Saturday 12 November 2016

Kings of War Halloween Game 2015 AAR

This was a battle between the Undead (Vampire Counts) with Empire of Dust (Tomb King) allies versus the Elves (High and Wood Elf). The Mission was Loot, which has 3 objective markers (pumpkins) worth 230 points each placed near the centre of the battlefield, the forces start 24 inches apart. This combined with the point value of enemy units killed determines the victor. The battlefield was 6 feet by 4 feet using the long edges, terrain consisted of a road running parallel to the long edge, 2 houses, 3 forest, 1 stream, 2 hills, 2 grave yards, 1 area of rocky ground and 2 fields. The Forces were 2,300 points each listed below: (WHFB troop types in italics & brackets). As you will see some of the figures were not completely finished (mostly the bases) as I was rushing to get this game ready for Halloween.

The Undead (Vampire Counts)

1 Regiment of Skeleton Warriors w/swords (20)
1 Regiment of Skeleton Spearmen (20)
1 Regiment of Revenants (Graveguard) (20)
1 Regiment of Wraiths (20)
1 Troop of Mummies (10)
1 Regiment of Zombies (20)
1 Regiment of Werewolves (3)
1 Regiment of Wights (3) w/ blade of slashing
1 Mounted Undead Army Battle Standard bearer
1 Vampire Lord (Evil Ash) with Heal & Lighting Bolt Spells
1 Lich King mounted on undead horse with Boom Stick & Bane Chant spell
1 Necromancer / Sorceress (Deadite Sheila) w/ Ensorcelled armour & Lightning bolt spell

Empire of Dust Allied Contingent (Tomb Kings)

1 Regiment of Skeleton Archers (20) w/ piercing arrow
1 Regiment - Swarm (Scarab Beetles) (3)
1 Regiment of Skeleton Cavalry / horsemen with lances (10)
1 Balefire Catapult (Bone Chukka catapult)
1 Bone Giant

The Elves (High Elf + Wood Elf)

1 Regiment Kindred Archers (20) w/war bow of Kaba
1 Regiment of Palace Guard (Sword masters) (20) w/ Chant of Hate
1 Troop of Palace Guard (Lions of Chrace, axes) (10) w/ Brew of Strength
1 Troops of Kindred Glade stalkers (Scouts or Way Watchers w/bows) (10)
1 Regiment of Therennian Sea Guard (Seaguard w/ bow) (20) w/ Piercing Arrow
1 Regiment of Kindred Tallspears (Warriors /spearmen)(20)
1 Regiment of Kindred Tallspears (Maiden Guard with spears)(20) w/Brew of Haste.
1 Regiment of Forest Shamblers (Treemen, Ents) (3)
1 Regiment of Stormwind Cavalry (Silverhelms) (10)
1 Regiment of Stormwind Cavalry (Dragon Princes) (10) w/ Helm of Confidence
1 Regiment of Chariots (3)
1 Bolt Thrower
1 Army Standard Bearer mounted on horse w/ Quick Silver Rapier
1 Elven Mage w/ Fireball spell & healing charm
1 Elven King / General w/ Enscrolled Armour
1 Elven Prince on Horse with Blade of the Beast Slayer


House Rules:
The only change we made to the rules (halfway through the game) was to allow the defending player make his own “Nerve” roll rather than the attacker. It seems more appropriate and gives the defender something to do while the attacking player’s turn is taking place.
Overview



Note about the Pictures

Unfortunately due to the corporate greed of Photobucket who did away with free image embedding on third-party websites, holding owners of the photos to ransom to access their own photos the original photos in this AAR were lost.
See the story here:
https://www.csoonline.com/article/3205765/internet/photobucket-replaced-millions-of-images-with-ransom-demand.html

I have restored the photos from my own hard drive but it is possible some of them are not in the correct order as the original photo numbers were lost due to Photobucket. Additionally not all the original photos could be restored as some were put in Photobucket by the players and they are now lost.


Brief Summary of the set-up.

The forces started 24” apart and combat began in player turn 2 or game turn 1.



The Elves run by Lev deployed their 2 regiments of cavalry on their right flank and archers and spearmen on the left and concentrated most of their forces in the centre.



The Undead (run by John, who had re-watched Army of Darkness the night before to prepare himself for the role) were more evenly spread out with their Werewolves and Zombies in the centre and cavalry on their left flank and the wraiths on the right flank.




Note that the turn sequence consists of movement, firing then melee but this is not always how it is sequenced in the narrative in order to improve the flow of the story. Also, any mention of the Undead crumbling to dust is simply a more thematic way of saying that they have routed.

Turn 1 Undead:
The Swarm of Beetles leads the Undead advance into a field while the Wraiths advance to the road near some rocky ground on their right flank and the Werewolves move towards the centre.



Meanwhile the Archers take one of the pumpkin objectives and Evil Ash enters the graveyard and casts a Surge spell on the Bone Giant to move him 2” further forward.


Klaatu barata ni... *cough*

The Bone Catapult fires on the Dragon Prince cavalry inflicting 7 wounds and they initially rout but their “Helm of Confidence” results in a re-roll and they hold. The Undead Archers arrows failed miserably to inflict any damage on the Elf Stormwind (Silver Helm) cavalry. Sheila and the Lich Lord each use their Surge spells to make the Skeleton Spearmen and Wights advance respectively.






Turn 1 Elves:
The Silver Helm cavalry charges Evil Ash but are repulsed. Meanwhile the Maiden Guard and Prince charge the Wraiths and while the Prince inflicts 3 wounds on the enemy, the Maidens fail to score any and the attack is repulsed.



The Dragon Princes next charge the Skeleton Cavalry (horsemen) but are repulsed. The Archers shoot at the Bone Giant as he makes a nice big target and cause 3 wounds but the giant is undaunted. The Seaguard unleash their arrows upon the Lich King causing him 6 wounds. The Bolt Thrower attempts to inflict further wounds on the Lich King but misses its target. However the Charioteers are more successful, inflicting 3 wounds on the Lich King with their arrows. Despite these wounds the Lich holds fast.


Turn 2 Undead:
The Wraiths counter charge the Maiden Guard causing 5 wounds resulting in a rout, but the presence of the Army Standard (re-roll) meant the female Elves rallied and the Wraiths were repulsed but not before leaching a life point from the Maidens.



Evil Ash, enraged at the Silver Helms cavalry, counter charges them inflicting 3 wounds and the Bone Giant joins in to inflict another 7 wounds resulting in the unlucky cavalry failing its morale and routing off the board.



Emboldened by this the Skeleton horsemen charge the Dragon Prince Cavalry but the elite Elves easily repulse them and take no wounds.



The Werewolves charge the Elf White Lions axmen causing 5 wounds and waiver their opponents.



The Wights continue to advance while the Skeleton Archers fire on the Treemen to no effect and the Bone Catapult is equally inaccurate in its attempts to target the Elf chariots. Sheila uses her necromantic sorcery to fire a lightning bolt at the Elf mage, causing him 1 wound.

Turn 2 Elves
The Maiden Guard and Prince counter charge the Wraiths causing 2 hits but are repulsed. Meanwhile the Elf Archers fire on their Undead counterparts causing an ineffectual 2 hits. The Seaguard’s arrows are more effective causing 4 hits on the Zombies, but the latter don’t rout.



The Ballista attempts to add its missile fire to the Zombies’ agony but misses entirely. The Elf Mage is more accurate, inflicting 3 wounds on the Skeleton Swordsmen with a fireball, but they hold as do the Skeleton Spearmen when the Elf Scouts arrows inflict 1 wound on them. Similarly the Charioteers land 2 missile hits on the Wights, but it doesn’t manage to cause any loss of Nerve. The Treemen lumber into the Bone Giant but only inflict a single wound and must fall back.


If you've seen Evil Dead 2, well, you can make your own joke...

Just as events seem to be favouring the Undead the Spearmen cleverly outflank the Werewolves and this flank attack (30 dice) causes 9 wounds and the evil lycanthropes rout off the board. Inspired by this the Dragon Princes Cavalry charge the Skeleton horsemen and smash the enemy cavalry to dust.



Turn 3 Undead
The Skeleton Archers shoot and miss their Elf counterparts, and the Bone Catapult misses the Elf Chariots.
Shiela spots the White Lions, the Dragon Princes cavalry and the Scouts approaching her haunt, and cunningly decides to not leave herself exposed in the open.



The Mummies charge the Dragon Princes cavalry causing 5 hits and routing them.



Meanwhile the Zombies charged the High Elf Sword Masters in the flank causing 2 hits but the Elves hold. Undaunted the Wraiths, led by Evil Ash, charge the Elf Maiden Guard accompanied by a Prince, causing a total of 9 hits split between the two but they hold and the Undead fall back.



The Skeleton Giant charged the Treemen causing a mere 2 hits and the giant fell back. The sword armed Skeleton Warriors charge the Elf King, but managed to inflict only 2 wounds and thus are repulsed. In a daring move, the Wights charge the Elf Chariots through the graveyard causing 4 hits causing the Elf Charioteers to waiver and fall back.



The Skeleton Spearmen charge the Elf spearmen but cause only 2 hits and are repulsed.

Turn 3 Elf :
Some Elf units in danger (Maiden Guard, Lions of Chrace axmen) make a prudent withdrawal.
The Elf Mage shoots a fireball and the Archers a volley of arrows at the Skeleton Warriors inflicting more damage on them but the Skeletons pass their Nerve test. The Seaguard Spearmen and Sword Masters charge the Zombies, pulverizing them to dust and capturing the objective they held.



The Elf Chariots charge and inflict a few hits on the Undead Wights but they don’t break.
The Elf Spearmen charge and inflict damage on the Skeleton Spearmen but fail to rout them as they pass their Nerve test.



Meanwhile the Elf Scouts fire a volley of arrows at the Mummies inflicting 3 wounds on them. The Mummies fail their Nerve test rolling a rout but are saved by the Undead Army Standard that forces a re-roll on which they passed their Nerve test.



The Treemen continue their battle with the Bone Giant inflicting 1 more hit on him but he passes his Nerve test easily.


Turn 4 Undead
(Note: when we resumed the game a few weeks later, we switched from the Mantic dice wound counters to the Dial Dude’s (Jeff Black's) magnetized wound wheel counter)

The Mummies supported by the Army Standard Bearer charge the Elf Scouts routing them off the field. The Revenants (Grave Guard) boosted by the mounted Lich's Bane Chant attempt to do the same to the Elf Seaguard but while the charge inflicts hits the Elves stand firm. The Bone Catapult and Sheila both fire on the Elf Guard (Axmen of Chrace) but both prove inaccurate. Skeleton Archers then add in their firepower against the Treemen hitting them in the flank inflicting 3 wounds with a further wound added by the Bone Giant, but the wooden monsters hold firm.


Ernest: "I knew I shouldn't have used malk, Verne."

The Wights are more effective as they charge the Elf Chariots, routing them. The Skeleton Warriors attempt to mimic this toward the Elf Mage and Hero but fail, causing only 1 minor hit. As the battle continues the Skeleton Spearmen charge the Elf Spearmen inflicting 2 wounds but the Elves stand firm. However the Elf Maiden Guard are less lucky as they are charged by Evil Ash (3 wounds) and the Wraiths (4 wounds) and rout off the table.

Turn 4 Elves
The battle seems to be turning against the Elves, when, in seeking revenge for the slain Maiden Guard, the mounted Elf Prince charges the Wraiths and inflicts 5 wounds on them, but the apparitions are unmoved.



Meanwhile the Treemen counter-charge the Bone Giant inflicting 2 wounds but it shrugs this off.



The Elf King is more successful when he charges the Skeleton Warriors inflicting 5 wounds on them, who, having suffered a total of 12 wounds, turn to dust despite the attempt of the Lich to inspire them to stay in the mortal realm. The Seaguard are not as successful as the one hit they inflict on the Revenants is irrelevant.



The Elf Spearmen are more successful, inflicting 5 wounds on the Skeleton Spearmen who crumble into dust.



Meanwhile the Elf Mage decides that he must help the Seaguard and heals 2 of their wounds. Once again the Bolt Thrower fires and misses. The Elf White Lion axmen charge the mounted Skeleton Army Standard and leave it crumbling to dust as they keep going onward, crashing into the Mummies inflicting 5 wounds on them but the Mummies stand firm (make break test by 1)



Turn 5 Undead
The Skeleton Archers move back to a more advantageous position out of combat and fire on the Elven King (general) who is also targeted by the Lich’s Boom Stick and although the Elven King waivers he does not withdraw. The Wraiths counter charge the Elf Prince hitting him 7 times resulting in 4 wounds but the noble Elf will not withdraw.



However the Treemen are not as determined, since they rout after receiving 7 wounds from the Bone Giant. The Lich King, feeling the sting of the Elf attacks, regenerates 2 of his wounds. The Mummies fail to regenerate their wounds but charge the Elf Axmen anyway inflicting 6 wounds on the unlucky Elves who rout. Moving swiftly, Sheila casts a bolt of lightning at the Elf Spearmen but while her spell causes 2 wound it fails to break the Elves.




She's just offscreen on the left, trust us!

Similarly the Elf Seaguard hold when counter-charged by the Revenants who inflict 3 wounds on them.



Turn 5 Elves
The Elven Archers loose a volley of arrows on Evil Ash but it only causes a trifling single wound to him. A loud report is heard from the Elf Bolt Thrower as it misses once again. Meanwhile the Elven Mage decides rather than shooting at the enemy to heal his badly wounded Prince (2 wounds recovered). Deciding to gang up on the Revenants, the Seaguard and Elf King charge them inflicting a total of 3 wounds but the Undead do not withdraw.



The Elf spearmen charge the Wights inflicting 4 wounds on them but the Undead creatures hold (but only by 1).



Turn 6 Undead
The powerful Wraiths charge the Elf bowmen inflicting 5 wounds on them but the brave Elves hold.



With the help of Surge spells cast by Evil Ash and the Lich King, the Bone Giant charges into combat with the Elf King (general) who is shaken (wavered).



It is fortunate that the Elf King stood his ground, as when the nearby Sea Guard suffer 3 wounds from the charging Revenants, the Elves only manage to avoid routing thanks to the King’s inspiration granting them a re-roll (save by 1).



The Skeleton bowmen advance and fire on the Mage but miss him. However the Wights are more successful, counter-charging the Elf Spearmen inflicting 6 wounds on them and the Elves rout. Sheila uses her Surge spell to help the lumbering Mummies move further.

Turn 6 Elves
The day has not gone well, but the Elven archers attempt to exact revenge by sending a volley of arrows into the Skeleton bowmen, inflicting 4 wounds but the enemy remain. Similarly the Elven Mage casts a fireball at the Bone Giant but the 6 hits only translate into one wound that is of little concern to the giant. In a vain attempt to turn the tide, the Elf Prince charges the Revenants in the flank while the Elven Spearmen counter charge them in the front but the combined 3 wounds they inflicts is of no consequence. The battle now concludes as the remaining Elves withdraw from the lost cause.


Victory points:

Undead 1,680 points
(2 objectives, Axmen, Spear, Chariots, Glade stalkers, Forest shambles, Maiden Guard, 2 Cavalry)

Elves 925 points
(1 objective, Army Standard, Spear, Skeleton Warriors, Zombies, Werewolves, Swarm, Cavalry)



Post Game Analysis:

The Elves placed too many of their troops in the centre preventing them from attacking enemy simultaneously, instead they attacked piece meal negating their superior fighting (elite) abilities. This also screened the Bolt Thrower in the centre rear for 2 or 3 turns. It should have been placed on the hill. When the Elf Bolt Thrower did come in to action it was incredibly unlucky and never hit anything whereas the Undead Catapult routed a unit. While the centre was congested the Undead were able to roll up the flanks, and their life leach ability proved powerful, as did the Wraiths. The Undead destroyed all the High Elf cavalry in exchange for their poorer cavalry and a Swarm, which was a good trade-off for the forces of evil. The Undead Catapult helped against the High Elf cavalry but was not decisive. On the Undead right flank, the Wraiths did a lot of damage and pushed back the Elf Maiden Guard (spears).

The Undead ability to leach hits from an enemy is powerful and magic is important but not overly dominant. I think next time I will give the Elves 2 Mages as they could use a second mage to cast heal spells on damaged units while the first shoots fire balls. We ran out of time after the Undead player turn 5, at which point they were winning.

I played the final High Elf turn the next day to make it 6 turns as we were not sure if the game would continue and I wanted to ensure each side had the same number of turns. Although it looked like the Elves were losing, they were now ahead in points after turn 6 as I disengaged some units that were in peril, killed the Zombies and took their objective marker. An Elf General and Mage could get charged by a unit of Undead Spearmen on the next turn so turn 7 would have been interesting. We continued on 14 November for 3 more turns, and an additional turn if a 4+ was rolled on a D6.


Rules Comments:

One thing I like about KoW is that if an attacker does not destroy his enemy in melee he must disengage 1”, this allows the defender on his turn as attacker to either counter charge or pull back so you are able to attempt to disengage rather than be forced to fight a losing battle. I know some players will not like this. Another positive aspect of KoW is the Life Leech rule, which reflects the Undead’s mythos well as they gain hit points for removing enemy hit points. We found letting the defender roll his own Nerve test was an improvement and in no way changes the mechanics of the rules. Magic was not overpowering but did play a significant supporting roll. One gripe is I do miss the ability to have missile troops fire at chargers as in Hail Caesar. Terrain is also somewhat under represented, there is no road bonus. Also the roles of leaders are far more important in games like Hail Caesar than in KoW, in fact there is very little consequence in terms of command and control when a leader is killed in KoW. These are however a minor point and I was happy with the rules, as they are simple to learn yet still have a great deal of scope for tactics.

No comments: