This is a battle report for the first in a series of campaign games being offered by Purple Druid in his Campaign Carnival. There will be a series of 4 scenarios on the Carnival. I will use it to start a Chainmail Campaign.
Check out Purple Druid's Twitter https://twitter.com/WargameCulture and blog.
Here's a link to the Campaign Carnival https://world-of-weirth.itch.io/campaign-carnival-2022
and Youtube Channel https://www.youtube.com/user/atStephen
After Action Report- Campaign Carnival Scenario 1
Rules- Chainmail (3rd edition) using 2mm miniatures on 1” bases, each base represents 2 units of 20 troops. Chainmail movement rates are halved, and the games are played on a 3’x3’ area. The Orcs have the gray flocked bases, and the humans have the green flocked bases.
Force Composition- I’m doing orcs vs humans inspired by Jon Mollinson’s Chainmail campaign. He used my name in his campaign (Baron Elizabeth is my wife), and I’m going to use that part of his campaign to set these campaign carnival games. This will be the start of my Whitehart Wood Chainmail Campaign. I’m choosing to do the forces of Baron Elizabeth (humans) vs Orcs (Gnashers). A small force of Gnashers reforms in the aftermath of Mollinson’s campaign to once again threaten Baron Elizabeth farm, and the Baroness musters her forces to match the reformed Orc band. She hopes to fight off the Orcs, and continue to clear her forest hex and begin construction of a keep wall.
Baron Elizabeth’s Guard
4 Light Foot 4
10 Armor Foot 25
8 Archer 32
10 Heavy Foot 20
8 Light Horse 24
8 Medium Horse 32
8 Heavy Horse 40
Hero Magic Sword 30
Hero Bow 23
Wizard 50
280
Gnashers Redux (using normal troops points, not orcs)
10 Armor Foot 25
8 Archer 32
10 Heavy Foot 20
Medium Horse 40
Hero/Bow/Mag Arrow 33
Hero 20
6 Light Horse 18
4 Heavy Horse 20
6 Heavy Foot 12
Giant 50
Wraiths 10
280
Scenario- I ended up rolling a hill and wooded hill for terrain, then a river, but redrew and got impassable terrain. The Baroness will be Force A, they will have access to 10 armor Foot, 8 Light Horse, Med Horse, and the Wizard. The wizard is actually a Seer (50pts) and has the spells fireball and phantasmal forces. The orcs will have everything except the heavy horse and the small unit of heavy foot.
In-Game Events-
Deployment- Humans- Light cav is in the back, Orcs- Light cav is on the right, giant, wraiths, and wolfriders are in the middle, armor foot on the left.
Turn 1- Orcs win initiative roll and have humans go first. Light cav does about face, wizard stays invisible and backs up, med cav and armor foot move forward 1” anticipating the orc charge. Orcs, giant, and wraiths all move forward, archers get off a volley of shots on med cav before they get charged by the light cav. Goblin wolfriders (med cav) charge the armor foot and cause them to rout at the sight of the charging horde. They turn backs to the goblins and retreat back disordered. Goblins don’t have enough movement to get in contact. Human light cav takes 3 casualties from missiles, orc light cav (wolves) take 3 casualties from melee.
Score Orcs 0, Humans 0.
Turn 2- Orcs win initiative roll again and elect to go first, recharging the routed armor foot with the med cav, and continuing to melee light cav vs med cav. Archers and foot troops move forward. Archers can’t get off shots on light cav before they move off the board, scoring 2VP. Wolves do no damage vs med cav, med cav does 2 casualties and they stay in combat. The rest of the orcs and the monsters move forward. The units that have been in melee are at 4 fatigue and will fight one class lower next turn. I’m ruling that spells go off last in a turn, so at the end of the turn the seer’s fireball goes off killing 6 units of wolfriders and the hero fails his save and perishes also, counting as captured and getting 2VP. The remaining wolfriders fail their morale due to casualties and rout backwards.
Score Orcs 0, Humans 4.
Turn 3- Humans win initiative and elect to move first, the armor foot moves south slowly, the seer elects to move off the table without casting another spell, seeing how close the giant is, scoring 2VP. The wraiths charge the med cav, paralyzing 1 unit. They swing back and take out the remaining wolf unit. The archers stand still and get off 2 volleys of arrows on the armor foot, taking out 5 units total.The remaining wolfriders are bolstered by the passing giant and regroup. The orc infantry continues forward.
Score Orcs 0, Humans 6.
Turn 4- And here’s how it ends. Humans win initiative and elect to move first, but the armor foot moves too slowly to get out of the giant's charge range, and the regrouped wolfriders ¼ turn right and are able to charge the med cav. The weights and wolfriders' flank charge destroy the med cav, and the giant destroys the remaining armor foot.
Final score Orcs 4- Humans 6.
Duration- 4 turns, about 4 hours of gameplay including set up, army lists and batrep.
Conclusion- Humans win 4-6, with the Seer and the Light Cav escaping off the board to safety, the other 2 units being destroyed in combat. The humans managed to destroy 1 unit of 6 light cav (wolves), and capture a hero
Status of Casualties- (rolled per base) Humans- Killed- 1 Armor Foot, Injured- 4 Med Cav (out for game 2)
Orcs- Killed- 1 Med Cav, 1 Lt. Cav, Hero? (I rolled killed after capturing, unless there is a special circumstance for captured heroes.) Injured- 1 Lt. Cav (out for game 2)
Really like this examination of the game. Seems like the orcs are in a fix come next game with the death of a character.
ReplyDeleteyes, fireball is powerful in Chainmail, who knew? I spoke to Purple druid, he is going to come up with some kind of ransom mechanic, so I may be able to get the orc hero back.
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