unmistakable sound of splintering timber. He heard shouts from the fort, and anxious handgunners pointing to the opposite side of the fort. He dug into his stirrups and headed quickly for the opposite wall. If more than a few goblins got inside, it'd be the devil to get them out.
Brivoli sprinted to the other side of the table as the nearest cannon once again failed to ignite (who built these useless things?). Behind him the other cannon fired, inflicting a token on the approaching giant. Along the fort dwarf handguns went off, sticking another token on the giant and killing some goblins in the distance. The pikemen shifted, trying to catch the giant. The small levy detachment of infantry emerged from the fort, hoping to help chase down the giant.
On the right side, the desperation began. The Araby archers loosed a volley into the nearby beasts and then charged the troll at the gap to the pallisades. They inflicted tokens on both units, but were not going to be enough to stop goblin units charging through the gap. Brivoli had sprinted over but was still a turn away from engaging - and that's assuming the giant didn't break through the opposite wall.
For all the desperation, the mercenaries scored another victory point, perhaps their last free one of the game. At least on Turn 5, the mercenaries could start rolling for their heavy infantry to arrive.
Turn 4: Night Goblins 0/9. Mercenaries 4/9.
Player Turn 5: Night Goblins
The Shaman watched, bemused as the slow moving human pikemen failed to catch the stomping giant who was now only paces away from the pallisade. He was more concerned about the nearby spearmen company which was squabbling and failed to charge the pikemen. On the left he watched with glee as beasts bounded into the pallisade as the troll fought against some unseen threat.
He knew the other Night Goblin warrior was on the other side of the field, but he didn't trust him.
Now he had to get all of his goblins into the damned fort and take it.
The Night Goblins score their first point for one unit inside the pallisade. In addition, unless destroyed, the mercenaries will no longer score a victory point at the end of each turn, but will need to score kill points as normal.
Player Turn 5: Mercenaries
Brivoli glanced over his shoulder and spotted no ogres on the path leading to the forward. He grimaced. He pointed to the leaping beasts which were pouring through the hole in the fort's wall and shouted "Shoot the damned things!". The nearest cannon boomed, and two of the creatures disappeared in a green mist. Brivoli pulled his warhammer and charged, swinging wildly but unable to land a hit on the slippery, stinky creatures.
Nearby the Araby archers continued to battle with the troll. Brivoli could see more monsters emerging from the woods.
On the fort's wall, dwarf handgunners continuing their masking fire. One of the goblin company commanders fell dead. In sheer desperation the fort's normal garrison, poorly paid levies, charged into the back of the huge giant - sticking a polearm deep in the back of its leg. They cheered shortly before the giant swung his huge club, splattering half a dozen of them against the pallisade wall.
The pikemen wheeled once more, trying to block the arriving goblin spearmen. In pike formation they were simply too slow to chase anything down, but did not dare coming out of the formation for they were fiercely outnumbered.
The mercenaries scored no victory points this turn as the Night Goblin beast pack remained firmly inside the fort's walls - despite being in combat.
Turn 5: Night Goblins 1/9. Mercenaries: 4/9.
Player Turn 6: Night Goblins
The Shaman felt a strange excitement in his bones. The blood, the screaming. It was going well.
At the gap in the wall another troll charged in, smashing several of the Araby archers. Nearby the third troll smashed into the next wall section, threatening to open a larger gap. The Night Goblin hero remained hidden in the woods...not that anyone would notice.
The goblin archers near the gap stood, befuddled by the sudden death of their commander. Indeed they argued how easily they could re-attach his jaw, hoisting his corpse around like a puppet to illustrate their point.
In the gap the beast pack of squigs did the unthinkable. Chomping down on Brivoli's thigh, the white-haired, stoic leader of the mercenaries turned heel and ran. At a full gallop. The cannon crew watched with amazement as their 'famed' leader galloped directly at them.
The mercenary force began to fall apart. In front of the fort the two goblin companies of spearmen smashed into the human pikemen. On the initial attack the pikemen lost formation and that was all it took. Human pikemen began dropping left and right as the goblins maintained formation and stabbed anything that moved.
The levies who had been hacking at the giant inflicted another wound before they fled in sheer terror. As they fled the giant scooped one of the guards up and ate him, a grizzly sight for all that beheld it.
The Night Goblins scored three more victory points this turn. Two for Broken human units, and one for another unit inside the pallisades.
Player Turn 6: Mercenaries
The cannon crew watched, mystified, as the once-stoic Anselmo Brivoli galloped past them. They were so distracted they failed to fire their cannon at the approaching squigs. Ahead of them the Araby archers put up a stiff fight, breaking a unit of beast pack (this cost the Night Goblins a victory point, while giving the mercenaries one). Still no sign of the ogres.
On the left the remaining pikemen attempted to withdraw from combat but failed - instead breaking and fleeing for the table edge (+1 victory points to the Night Goblins...). The levies failed to recover as well, sprinting for the table edge.
Only the dwarf handgunner detachments remained in place, peppering goblins and beasts as they could spot them.
The situation was bad, but if the mercenaries could sneak a few kills...they might surprise themselves.
Turn 6: Night Goblins 4/9. Mercenaries 5/9.
Player Turn 7: Night Goblins
The victory was close at hand. Simply slay a few units, rush into the gap and the day would be the Night Goblins'.
As the human pikemen withdrew, Night Goblin archers pelted them, forcing their flight to increase. The Night Goblin spearmen formed as they advanced on the fort's main tower. The giant began smashing into the wall nearby. On the far side the only mercenary unit standing strong was the Araby archers who somehow were fending off three trolls by themselves.
The cannon was not faring quite as well, slavering and angry squigs hopping amongst the gun crew, devouring some of them.
With the broken units and the increased units entering the fort the tide was comfortably turning.
Player Turn 7: Mercenaries
Hoping against hope. The last anyone saw of Anselmo Brivoli he was riding hard to the west, trailing bits of armour and his warhammer. As if on cue, the ogre arrived, sweaty and stinky...and possibly too late.
On the left side of the table the remaining two stands of levy infantry rallied as did the four remaining pikemen stands. However, they were so close to enemies it may have been better for them to just flee. The Araby archers continued to shine, stabbing another troll while remaining intact. The cannon crew were now soundly in the bellies of the squigs.
The rallying units brought the score to even, miraculous considering the state of the mercenary garrison. The dwarf handgunners popped shots at the giant, failing to inflict any wounds, while the other detachment moved to the right side to cover the gap as they waited for the Araby archers to finally perish or break.
Turn 7: Night Goblins: 5/9. Mercenaries 5/9.
Player Turn 8: Night Goblins
The giant battered the pallisade wall as spearmen ran forward, setting it alight with their torches. The shaman watched. It was close to collapsing. Next turn they'd be inside!
The other spearmen company battered on the door to the fort tower which held some of the dwarf gunners. The other archer units pelted the rallied pikemen, trying to finish them off before they could form and do anything.
At the gap, the Araby archers were finally starting to fail. A troll smashed the unit's commander and then the unit lost its formation. It was only a matter of time. Nearby a unit of Night Goblins charged through the gap and into the fort - scoring yet another point. The fleeing beast pack recovered, stealing a point from the mercenaries. Inside the last unit of squigs was bounding for the other cannon, hoping to avoid the nearby ogres.
Soon, thought the Night Goblin shaman. Soon.
Player Turn 8: Mercenaries
The pikemen formed into their pike block and charged into the giant, unable to wound him. The levies watched on, unsure of what to do other than flee. Inside the fort the remaining cannon was too hot to shoot. Nearby the ogres tried to charge into the squigs but they deftly retreated from the charge. On the walls the two detachments of dwarf handgunners accomplished little as their barrels overheated and powder began to run low. The Araby remained in the fight, only just.
It was truly dire.
Turn 8: Night Goblins 6/9. Mercenaries 4/9.
Player Turn 9: Night Goblins
The Araby archers finally broke. As they fled, trolls and goblins streamed through the gap. 7/9...then 8/9...and then 9/9 victory points.
Final Turn: Night Goblins 9/9. Mercenaries 4/9.
The Night Goblins claimed a full three-game sweep. This game, much like the last one was very much a matter of terrible luck for the mercenaries and shockingly good luck for the Night Goblins. Not as an excuse, but just a few key moments that could have shifted the game went the way of the Night Goblins - rather than the mercenaries. The loss of the heavy infantry for most of the game probably spelled the doom of the mercenaries - already outnumbered.
Conclusion:


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