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Author Topic: Battle in the Vale of Sirion - "Glaurung Rampant". Epilogue  (Read 1806 times)

Offline Ethelred the Almost Ready

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"Hearing of the attack on Minas Tirith, Fingon did send a relief force of Eldar and doughty emn of Hithlum.  But on nearing Tol Sirion they met fugitives telling of the fall of the great fortress.  Now the Noldor of Fingon were dismayed and resolved to march on.  Their scouts, however, espied a great force of werewolves and orcs closing on them and Anariel, their leader in sorrow decided to retreat. 
So, in the valley of Sirion there was a great battle between the vanguard of Sauron’s werewolves and the rear guard of the Noldor".

As per my usual practice, the forces of evil had a points advantage to counter any possible bias – and is probably fitting with the scenario.
The forces were as follows:
Lupine forces under a great orcish chief
Werewolves x1
Wargs x2 (even if you choose to call all great wolves of the First Age werewolves for the purposes of the game it differentiates the larger from the lesser)
Orc light infantry x2
Orc scouts x2
Orc leader with heavy infantry

Forces of Anariel
Noldor infantry x2
Sidar archers x1
Guard unit of Edain x1
Noldor heavy cavalry x1

Table set up was random as was the deployment of the evil forces.

Again apologies for partially painted forces and the motley collection of figures standing in for elves.

Wargs on the flank...



Werewolves in the trees.



Elven cavalry and archers



Elves and Edain in the distance


Remarkable dice rolling in the first rounds see every unit succeed in activation.  Orc scouts on Elven right were too excited and got too close to the Sindar archers who inflicted heavy losses on them.  The elves decide to sit back and let their superior archers damage the enemy (situation at the end of turn 2)



Wargs sneaking around the flank



Turn 3.
The orc scouts manage a double 6 to rally.  The werewolves pull back a little so that they will not be drawn into a wild charge too soon.
The elves decide to do some fancy maneouvres.  Edain move to the right, Sindar archers move towards the centre and the cavalry take off to....... somewhere.


Turn 4.
Orc scouts on the Elven left move into the woods for cover.  Werewolves decide they need to stop the fancy footwork opposite them but fail to budge stalling the turn.
The Noldor cavalry continue to move to the left but the archers fail activation and the turn ends prematurely for the elves also.


Turn 5 sees failed activations and the only interest is the Sindar inflict a casualty on the orc leader unit with his courage failing and falling back disordered.

Turn 6 is much the same, but the orc leader rallies.

Turn 7.
The orcs and wolves need to do something as they are slowly picking up casulties and the Noldor/Edain infantry are all tucked up in shield walls.

"Then did Girbolg, mighty chief of orcs, bring forth a wretched prisoner and did cruelly slay him in sight of the Noldor".
A successful stratagem sees the Anariel charge forward impetuously ( a single move forward and must make an wild charge attempt in his own turn, which he does, driving back the orcs.


Noldor cavalry charge wargs.  They were initially confident they had the counter charge ability, but on checking they didn't.  The wargs are driven back, disordered.


Start of turn 8.
The warg/cavalry skirmish continues back and forth.
The werewolves charge the seemingly isolated unit of Anariel.  The great size and terror of the beasts driving back the elves.  Luckily, a unit of nearby orcs simply stands and gawps, failing to capitalise on the opportunity of hitting a disordered ("Battered") foe.



Part 2 to follow
« Last Edit: April 12, 2020, 02:52:43 AM by Ethelred the Almost Ready »

Offline Swordisdrawn

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Re: Battle in the Vale of Sirion - "Glaurung Rampant"
« Reply #1 on: April 06, 2020, 05:44:35 AM »
Fantastic! Can't wait for part 2
'The night is gone and the sword is drawn and the scabbard thrown away!'

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Offline KarwickWingmaker

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Re: Battle in the Vale of Sirion - "Glaurung Rampant"
« Reply #2 on: April 06, 2020, 09:08:01 AM »
Nice report!

Is that a fluffy rug you’re using as the tabletop? Whatever it is it’s very effective!

Offline Mister Frau Blucher

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Re: Battle in the Vale of Sirion - "Glaurung Rampant"
« Reply #3 on: April 06, 2020, 12:35:21 PM »
Cool stuff, Ethelred! Hope the good guys can pull it out!

Offline AKULA

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Re: Battle in the Vale of Sirion - "Glaurung Rampant"
« Reply #4 on: April 06, 2020, 12:44:27 PM »
Great looking game  :)

Offline skirmisher

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Re: Battle in the Vale of Sirion - "Glaurung Rampant"
« Reply #5 on: April 06, 2020, 05:24:52 PM »
Epic and storied reading. Wishing good die rolls to the foes of Morgoth!

Offline Ethelred the Almost Ready

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Re: Battle in the Vale of Sirion - "Glaurung Rampant"
« Reply #6 on: April 06, 2020, 08:02:23 PM »
Part 2.

The start of turn 8 saw werewolves charge the elf leader, Anariel.  The elves took few casualties but fell back, battered (but not yet deep fried).
This was a dangerous position for the Noldor.   The orc leader unit was blocked by the wolves but there were two other orc units within striking distance, but perhaps the power of Ulmo was still in the waters of the Sirion and the orcs merely stood in shock (failed activation).

And once again it was up to mortal men to save the day.  The Edain found they were in range to make a flank charge on the werewolves (I am using the flank rules variant that can be found in the Dux Rampant forum).



The wolves were put to flight and (using a rule of my own) broke through the ranks of the orcs behind them causing them to become battered.



The situation in the centre.

 

At this point the forces of Sauron, Lord or Wrewolves, has lost it's best unit and has a severely damaged and useless unit of scouts.  The forces of Hithlum are unscathed.  But, the problem is their battle plan is in disarray, the leader unit is out of position forcing the Edain to move in support.  Over the course of the battle the other unit of Noldor would also be left with difficult choices over just where it should be on the battlefield.

And unfortunately, that's all for now.  Some of us still have to work.

Offline Ethelred the Almost Ready

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Re: Battle in the Vale of Sirion - "Glaurung Rampant". Part 2
« Reply #7 on: April 07, 2020, 03:17:36 AM »
At the end of turn 8 the Noldor cavalry charge a group of wargs inflicting 3 casualties.  The wargs are battered and fall back. 



In turn 9 this group of wargs fails to rally (but two turns later do rally with just one strength point left).  The second group charges the cavalry who are too tired to counter charge.  The Noldor take 2 losses, are reduced to 50% but pass their courage test and just fall back .  In their own turn the cavalry foolishly decide to charge the wargs.  This was done with the intention of protecting the flank of the left-most Noldor infantry.  It all ends in disaster with the cavalry routed.



Turn 10.
"With foes all around him and many of his household slain or wounded Anariel stood defiant. But this was a dark day and beset by numbers three times greater the Noldor finally broke and fled in panic."
This sees the Noldor now losing two units in quick succession.  The remaining infantry and Edain pass their courage tests, the archers, however, being to edge backwards.



"But lo, even in this greatest darkness a light of hope did shine.  For the Edain were grim and bold and drove into the host of orcs, slaying many and driving them back in dismay".



Noldor attack the wargs who had routed the cavalry.  Wargs are now routed!



"Girbolg then descended on the men of Dor-Lomin but was, in turn, also routed from the field of battle".  The battle has swung again with three units of Sauron's force routed against two for the Noldor.



"But, alas, there were still more foes and finally the Edain were defeated and the remaining elves fled the destruction."  Well, the men were routed, the final Noldor infantry failed their coourage test miserably, also routing and the archers decided it was better to withdraw.



As a solo game this played very well.  There was certainly suspense and a few surprises.  The points differential may have been too hard to the elves - it allowed the orcs an extra unit of infantry and a stratagem which was to unhinge the elves battle plan.
Just like the Silmarillion, it is the mortal men who are the stand-out performers.  They lacked all the flach of the Noldor but succeeded in routing the werewolves, the orc leader and temporarily drove back the orcs.  The ending was also very fitting, although it would have been better had the Noldo leader been slain.

Both sides made some rash decisions, but largely these were forced on them by events.

 


Offline Melnibonean

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Re: Battle in the Vale of Sirion - "Glaurung Rampant". Part 2 and 3
« Reply #8 on: April 07, 2020, 05:37:16 AM »
Fantastic. I listened to the Silmarilion audio book a short while back and I remember the killing of a captive to provoke the Noldor into a rashdecision.
Below is a link to my blog. It's the place where I write uninteresting things about little toy soldiers. I do this because I refuse to grow up and behave like an adult.

http://this28mmlife.blogspot.com.au/

Offline Sunjester

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Re: Battle in the Vale of Sirion - "Glaurung Rampant". Part 2 and 3
« Reply #9 on: April 07, 2020, 05:57:22 AM »
Excellent game and write ups.
You have probably said before, but who makes the werewolf models?

Offline Ethelred the Almost Ready

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Re: Battle in the Vale of Sirion - "Glaurung Rampant". Part 2 and 3
« Reply #10 on: April 07, 2020, 06:29:21 AM »
As I have been frustrated with work I am being a sad bastard and hanging around my two main gaming forums (or fora if you prefer).

To answer a few of the questions raised.

The mat is from Killing Fields.  It is a bit greener in real life but is quite a dark brown near the base, so there is limited utility in trimming the grass shorter unless you want darker.  I do often feel that the figures get lost in the mat and don't look as good in photographs.

The werewolves are GW Fenrisian wolves.
Wargs are from Red Box.  They are unusual sculpts as the heads are rather small and the front legs are oddly posed giving them all a reptilian feel.
I do have other wolves/wargs coming, but that is another post.......

The rules have been modified using options from the Dux Rampant forum - flanks, friendly units can be within 1" of each other.  I have added a couple of my own rules which suit me and as I solo game I don't really have to care what anyone else thinks.
1. Leaders and captains have PIPs which they can use to help prod a unit into action (make the activation roll easier by 1), improve the courage rolls, or use them in combat.    The more PIPs used in combat the more risk of damage or death.  This is a bit like a rule in Hail Caesar (if I remember correctly).

2. Units pushed back can interpenetrate the unit behind but will cause disorder on the unit they go through and will also take 1 further casualty.

3.  There is no third rule (that I can think of right now).

At some stage I will need to tackle magic, which is more rare and subtle in Middle Earth.

All in all, I have fallen in love again with DR having thought it was getting a bit mundane.





Offline Mister Frau Blucher

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Re: Battle in the Vale of Sirion - "Glaurung Rampant". Part 2 and 3
« Reply #11 on: April 07, 2020, 03:11:40 PM »
Cool game and a nice read. Interesting that the battle paralleled the "historical" outcome.

Offline Swordisdrawn

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Re: Battle in the Vale of Sirion - "Glaurung Rampant". Part 2 and 3
« Reply #12 on: April 08, 2020, 05:53:56 AM »
Really enjoyed the battle report. Brilliant stuff.

Offline Ethelred the Almost Ready

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Re: Battle in the Vale of Sirion - "Glaurung Rampant". Part 2 and 3
« Reply #13 on: April 08, 2020, 09:40:22 AM »
For those who are interested, this is my draft roster for First Age forces.  Some general notes are below.  Getting the format to carry over to here seems difficult, so please excuse the slightly messey appearance.


UNIT NAME   Orc Overlord   POINTS   8   NOTES (Heavy Foot - Offensive)
Attack   6+   Attack Value   4+   
Move   5+           Defence Value   4+   
Shoot   -   Shoot Value   -   
Courage   4+   Max. Move   6"   
Armour   3   Strength Points   12   
            
UNIT NAME   Orc Fanatics   POINTS   4   NOTES (Bellicose Foot)
Attack   5+   Attack Value   3+   Ranger.         
Move   6+           Defence Value   6   Wild Charge.
Shoot   -   Shoot Value   -   Counter Charge on 7+
Courage   4+   Max. Move   8"   
Armour   2   Strength Points   12   
            
UNIT NAME   Orc Warriors   POINTS   5   NOTES (Light Foot - Offensive)
Attack   6+   Attack Value   4+   
Move   5+   Defence Value   4+   
Shoot   -   Shoot Value   -   
Courage   4+   Max. Move   8"   
Armour   2   Strength Points   12   
            
UNIT NAME   Mixed Warband   POINTS   5   NOTES (Light Foot - Bow)
Attack   6+   Attack Value   5+   
Move   5+   Defence Value   4+   
Shoot   6+   Shoot Value   6+/Range 12"   
Courage   4+   Max. Move   8"   
Armour   2   Strength Points   12   
            
UNIT NAME   Orc Archers   POINTS   4   NOTES (Light Missiles)
Attack   7+   Attack Value   6   
Move   6+   Defence Value   5+   
Shoot   6+   Shoot Value   5+/18   
Courage   4+   Max. Move   6"   
Armour   2   Strength Points   12   
            
UNIT NAME   Orc Scouts   POINTS   2   NOTES
Attack   7+   Attack Value   6   Hard to target
Move   5+   Defence Value   6   Skirmish
Shoot   7+   Shoot Value   5+/12"   Evade
Courage   5+   Max. Move   8"   Fleet Footed
Armour   1   Strength Points   6   
            
UNIT NAME   Wargs   POINTS   5   NOTES (Lesser War Beasts)
Attack   5+   Attack Value   4+   Ranger
Move   6+   Defence Value   6   Wild Charge
Shoot   -   Shoot Value   -   Fleet Footed
Courage   4+   Max. Move   12"   Fear vs Horses
Armour   3   Strength Points   6   
            
UNIT NAME   Wolf Riders   POINTS   7   NOTES (Lesser War Beasts)
Attack   5+   Attack Value   4+   Ranger
Move   6+   Defence Value   5+   Wild Charge
Shoot   -   Shoot Value   -   Fleet Footed
Courage   4+   Max. Move   12"   Fear vs Horses
Armour   3   Strength Points   6   Cunning
            
UNIT NAME   W-Rider Archers   POINTS   5   NOTES (Light Riders)
Attack   7+   Attack Value   5+   Skirmish
Move   5+   Defence Value   6   Evade
Shoot   6+   Shoot Value   5+/12"   Fear vs Horses
Courage   5+   Max. Move   12"   
Armour   3   Strength Points   6   
            
UNIT NAME   Trolls   POINTS   7   NOTES (Bellicose Foot)
Attack   5+   Attack Value   3+   Ranger, Wild Charge
Move   6+   Defence Value   5   Terrifically hard hide
Shoot   -   Shoot Value   -   Counter-charge on 7+ vs foot
Courage   4+   Max. Move   5"   Fleet footed, Cunning
Armour   3   Strength Points   12   Fear.  Slow (-1)
            
UNIT NAME   Werewolves   POINTS   10   NOTES (Lesser War Beasts)
Attack   5+   Attack Value   3+   Ranger
Move   6+   Defence Value   5+   Wild Charge
Shoot   -   Shoot Value   -   Fleet footed
Courage   3+   Max. Move   10"   Fear.     Cunning
Armour   4   Strength Points   6   
            
UNIT NAME   Elf Nobles   POINTS   6   NOTES (Elite Foot)
Attack   5+   Attack Value   3+   Ranger
Move   5+   Defence Value   4+   
Shoot   -   Shoot Value   -   
Courage   3+   Max. Move   6"   
Armour   4   Strength Points   6   
            
UNIT NAME   Elf Elite Rangers   POINTS   8   NOTES (Elite Foot)
Attack   5+   Attack Value   3+   Missiles
Move   5+   Defence Value   4+   Ranger
Shoot   6+   Shoot Value   5+/18"   
Courage   3+   Max. Move   6"   
Armour   4   Strength Points   6   
            
UNIT NAME   Noldor Infantry   POINTS   7   NOTES (Heavy Foot)
Attack   6+   Attack Value   5+   Furious attack (venomous)
Move   5+   Defence Value   4+   
Shoot   -   Shoot Value   -   
Courage   4+   Max. Move   6"   
Armour   3   Strength Points   12   
            
UNIT NAME   Gondolindrim   POINTS   6   NOTES (Heavy Foot)
Attack   6+   Attack Value   5+   Mystical Armour (save a hit on a 6)
Move   5+   Defence Value   4+   
Shoot   -   Shoot Value   -   
Courage   4+   Max. Move   6"   
Armour   3   Strength Points   12   
            
UNIT NAME   Sindar Infantry   POINTS   5   NOTES (Heavy Foot)
Attack   6+   Attack Value   5+   Fleet footed
Move   5+   Defence Value   4+   
Shoot   -   Shoot Value   -   
Courage   4+   Max. Move   6"   
Armour   3   Strength Points   12   
            
UNIT NAME   Noldor Archers   POINTS   6   NOTES 9Light Missiles)
Attack   7+   Attack Value   6   Light armour (use mystical armour
Move   6+   Defence Value   5+   roll)
Shoot   6+   Shoot Value   5+/18"   
Courage   4+   Max. Move   6"   
Armour   2   Strength Points   12   
            
UNIT NAME   Sindar Archers   POINTS   6   NOTES (Light Missiles)
Attack   7+   Attack Value   6   Sharp shooters.
Move   6+   Defence Value   5+   Fleet footed
Shoot   6+   Shoot Value   4+/18"   
Courage   4+   Max. Move   6"   
Armour   2   Strength Points   12   
            
UNIT NAME   Noldor Cavalry   POINTS   6   NOTES (H. Riders/Mounted Miss.)
Attack   5+   Attack Value   4+   Fear vs man sized foot
Move   5+   Defence Value   5+   Counter-charge
Shoot   6+   Shoot Value   5+/12'   
Courage   4+   Max. Move   10"   
Armour   3   Strength Points   6   
            
UNIT NAME   Horse Archers   POINTS   4   NOTES
Attack   7+   Attack Value   5+   Skirmish
Move   5+   Defence Value   6   Evade
Shoot   6+   Shoot Value   5+/12   
Courage   5+   Max. Move   12"   
Armour   3   Strength Points   6   
            
UNIT NAME   Edain Guard   POINTS   4   NOTES (Heavy Foot)
Attack   6+   Attack Value   5+   
Move   5+   Defence Value   4+   
Shoot   -   Shoot Value   -   
Courage   4+   Max. Move   6"   
Armour   3   Strength Points   12   
            
UNIT NAME   Edain Levy   POINTS   3   NOTES (Light Foot)
Attack   6+   Attack Value   5+   
Move   5+   Defence Value   4+   
Shoot   -   Shoot Value   -   
Courage   4+   Max. Move   8"   
Armour   2   Strength Points   12   
            
UNIT NAME   Edain Archers   POINTS   4   NOTES (Light Missile)
Attack   7+   Attack Value   6   
Move   6+   Defence Value   5+   
Shoot   6+   Shoot Value   5+/12"   
Courage   4+   Max. Move   6"   
Armour   2   Strength Points   12   




Notes:
Warg riders posed a problem, but I think adding Cunning to the basic warg stats is enough.  I don't think warg riders were super weapons.  I have used some attributes in limited ways - such as wargs having Fear against horse mounted troops.  This costs only 1 point instead of 2.

I am uncertain about trolls.  I think they could be done a number of ways, including Elite Foot or Heavy Foot with some added attributes.
Werewolves are also something I am uncertain about, but I think this worked OK in the game.
I personally prefer having orc archers in mixed foot units or as scouts, so I would probably not use a dedicated archer unit.

All elven units are reduced figure units, representing their prowess. 
The Edain here are not intended for the Haladin who seem to be more useful for guerilla warfare.
I still need to do dwarves and Easterlings.
Finally, a few more monsters will need adding - Balrogs, dragons, giant spiders, crows and bats to name a few.

Offline Ethelred the Almost Ready

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Epilogue.

The elves from the last game were pursued into the passes of the Ereth Wethrin.
Again, they were out numbered, but there was the prospect of a relief force. 
Both sides had random deployment including how how deep into the table the units were to represent the disorganised retreat and the lead elements of the pursuit.

"And then the elves were pursued into the passes of the Ered Wethrin and, although hard pressed, they finally turned to make their stand.  Now, Anariel had a brother who had misgivings about his brother's errand and so kept a force in the hills should things turn ill for the Noldor.  It was this host that now came forth to give succour to the beleaguered  Noldor."




Luck is with the elves - reinforcements on turn 2.



New unit of wargs charge in



And run away.   The curse of the new unit.



The view up to the ridge.  The trolls and orcs are not perturbed by the shining door-handle of doom shining above the elves.




Wargs, soon to have their bases finished and mounts attached fared better than the wolf riders.




Orcs and trolls attack.  The orcs ultimately flee and the trolls are all slain.











"Yet, with the orcs in flight, the mighty trolls still fought on repeatedly assailing the ridge and repelling the elves counter attacks.  It was here that Anariel, full of shame from his previous retreat, was slain after fighting valiantly.  In fury the Moldor lead one final assault on the trolls, destroying them utterly."


The game, again, had a very narrative feel to it.  The elves lost their commander while repelling the trolls.  This is the same elf who was defeated and fled in the previous game, so he now fought with great honour losing his life in the process - very fitting, once again, for the Silmarillion.