Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Monday, February 21, 2011

Warmaster Ancients Report

So last Sunday (not yesterday), I had the pleasure of playing Warmaster Ancients for the first time. In fact, it was the first time I've played Warmaster in any capacity outside of a demo game at my local Games Workshop way back in 2000 or 2001 when the game came out.

This battle was between myself playing Imperial Romans and my friend playing Britons. We decided to build our forces around 1,000pts because after that we just start doubling up on some choices we've already made. For instance, in my 1,000pt army I have four Legionaries, three auxiliaries, three archers, one scorpion, two heavy cavalry, one legate, and one commander with portents. If we were playing 2,000pts, I would just probably double everything I have. 1,500pts would probably be fun to play, as I'd add some more cavalry and some skirmishers (just to see what I could do with them), but 1,000 seemed to give us everything we wanted without becoming redundant.

We decided also to forgo the 10mm scale that Warmaster is usually played with, mostly because 10mm models aren't readily available to our local games shop (just because of the distributors they deal with), but 15mm was in abundance. Both my opponent and I built our armies using Corvus Belli's 15mm ancients range. We, of course, had to decide on a coherent basing scheme, for while we both had to use Warmaster's 40mmX20mm bases, we didn't want to have one person stick two models on a stand and another four. For regular infantry we decided on three to a stand, skirmishers two, and cavalry two (except for command stands which are 3). God help us if we come across skirmishing cavalry. We might have to put one horsey on a 40x20mm base.

Sorry for the blur. Cellphone pic.

This was also the first time I've ever played a historical wargame, so it was neat that it was done so with a ruleset that comes from a games company and designer that I'm comfortable with (Games Workshop and Rick Priestly). Rick Priestly's rules always emphasize ease of play and fun over any sort of accuracy or detail. So to a guy whose historical knowledge tends to fuzz-out any further back than 1900, I'm appreciative of the fact that I'm not bombarded by detail pertaining to the correct size of pilum and how this works in miniature.


Alright, so now that I've got the setup underway, how did the game go? Fantastically! Of course, like any ancient conflict, this was fueled by ample beer at the table, and keeping with our casual nature, we decided to play until one army loses half its units, causing it to break. Once that was decided, we set up our figures one unit at a time 90cm away from each other and rolled to see who went first.


Right off the bat, you have to make choices in Warmaster: which units to activate first is a common decision in wargames, but Warmaster throws an additional curve ball at you by forcing you to decide which commander to command those units with first. I immediately worried that I didn't have enough commanders to effectively command. After all, once my legate was finished ordering things, I'd only have a commander left! This also forced me to keep my forces together, which isn't a bad thing, but limited my mobility somewhat. Thankfully, the Roman command is well regarded, and so command 8 and command 9 are easy to roll under on 2d6. My troops moved rather well, and once we hit the enemy I saw that the Roman's success was not limited just to command.


Romans have a rule called Legion which gives the stands at the forefront a support bonus, in addition to the stands behind them (but only on the first round of combat). Combined with my 5+ armor save, I was starting combats pretty well off. Of course, my opponent not having as high a command as myself didn't help matters in his favor, as his troops had a hard time maneuvering into position.

While the Romans are pretty bad-ass, they lack numbers (I made the joke that they're the Space Marines of Ancients gaming, which I'm sure would cause the bearded legions of historical gamers to spasm). My opponent had me outnumbered almost two-to-one, but with commands of 6 or 7, there were stands that literally didn't move the entire game.

All-in-all it was a great game, and a great system. Being the fantasy fanatic that I am, I'm already looking at Warmaster Fantasy, or the Battle of Five Armies (both of which use the same ruleset), but I'm in no position to start any more projects just yet. However, this experience has awakened a desire to play more historical conflicts, so long as the rulesets remain as accessible. I'm already planning on getting my Flames of War Americans done up before autumn this year, but Rick Priestly's latest offerings (Black Powder, and the forthcoming Hail Caesar from Warlord Games) also have me dreaming of recreating past conflicts instead of making up new ones. I'd totally replicate my Imperial Roman Warmaster Ancients army in 28mm with Hail Caesar, or do a Napoleonic Prussian force, or even a Union American Civil War army using Black Powder. Again, these are dreams, and I'm not ready to make them a reality. Unfortunately 2011 looks already to be booked.

So, before signing off, I should say what my opponent and I concluded about our Warmaster Ancients experience. #1: I need to finish painting my goddamn army; #2: We need to give the rulebook another read; #3: Maybe one less beer each next time; #4: I need to finish painting my goddamn army; #5: What a great system!

+++END TRANSMISSION+++

Tuesday, July 29, 2008

A loss... Of sorts...

Yeah, so my WARMACHINE game didn't go so hot. It was for Summer Rampage, so I thought I'd be all clever-like and play in Western Cygnar; which many of you Rampagers might know to be a pretty safe bet for Cygnar to play in against the Legion, and also has quite a favorable condition on it (New Recruits: allowing 50 extra points per army). However I rolled what could possibly be the worst scenario I could have rolled: The Curse of Garlghast Island. For those of you who haven't had the pleasure of plying this scenario, it doesn't allow LOS any greater than 8", and it makes all spells and animi +1 Focus/Fury to cast. We both had pretty shooty armies, and so this particularily sucked.

There were a few mistakes I made that I noticed. I should've kept far back from him at all times instead of staying put. I also should have popped Haley's feat one turn sooner, allowing Alten Ashley to shoot the crap out of his Carnivian and whatever's left to be dealt with the Hunter. Alas, it was not to be. I'll have to play someone else before I go back to that Legion player and try my luck again.

Not much of a report, but I really don't have the patience to do full ones. Mine are more like battle summaries.

In other news, I haven't painted much today (read: anything today), but I'm hoping to finish up my Banshees tomorrow. I really need to as I have to get going on this project.

+++END TRANSMISSION+++

Thursday, July 19, 2007

Dark Age Review

So I played my first game of Dark Age against a friend who's played for the first time as well. It was his Dragyri Ice Caste against my St. Mary Forsaken. I fielded two Clergy Ann; 1 Warwind; 2 Strikes; and three firestorm with leader. He had a Soul Warden; Ice Elemental; Death's Device; some spearslaves; some slingslaves; and... Some other... Type of slaves... Anyways it was 500 points.

I dropped his Soul Warden with spearslaves with a few turns of carefully placed shots from the Clergy Ann (the Soul Warden dropped in 1 turn!). My Strikes ate up a squad of spear slaves on the right flank only to get into combat with the Ice elemental and some more spearslaves. They managed to survive and even do a couple wounds to the elemental before my Warwind came in and dropped the Ice Elemental to one wound.

Before they could finish it off a Death's Device came in and minced the Strikes, and the Ice Elemental finished off the Warwind. Then, all that stuff made it over to the Clergy Ann-dominated left flank and ate them up. My Clergy Ann made the Death's Device roll alot of dice, but alas it only took one wound before slicing the Clergy Ann to ribbons.

And what of the Firestorm? Well... They killed one slingslave, then blew themselves up.

What I learned from the game is that Clergy Ann and Warwinds kick ass. Strikes are bad ass too, I'd like to have more of them, but at 70 points a pop they're something I'll invest in in a bigger points game. I have to say that I'm not at all happy with the Firestorm. I'm not saying I used them to their potential, or that my dice rolling for them wasn't the suck; but I'm gonna try my next few games with coils. Besides, the same amount of coils brings me to 495 points instead of the 486 that I was at with the Firestorm.

And the Dragyri? I found out their slaves are meat shields. I was worrying that my 8 man (or rather, woman, as I used all female sculpts) army would get done in my the slaves alone, but the only casualties I suffered (when they weren't from myself blowing up my Firestorm) were from his Death's Device, and Ice Elemental. Coincidentally the Ice Elemental's downright frightening, and the Death's Device is nothing to laugh at either. I thought I'd be able to kill it with it's paltry 3 HP but it's AR 20 is very hard to get by, even if you make him roll ridiculous amounts of dice.

All in all, I love this game. I've been playing everything GW put out for over ten years now, and lately I've been gaming nothing but non-GW games and I have to say how refreshing it is to try something new. I've played Warzone and Chronopia so some things about this system were familiar; but Dark Age is far superior in my books. I'm really looking forward to all my friends finishing their armies and us having bigger games, or just more games (don't want to bite off more than I can chew). And despite my horrible loss, I'm really impressed with how my St. Mary force performed ('cept those damned Firestorm); and am looking forward to testing my mettle in more games.

+++END TRANSMISSION+++