After Action Report- Scenario 4.3 Counterstrike!
Rules- Chainmail 3rd ed.
Force Composition-
Baron Elizabeth’s Forces
6x Heavy Foot 12
6x Armor Foot w/ 15
Hero 30
6x Med Cavalry 24
Hero/ Magic Sword 30
8x Light Cavalry 24
4x Light Foot 4
4x Heavy Foot (Elf Ally) 4
6x Heavy Cavalry 30
Wizard 50
217
Orcs Gnashers Redux
8x Archers 32
2x Heavy Cav 10
2x Ogres 30
4x Armor Foot 10
Wraiths 10
6x Heavy Foot 12
4x Med Cav 16
Hero 20
6x Light Cav 24
161
Scenario-
Terrain and Deployment
Humans deploy first, with heavy cav on left flank, armor foot with hero, heavy foot and med cav with hero across the front, and light cav in column on the right flank. Wizard posting up in the rear.
Gnashers respond by spreading out the monsters, with ogres on the flanks, and wraiths in the center. The armor foot posts between the 2 barricades, with heavy cav and heavy foot behind them. Med cav and light cav take the right flank.
In-Game Events- Since the orcs are at significantly lower points, they will auto win initiative for turn 1. Orcs choose to have the humans move first.
Turn 1- The 4 human units on the left rolled to see if they found the goat trail, no luck. The light cav swings around the hill in column, staying out of charge range of the orc cav. The human med and hvy cav make half moves while the infantry make full moves forward keeping them near each other. The wizard targets the wraiths with a fireball, but they make their save and only the armor foot adjacent the wraiths perish, but it causes the other base of armor foot to lose morale. The orcs move forward with the wraiths and ogres pushing forward, the med and hvy cav keeping pace. The archers move behind the earthworks and fire on the human heavy foot killing 3. The orc light cav presses on the human light cav.
End turn 1 Humans 1, Orcs 0
Turn 2. Humans win initiative and choose to move first. The light cav does a left turn and charges the orc light cav, trading wounds and forcing it back in good order. The hero and med cav charges the ogres and the armor foot charges the wraiths. The other human hero and the heavy foot charge the other ogre and the human hvy cav charge the orc light cav. The elves and the light foot move forward staying out of bow range. Then the wizard fireballs the orc med cav with the hero attached and kills two bases of cav leaving the hero to act alone. Orcs respond by the hero charging into the human med cav, and the heavy foot charging the center. The human hero with the magic sword gets a hit on the ogres and slays them. They also kill the heavy foot and the hero fails morale and surrenders. The wraiths touch 2 units of armor foot and paralyze them and the armor foot responds by killing all but one heavy foot. The ogres on the left smash all the human heavy foot, leaving just the hero in single combat. The human heavy cav slays the orc heavy cav.
Score end of turn 2- Humans 5, Orcs 1
Turn 3- Humans win initiative and elect to move first.
Human light cav charge the orc light cav, but the wounded orcs from the camp mobilize in the face of total annihilation, and some orc med cav manages a countercharge into the melee. They trade wounds and the orcs are pushed back in good order, all fatigued save the med cav. The wizard fireballs 2 bases of archers, limiting their effectiveness. They respond by doing 1 wound to the elves. The human hero and the med cav pivot and charge into the orc hvy foot and the wraiths, i ruled they had to slay the orcs before they could reach the wraiths. The orcs died and the hero with magic sword moved forward to fight the wraiths but failed to do enough wounds. The armor foot were unparalyzed by the elves who moved into their rear, but cannot affect the wraiths so they just stayed locked in combat. On the left side of the battlefield the heavy cav charged the ogres and with the hero did enough wounds to slay them. All of the human units on the field save the wizard and the light cav and the elves are now fatigued.
End of turn 3 Humans 7, Orcs 1
Turn 4 Humans win initiative again and go first to deliver the death blow to the orcs.
The elves swing around the armor foot to threaten the wraiths as they are able to inflict wounds on them, but the hero with the magic sword manages to finish them off. The med cav detach from the hero and about face to cover the orcs cav on the right. The wizard fireballs the remaining archers who held morale last round, and the rest of the army rests as the light cav receives a charge from the orc med cav, hvy cav and fatigued light cav. The light cav trade wounds and the orc light cav breaks due to losses. The rest of the melee holds. I’m going to call the game at this point as the orcs would probably take the opportunity to run away while the humans are resting.
Score at end of turn 4- Humans 10, Orcs 1
Final Score- Humans 10, Orcs 2
Duration- 5 turns (turn 5 was just the orc hvy and med cav routing the human lt cav in melee, scoring 1pt) they then flee with the rest of the orcs. About 3 hours of play including set up.
Conclusion- The Baron Elizabeth’s forces won 3 out of 4 games in the Campaign Carnival. Their original goal was to beat down the newly reformed tribe of Gnashers Redux from the Whitehart Wood enough to consider her hex in the Wood cleared, which would then allow the construction of her keep. The next phase of the Whitehart Wood Campaign will be the arc of Baron Elizabeth gathering her materials and resources and constructing a proper keep and wall and defending her territory while doing it. The Gnashers Redux are severely whittled down but still will cast a presence in the hex. Their surviving numbers are 3 bases of heavy foot, and 1 base each of armor foot, light cav, med cav, and hvy cav. This force will be added to the map for future campaigns.
Status of Casualties- The orcs skulk away off the battlefield into the dense wood with just 3 bases of heavy foot, and 1 base each of armor foot, light cav, med cav, and hvy cav. No additional human units are killed as a result of this battle.
Thus ends the Baron Elizabeth vs Gnasher Redux Campaign Carnival. The Baron’s forces started the campaign with a fairly successful retreating action, followed by a disastrous escorting of a supply train that affected their resources and numbers. They managed to muster strength and counter with a successful surprise attack on the orcs and then a masterful assault on their main camp. With 3 victories out of 4 2 being rather large victories, I proclaim the Baron successful in her efforts to put down the Gnashers and make her hex safe for keep construction. This campaign has been an absolute blast, kept me solo wargaming all summer! Big thanks Purple Druid!
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