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Author Topic: [Warmaster] Demonstration Game Battle Report - The Siege of Wolfenburg  (Read 2403 times)

Offline Pugwash_NZ

  • Schoolboy
  • Posts: 5
    • Warmaster Downunder - My Armies, Painting and Battle Reports.
After the particularly bitter winter that began the Imperial year 2512, a massive horde of Orcs and Goblins descended from the World’s Edge Mountains and ravaged the eastern provinces of the Empire. The Orc Warlord that led them was Azhag the Slaughterer, and under his command were tribes of Orcs and Goblins from the highlands around Red Eye Mountain.



Using the sorcerous power of the Crown of Nagash, Azhag’s army defeats the army of the Elector count Ostland at the Battle of Grim Moor. The shattered defenders withdraw to the mighty city of Wolfenburg, where Marshall Otto Blucher hopes the stout city walls will keep Azhag at bay until help can arrive.







SCENARIO [DAY ONE]
On Day One, as the massive Orc Waaagh approaches the town of Ristedt, Empire troops oversee the evacuation of civilians across the river Eiskalt and into the city of Wolfenburg. A desperate rear-guard action is fought to delay the Orcs for as long as possible.

The Defenders of Ristedt deploy first and may deploy anywhere within 20cm of the town. All infantry and war machines count as being in defended positions
The Orc Army deploys second, and may deploy anywhere within 90cm of Ristedt
The Orcs take the first turn of the game.
Every turn from Turn 7, the Orcs roll 1D6 and on a 1-2 the game ends, otherwise another turn is played (turn 9 is the final turn of the game if it doesn't end sooner).
If the Empire are able to keep the Orcs from entering Ristedt (or break their army) they win Day One and any of their character and surviving units are replenished and added to their army on Day Two.
If an Orc unit enters Ristedt, the Orcs win and overrun the town before they can withdraw.
ARMIES
Empire: Defenders of Ristedt
--------------------------------
2 Halberdiers
1 Handgunners
2 Crossbowmen
3 Flagellants
4 Knights
2 Helblaster
1 Steam Tank
1 Hero: Hans Leitdorf  (Griffon)
1 Wizard: Albrecht Helsher



High Elf: Defenders of Ristedt
--------------------------------
4 Spearmen
3 Archers
2 Reavers
2 Elven Bolt Thrower
1 Hero: Aislinn
1 Wizard: Kalhordis Whitemane



Azhag's Horde
--------------------------------
8 Orc Warriors
4 Black Orcs
8 Goblins
2 Trolls
2 Ogres
8 Boar Riders
6 Wolf Riders
4 Wolf Chariots
2 Giant
1 Orc General: Azhag the Slaughterer (Wyvern)
6 Orc Hero (1 Wyvern, 2 Chariots)
2 Orc Shaman
4 Goblin Shaman



SCENARIO [DAY TWO]
On Day Two Azhag lays siege to Wolfenburg. After desperate pleas to the High Elves, the defenders can only hold on and hope that help will arrive before it’s too late.
The Garrison of Wolfenburg may deploy anywhere within 20cm of the city walls. All infantry and war machines deployed outside the walls count as being in defended positions
The Orc Army deploys second, and may deploy anywhere within 90cm of Wolfenburg.
The Orcs take the first turn of the game.
Every turn from Defender turn 4 a High Elf relief force may arrive on the far table edge (roll of 5-6 on turn four; on turn five it automatically arrives).
Every turn from Turn 7, the Orcs roll 1D6 and on a 1-2 the game ends, otherwise another turn is played (turn 9 is the final turn of the game if it doesn't end sooner).
If the Empire are able to keep the Orcs from entering Wolfenburg they win Day Two, otherwise the Orcs win.
Empire: Garrison of Wolfenburg
--------------------------------
3 Halberdiers
2 Handgunners
3 Crossbowmen
4 Pistoliers
3 Cannon
1 General: Marshall Otto Blucher
1 Hero: Theodore Bruckner
1 Wizard: Frederick von Tarnus



High Elf: Relief Force
--------------------------------
3 Silver Helms
2 Reavers
3 Chariots
2 Giant Eagles
1 General: Caledrian
1 Hero: Thyrinor (Giant Eagle)
1 Wizard: Korhil



Azhag's Horde
--------------------------------
8 Orc Warriors
4 Black Orcs
8 Goblins
2 Trolls
2 Ogres
8 Boar Riders
6 Wolf Riders
4 Wolf Chariots
2 Giant
4 Rock Lobber
1 Orc General: Azhag the Slaughterer (Wyvern)
6 Orc Hero (1 Wyvern, 2 Chariots)
2 Orc Shaman
4 Goblin Shaman
4 Siege Towers
2 Battering Rams
1 Mangonel

Offline Pugwash_NZ

  • Schoolboy
  • Posts: 5
    • Warmaster Downunder - My Armies, Painting and Battle Reports.
The first day of the battle features a desperate defence of the small empire town of Ristedt against an enormous Orc Horde led by Azhag the Slaughterer.



The Elves and Empire troops form a protective ring around the town of Ristedt, to allow the townsfolk time to evacuate and reach the safety of Wolfenburg.  Elf Archers and bolt throwers form the first rank, calmly preparing themselves behind improvised barricades.  Behind them are ranks of spearmen and halberdiers from the city.



The road to the north is overlooked by more bolt throwers while the road itself  has been blocked with more archers and spears while flagellants and a steam tank guard the entrance to the town.



As the defenders ready themselves to fight, refugees flee the town, crossing the river Eiskalt, on the road to the city of Wolfenburg, hoping the strong city walls can offer protection against the horde.



Azhag's horde is enormous.  Goblins and giants lead the attack, the former pushed forward by ranks of bloodthirsty Orcs.  Bringing up the rear are the fearsome Boar Riders and Goblins riding wolves and in chariots.



A small force of wolf riders and chariots bound down the North Road to the town.



Under Azhag's sorcerous guidance the orc advance is steady; Giants march forward confidently while the bulk of the hoard follows.  Orc magic disorients the Elf bolt thrower crew in the front line and they hastily withdraw toward the town.



As the Orcs approach the defenders unleash a hail of fire.  One giant is driven back and grievously injured.  The steam tank cranks and hisses as it moves forward to fill the gap left by the High Elf Bolt Throwers, adding more fire the to barrage.



Now the first units of the Orc Army rush forward.  Goblin chariots crash through the barricades slaying Elf Archers and on into the spearmen behind them.  The Giant, angry and confused ignores the orders of the Orc heroes and runs forward to jump up and down on the second unit of archers.



Reeling from this initial shock, the discipline of the defenders takes over.  Elf spearmen and Human halberdiers counter attack, but they underestimate the ferocity of their opponents, and are cut down.



Meanwhile the Empire knights move forward to stop the approaching horde, and the Elf reaver knights attack up the north road, cutting down surprised Goblin wolf riders, and charging on into the horde where they cause considerable confusion, running down panicked goblins who flee before them.



The Orcs now send their mighty boar riders forward, and they smash into the Empire knights and ride them down.  Confident of their imminent victory the Boar Riders, supported by a mighty hero atop a wyvern and another on a chariot, push on into the last of the Empire Knights, the knightly orders of the Blazing Sun and Knights Panther.  But these knights are prepared for the onslaught, and stop their charge cold, killing many boar riders.



The defenders lines are crumbling.  On the North road Orc Boar Riders have smashed through the remaining Elf infantry and press on toward the town.  The Empire forces now pull back to the outskirts of the town to make a final stand. 



The fighting at the north entrance to the town is fierce, but despite repeated attempts by Orc Boar riders and Orc heroes, they are unable to destroy the Empire Steam tank that blocks their approach and peppers them with shot.



The Empire hold the town for more precious minutes.  At the East entrance of the town the last of the Knights Panther are dragged from their saddles by the Orcs, but concentrated fire from a well placed Hellblaster cannon force the Orcs from the town, time and time again.  Finally only the Flagellants are left, defending the Church of Sigmar.  They are crushed by mighty Orc magic, stung by venomous spiders and then finally charged by the ferocious Black Orcs. 



After 9 valiant turns of defence, the Orcs finally overwhelm the defenders and seize the town to claim victory.

Editors Note: This game was about as close as it could be.  The Orcs had three chances to lose the game (on a roll of 1 or 2 at the start of turns 7,8 and 9) but luck favoured them.  The Orcs won on the 9th and final turn of the game - had they not destroyed the flagellants when they did, the Empire would have won.



In terms of stand-out-units, the Empire Steam Tank was wonderful in defence, it's sturdy armour repelled all attacks against it.  It was the right thing, in the right place, to deny the Orcs one of the entrances to the town.  The High Elf Reaver Knights caused immense damage to the Orc and Goblin infantry, holding them up for several turns.



For the Orcs, the Giants did an amazing job of taking immense punishment and then punching on through the first line of defence.  A special mention also must go to the Spider Riders (aka Wolf Riders) managed to outperform their diminutive statistics and slay Empire knights.

Day Two to follow...

Offline BZ

  • Mad Scientist
  • Posts: 929
  • https://oathgrave.blogspot.com/
    • Oathgrave
Wow, thats huge! But small. But still huge!  :)

Offline fred

  • Galactic Brain
  • Posts: 4377
    • Miniature Gaming
Great write up - great to see Warmaster units on the table.


Offline BeneathALeadMountain

  • Mad Scientist
  • Posts: 681
Beautiful looking game, very attractive. I love the warmaster range (but have stupidly individually based mine to play mini-WHFB 3rd Ed) and it’s great to see some relatively rare units like the spider riders on the table (I also have them, some forest goblin infantry, some halfling archers with accompanying tiny chicken and a hot pot launcher). Looking forwards to the next report, keep up the good work,
BALM
Beneath A Lead Mountain - my blog of hobby procrastination and sometimes even some progress
https://beneathaleadmountain.blogspot.com/

Offline Pugwash_NZ

  • Schoolboy
  • Posts: 5
    • Warmaster Downunder - My Armies, Painting and Battle Reports.
The second day of the battle sees Azhag's massive horde besiege the walls of the mighty city of Wolfenburg.  A High Elf relief force is en-route, but will it arrive in time to lift the siege?



The Garrison of Wolfenburg deploy cannon batteries in the towers on either side of the gatehouse, and a mix of crossbow, handguns and halberdiers on the walls, with a small number of troops held in reserve.



In an effort to delay the Orc horde and allow more time for the High Elves to arrive, a cannon battery, and units of crossbows and pistolier cavalry are deployed outside the city wall in prepared positions.



The Orcs meanwhile have captured two Empire Mangonel and set these up to attack the gatehouse.  Once again, Goblins lead the advance, with huge siege towers being pushed behind them by units of Orcs and Black Orcs.



Realising the danger of the approaching High Elves, the Azhag also deploys wolf riders and chariots on the main approach to the city, to prevent the Elves from wrecking havoc in the horde before it can reach the city.



Still carrying much of their plunder from Ristedt, the initial Orc Advance is halting, with only a few of the enormous siege towers moving forward. 



The initial volley from the Orc mangonels fall short and the Empire troops pepper the approaching giants with well aimed cannon-fire.



The enraged Giants charge forward, but the defenders outside the walls are ready and both Giants are wounded and driven back from the barricades.  A brave unit of pistoliers surges forward to charge into the horde.  They choose their targets carefully and ride down a brigade of goblins. 

But now the mangonels find their range and they strike the gatehouse with devastating force, damaging the mighty stone structure.



Seeing that the gatehouse is almost destroyed, opening a way into the city, Azhag orders forward his Boar Riders.  They crash through the Empire barricades and slay most of the defenders outside the city walls.



The Orcs are now drawing close to the city walls in some places.  Stubborn pockets of defenders still hold out on the delaying the advance of fully one half of the horde, and the Goblin infantry has been unable to deal with the Pistoliers in their midst.



Now the Orc rock lobbers are within range and a devastating rain of rocks causes another section of wall to buckle, as the gatehouse is pulverised and finally collapses.  The Orcs cheer as the way into the city is open!



Once again the sorcerous power of Azhags Crown of Command fails and the Orcs bicker amongst themselves about who will get the spoils from inside the city, rather than exploiting the opportunity their machines have created.



A single unit of Boar Riders charges through the damaged gatehouse and is met with fierce opposition by the Empire cavalry who now plug the breech.  The Orcs are driven back but both sides suffer heavy losses.



Finally the High Elves arrive!  Chariots rumble through the town of Ristedt.



Silver Helm Knights form up in glittering ranks at the banks of the river Eiskalt. 



Giant Eagles perch on the hill overlooking the crossroads on the northern approach to Ristedt as the Elven hero who leads them picks a vulnerable target amongst the Orcs.  The Mangonels are selected and are torn apart with savage ease.



Now it's a race to see whether the Orcs can claim the city before the High Elves can destroy them.  The Boar Riders at the gatehouse mount another charge into the city, cutting down more defenders, but again they are pushed back.  However the numbers of Empire defenders are dwindling.



The barrage from the Rock Lobbers cause another section of the city wall to collapse, killing many handgunners who had been stationed there.



Meanwhile the Goblin Chariots and Wolf Riders blocking the Elf advance put up a surprisingly stiff resistance and many elf chariots and even some Silver Helm Knights are slain as the Elves hack their way forward.

The Eagles continue their advance,  however they make the mistake of pressing their attack on into a unit of Trolls and are torn apart by the ravenous Trolls. 

The first unit of Silver Helm knights now reach the Orc lines and ride through goblin stragglers before destroying several Orc Rock Lobbers.



But they are too late. The Orcs reach the city walls and attack from their siege towers.



A fresh assault on the ruins of the gatehouse, supported by a mighty Wyvern and infused with the Orc Waaagh magic, pushes the defenders back, and not even the brave efforts of Marshall Blucher can stop their brutal assault.



The Empire troops held out for 7 turns and managed to keep the Orcs at bay, but now the City of Wolfenburg falls and the Orcs are victorious!



Editors Note:  A huge amount of fun was had over the weekend. Day Two was not quite as close as Day One, although the Orcs still had one roll on turn 7 where they may have lost the game.  The Elf Advance was not as decisive as it was in the playtest, and if running this again I'd probably modify the scenario to allow the Elves to bring on 1D6 units each turn, starting from turn 3.   



The Pistoliers served the Empire well and their brave charge on the flank cost the Orcs valuable time and slowed the advance of many units.  Only the intervention of Ogres finally managed to see these brave sons of the Empire off the table.



For the Orcs, the Giants were good in absorbing fire, and attacking only enemy troops, although not as powerful as the day before.  The Boar Riders really carried things on both days, and their offensive power - when supported by characters and Waaagh magic is truly phenomenal.

SCENERY SOURCES
Battle Mats by Deep Cut Studio
Trees and City Gatehouse by Kalistra
Roads and Rivers by Timecast Models
Farms, Bridge and some city buildings by Battlescale
City Walls and other city buildings, designed by Printable Scenery, Printed by OTP Terrain
Town of Ristedt by Total Battle Miniatures
Crossroads tower by Spellcrow

Offline 2010sunburst

  • Scientist
  • Posts: 427
Good report, and a spectacular table.  Looks like fun was had by all.  Nice one!

Offline fred

  • Galactic Brain
  • Posts: 4377
    • Miniature Gaming
Day 2 was truely epic in scale!

Such a good variety of manufacturers terrain used together, but overall they all look very coherent and give a great look.

Quite a hard scenario to balance with the destruction of the town walls and the relief forces progress to balance.

Offline Eric the Shed

  • Galactic Brain
  • Posts: 4200
    • The Shed Wars Experience
wonderful report - thank you

Offline blacksoilbill

  • Mastermind
  • Posts: 1492
So good! This game looks fantastic, especially that orc horde. The games sound like heaps of fun too. Makes me want to drag out my 10mm stuff!

Offline Ajax

  • Scientist
  • Posts: 237
Fantastic table and great report. Thanks to share.

Offline Elk101

  • Moderator
  • Elder God
  • *
  • Posts: 10518
Excellent report and especially good to see some 10mm on the table. Also, thank you for the run down on the terrain, etc, which is always useful.

Offline Reed

  • Mad Scientist
  • Posts: 691
  • Once bought, must be painted.
This is the stuff of dreams: so many minis, gorgeous scenery, everything painted...

Offline Dr. Zombie

  • Scatterbrained Genius
  • Posts: 3094
Wow!

Words fail me. Although awe inspiring and magnificent spring to mind.

I have always wanted to play warmaster as I really like the rules, but never had any opponents.

Offline Gibby

  • Scatterbrained Genius
  • Posts: 2354
This thread is absolutely magnificent. Please keep these coming!

 

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