Wednesday, 30 December 2015

998YK: Lharvion 2, Barrakas

Lharvion (cont)

Storm Lords

Banner 1: having just been badly beaten up by the Sulatar, they need to get away before they are attacked again. Crossing the river here, without a bridge, would risk losing baggage or men, and there is little time left this season for the Sulatar to pursue, so Commander Markus can just head downriver and try to steal more villages.

Actually, this has turned out okay for the Storm Lords — their losses at Cinderfall are not heavy, burning the village costs the Sulatar some income for next year, and by drawing the Sulatar armies back, it has freed the Storm Lords' other armies to do other stuff.
Banner 2: perhaps the troops here, which have been chased around by various more powerful armies all summer, heard about the defeat at Cinderfall and have had enough. The banner rolls a bad scouting event — Mutiny — which means they cannot move this turn or next (effectively until the end of the year).
Banner 3: manages to advance, threatening to steal both Hammerhead and Sulatar villages.
Banner 4: wants to advance north to steal villages, but is beset by sickness and instead loses 60 points of troops.
Banner 5: tries to scout a path to Threnal, fails.

White Fang Tribe

Banner 1: moves against the Hammerhead army in the west, which chooses to fall back before it.
Banner 3: tries to scout a path to Threnal, fails. They have one more month in which to press their attack.
Threnal, end of Lharvion.
(top left) White Fang banner 1 pushed Hammerhead banner 6 back behind the walls of a city.
(left) White Fang banner 3 and Storm Lords banner 5 are trying to find a path into Threnal.
Two Hammerhead banners stand ready to defend it.
(right) Meanwhile, Storm Lords' banner 3 is trying to reclaim territory in the center of the map.

Barrakas

Hammerhead Clan

Banner 6: will stay put to defend the city that it is in; it tries to scout a neighbouring tile, but fails.
Banner 1 & 3: lose 60 points of troops to sickness, but do manage to take control (from the Storm Lords) of a neighbouring barren tile.
Banner 2: seizes the village of Firebranch from the Sulatar (but does not move across the river to garrison it).
Banners 4 & 5: scout barren tiles.

Sulatar

Banner 1: pursues the Storm Lords' retreating army, retaking a village.
Banner 2: retakes Firebranch from the Hammerhead Clan.

Storm Lords

Banner 1: seizes a village from the Sulatar.
Banner 2: seizes a village from the Hammerhead Clan in the centre of the map.
Banner 3: moves into the village occupied by Hammerhead banner 2, which chooses to retreat before it.
Banner 4: occupies Stormreach.
Banner 5: fails to scout a path to Threnal.

White Fang Tribe

Banner 1: retakes a village from the Hammerhead Clan.
Banner 3: fails to scout a path to Threnal.

See my next post for the end-of-summer map and summary of the positions of the various empires.

The Battle of Cinderfall

998YK, Lharvion.

Shurraena surveyed the remains of Cinderfall (or so it was called in Common). The drow village had once been named after a cinderspawn, but now the name was grimly appropriate — the humans had burned nearly every building to the ground. Judging from the still-warm embers, they had been here only yesterday. Shurraena's scouts informed her that the invaders had camped just over the next hill last night, and this morning resumed their march west shadowing the other drow army in the area. The Sulatar had amongst the best scouts in Xen'drik and had avoided detection, leaving the invaders unaware of the second army closing in on them.

Shurraena gave the order to advance. Messengers had communicated to the other Sulatar army to stand their ground, becoming the anvil to her hammer — the invaders would be crushed.

L'Art de la Guerre battle report; 197 pts vs 167+149 pts.

Introduction

This battle is part of the Mighty Empires campaign that I have been chronicling on this blog. Commander Markus' army, in the service of the Storm Lords of Stormreach, invaded Sulatar territory pursuing one of their armies west, but has been cornered and forced to fight by a second Sulalar army coming down from the north. The Storm Lords' scouts failed to spot the trap until too late and the army will have to stand and fight, though considerably outnumbered.

This is the first time in the campaign that two armies have attacked a single enemy from multiple directions. As suggested by the ME rules, I will be reflecting the difficulty of coordinating such a pincer movement by having the armies arrive at different times. So the Storm Lords will be badly outnumbered, but have one advantage: at first only one of the two drow armies will be on the field, and the other will arrive later. That might give them the chance to defeat in detail, though the odds are very much against them as even one of the drow armies will be no pushover.

Armies

Storm Lords' army 1: 197 points (using list 220, late medieval Swiss)
Sulatar army 1: 167 points
Sulatar army 2: 149 points (both using list 176, feudal English)

The Storm Lords' army was sent across the river to stall the Sulatar and take any opportunity that presented itself to do damage to their empire. The Storm Lords' force is rather smaller than the one that campaigned last year, however, as an outbreak of disease over the winter in Stormreach claimed the lives of many soldiers and in particular many of the levies that had been raised the previous year.

The bulk of the army consists once again of the Stormreach guard, with around 1300 guards deployed for this invasion force. The bulk of the guard are swordsmen, with crossbowmen in support. These troops have more experience in dealing with crime and disorder in Stormreach, and patrols around the city, than with large-scale battles in the wilds of Xen'drik, but they do have experience of patrols and small actions in the wilds, and many of the soldiers here fought in the Battle of Firebranch last year. And once again it is Commander Markus in command.

The guards are mixed units, with humans in a majority but also a large number of gnomes in service, and smaller numbers of elves, dwarves and warforged. With them is a force of 400 levies, recruited from refugees, soldiers of fortune, and vagabonds from the docks of Stormreach, desperate enough for work that they will risk their lives for pay.

Storm Lords' corps I, CinC Commander Markus:

  • 4x Medium swordsmen 2HW — Guards
  • 3x Light Infantry Crossbow — Guard crossbow
  • 3x Levy — Stormreach Levies
Storm Lords' corps II, led by Captain Thifspar:
  • 2x Light cavalry crossbow — Mounted Patrols
  • 6x Medium swordsmen 2HW — Guards
  • 1x Light Infantry Crossbow — Guard crossbow
The Storm Lords' real strength is money, though, and that brings them their biggest asset in the battle: a contingent of 500 mercenaries from House Deneith — recent veterans of many battles in the Last War in Khorvaire. This is a versatile force with foot, heavy cavalry and artillery. The Deneith contingent is commanded by Taggart d'Deneith, a veteran who has led in dozens of battles on at least three different continents. It was these mercenaries that saved the guards last year at the battle of Firerbranch, where Markus' poor battle plan nearly saw them routed by the Sulatar.

Storm Lords' corps III, led by Taggart d'Denieth (competent):
  • 2x Pikemen (elite) — Denieth pikes
  • 2x Medium swordsmen 2HW (elite) — Denieth mercenary warriors
  • 2x Heavy Knight impact — Denieth heavy cavalry
  • 1x Light artillery — Ballistae battery
The Sulatar army that they are pursuing, which has just turned back after retaking the village of Firebranch, is smaller, with around 1200 foot and 300 horse. The backbone of the army are the drow archers — skilled with both bow and sword and experienced in the tribal warfare common in Xen'drik. The cavalry are made up of nobles and other high-status warriors. There are spearmen to support the archers, and scouts and hunters to act as more mobile support. Their commander, Chalinae, fought at Firebranch the previous year and so has some experience against the Storm Lords, though most of her experience is in smaller-scale tribal battles.

Sulatar corps I, commander Chalinae Tael:
  • 4x Longbows — Sulatar longbows
  • 2x Heavy spearmen — Sulatar warriors
  • 1x Heavy Cavalry impact
  • 2x Medium Knights impetuous —  nobles
  • 1x Light infantry bow — scouts
Sulatar corps II, commander Nadan Zolavar:

  • 4x Longbows — Sulatar longbows
  • 1x Heavy spearmen — Sulatar warriors
  • 2x Medium spearmen
  • 2x Medium Knights impetuous —  nobles
  • 1x Light infantry javelin — hunters
Meanwhile, Shurraena force is executing a pincer movement, hoping to catch the Storm Lords and crush their force. Her force is smaller, but composed similarly to Chalinae's force, with 900 foot and 200 horse.

Sulatar corps III, commander Shurraena Orlyrae (brilliant):
  • 4x Longbows — Sulatar longbows
  • 1x Heavy spearmen — Sulatar warriors
  • 1x Medium Knights impetuous —  nobles
  • 1x Light infantry bow — scouts
  • 1x "crossbow" — fire sorcerors including Hazai Haatha
Sulatar corps IIII, commander Durlyn Orlytyl:
  • 4x Longbows — Sulatar longbows
  • 1x Heavy spearmen — Sulatar warriors
  • 1x Heavy Cavalry impact
  • 2x Medium Knights impetuous —  nobles
  • 1x Light infantry javelin — hunters

The Battle

I will use L'AdlG rules for flank attacks to represent the second Sulatar army arriving. That means that the arrival time is random, with a D6 rolled each turn and on a 5 or 6 (or on the first turn on a 6 only) the flanking army will arrive on the following turn.

Setup

The Sulatar want as little terrain as possible blocking the advance of their flanking force, so they take only the compulsory field, one more field and a gentle hill. The Storm Lords want lots of terrain, so they take two woods, a marsh, and a river. They roll successfully to get a river and place it along the side of the battlefield where the Sulatar flanking move will come from — but they then roll a 1 on the type of river, meaning it is dried up and no obstacle (decoration only). So close — having an actual river there would have greatly slowed down the flanking force. The rest of the terrain does not help them much either — some ends up by the river or at the edges, with only one field and a wood in the centre of the battlefield that may offer some protection later on — but they will probably slow down the initial attack by the Storm Lords more than they affect the Sulatar.



The Sulatar decide to use the same basic setup as at Firebranch: archers in the centre, spears in support or on their flanks, and cavalry at both ends of the line. The scouts and hunters will be in advance of the main line to try to slow the human advance — though they are in danger from the enemy cavalry here.

The Storm Lords skew their army towards the south, away from the flanking move. Their plan has to be to hit hard and fast with their full strength. The Deneith mercenaries form their right flank, furthest from the flanking move, and it is critical that they break the enemy line here. The rest of the guards have numbers but not really much else going for them — most of these are only medium swordsmen so they will have an easier time crossing the field in the centre behind which the Sulatar archers have taken up position.

Turns 1-3

The Storm Lords' forces made their advance in good order, with the guard crossbows sweeping ahead in the centre while the columns of halbardiers and levies followed behind. On their left, the Deneith cavalry drove the drow scouts before them, taking no notice of the occasional harassment from their bows. On the right, the one unit of guard crossbows took up position in the wood, where it was to attempt to stall the Sulatar flank march; while in the plain around the wood, the guard patrol cavalry drove back the drow hunters.

End of turn 3
As soon as they came within range of the Sulatar line, the skilled drow archers began to exact their toll. The guard crossbows took heavy losses on the right, where the drow line extended much farther than theirs; they did inflict some losses in return, but the Storm Lords' troops were certainly getting the worst of it. Similarly in the north, the mounted crossbowmen began to take serious losses.

The Sulatar are in luck — on turn 2 they roll a 6 for their flank march, so Shurraena's army arrives on turn 3. The guard crossbows in the north wood redeploy to meet them, but immediately come under fire from the drow archers arriving here and start taking losses. Shurraena's deploys her own force on the east side, to sweep around behind the Storm Lord's force; her subordinate Durlyn's force is deployed on the west side and will relieve the north end of the drow line.

Turns 4 & 5

End of turn 4
As her unit crests the bank beyond the dry river bad, Shurraena surveys the battlefield. The paultry force of crossbowmen that the Storm Lords' commander had placed in the woods past the river had already fled after a few volleys from her archers. The next obstacle is a force of less than 200 Stormreach guards, which broke off from the attack and is forming a line to act as a rearguard; Shurraena orders her archers to form a line to begin weakening them while her pikemen and cavalry form up. The rearguard is the only thing going on here right now — the Storm Lords' attack here seems stalled while their commander tries to organize some defence of his flank.

The Storm Lords' are having a bad time over here — they roll only 1 order point on both turns 4 and 5 for their command on the right. As their line of attack is looking both outnumbered and disordered now, the drow warriors opposite decide to charge. Captain Thifspar, for the Storm Lords, proves better in a close fight than in command of an army — despite his unit having taken heavy losses, he inspires them to push back the Sulatar spearmen attacking them. The unit to his right, though, is overlapped on the flank and getting hammered badly — and the rest of his force is strung out behind in no particular formation and will soon have over a thousand drow sweeping over them.

On the Storm Lords' left, things look much better. Taggart d'Deneith advances his seasoned warriors in good order, pushing his line towards the drow archers and leading his own unit of cavalry around their flank. He is immediately counter-charged by the Sulatar heavy cavalry — but he has positioned his unit between the marsh and the end of the Sulatar line, so there is limited room here and the drow cannot bring their numbers to bear. A fierce fight ensues, with neither side getting a clear advantage.

Turn 6

Commander Markus' line of levies and guards charges across the field into the centre of the Sulatar line. The line holds, however, with only one unit of archers becoming disordered by the attack. Markus' troops are taking losses though, and the levies on his left run into particularly fierce resistance and run after only a couple of minutes of combat with the more cohesive drow archers in front of them.

To the north, the situation is much worse; the unit of guards to Thifspar's right disintegrates as their flank is swarmed with drow spearmen. Thifspar's own unit is holding its own for now, but is now outnumbered and unsupported. The spearmen behind him have their own problems as the are attacked by advancing drow spearmen and cavalry; and the rearguard comes under a rain of fire as Hazai Haatha and the other Sulatar fire sorcerors bring their talents to bear — as well as arrows from Shurraena's archers.

Taggart d'Deneith stood up in the stirrups and surveyed the battle. His foot troops had just engaged the drow line, and were having the better of it — he could see drow archers fleeing as part of their line had broken, and the rest looked in bad shape. As he expected, his veterans were more than a match for these archers. Markus' last message said that the other Sulatar army had arrived on the other flank and things were going badly there, but there was no helping it — his men were fully engaged. If they could cut a larger hold in the drow line here, the cavalry could pass through and roll up the drow line. Hopefully enough of the Stormreachers' would still be standing to help them do it…

Turn 7

Opposing him, Chalinae can see her line faltering, but she knows that reinforcements are coming if her troops can hold out. Urging them to hold their ground, she inspires the drow to hold the line despite dreadful losses.

Commander Markus sees that his attack is faltering, and commits his reserve to try to overwhelm the Sulatar centre. The remaining guards charge across the field and into the fray. The levies on his right are having most success, and have inflicted enough losses on the drow archers there to break their formation, driving them back into the spearmen behind them. Then the next unit of drow archers in line, charged by Markus' fresh warriors and already with heavy losses, breaks and runs, creating the first gap in the drow line here.

On the north side of the battlefield, scattered units of Stormreach guards are still fighting fiercly. One unit of guards is charged by a unit of drow spears that just broke up the flank of Thifspar's attack here; but the warriors are tired and are driven back and routed by the fresh guards. But they are then engaged by more drow spearmen and are charged in the flank by drow cavalry. To their right, another unit of guards is run down in the open by Durlyn's own cavalry unit.


The rearguard force, under fire from the archers and fire sorcerors and without orders, decides to attack rather than stand and be shot at. If they knew that there are hundreds more drow behind the formation of archers, they would probably just flee, but their commander is dead and they have no idea what is going on. They charge in, but are met by fierce resistance — the Sulatar sorcerors summon a fire elemental and a swarm of fire mephits, and a hectic fight ensues as the guards try to cut their way through to the summoners. On their right, Shurraena's archers loose volleys into the advancing guards, and she then personally leads in the melee as they cut their way into the guards' formation, quickly routing them.


End of turn 7.
Deneith troops are mopping up in the south.
Sulatar reinforcements crush the SL's in the north.
And then, Chalinae herself, commanding the main Sulatar army, is slain in the melee as her unit is overwhelmed by the Deneith veterans. The drow line collapses here, with only one unit of spearmen still holding its ground. The Sulatar cavalry on this flank are still ready to provide support, but they are looking badly outnumbered now.

Battle status:
Sulatar: 21 disorder points (target of 40 to break)
Storm Lords: 31 disorder points (target of 33 to break)

The Storm Lords' could have won this if the reinforcements had not shown up so quickly — Chalinae's army is near to being entirely routed. The losses on the Storm Lords' right are dreadful but they have bought enough time to allow the original attack to succeed. But it is nearly over now, and the drow have enough fresh troops on hand to ensure victory.

Turn 8

There is something of a lull in the battle now, as both sides mop up survivors in the areas where they have won. The Deneith troops in the south charge and sweep away the Sulatar cavalry in front of them, and the last of the Sulatar spearmen here are also routed. The cavalry engaged with Taggart d'Deneith's knights is still engaged in a fierce melee though, and Taggart's knights are taking more losses.

The reserve unit of Deneith heavy cavalry charge into the side of the wavering Sulatar line in the centre, causing more drow to flee the field. All but one unit of Sulatar in the centre are now routed, and many of the Storm Lords' units are able to regroup now that the immediate fighting is over.

On the north side, only one unit of rearguard remains and it is being slowly overwhelmed by the fire sorcerors and many drow archers and hunters attacking its flanks.

Battle status:
Sulatar: 26 disorder points (target of 40 to break)
Storm Lords: 31 disorder points (target of 33 to break)

Turn 9

Commander Markus starts to reform his line in the centre. Nadan is not going to give him time to do it, though — he orders his spearmen to charge and joins them with his own cavalry unit, crashing into the one unit of levies screening the rear of Markus' troops, disrupting them and beginning to drive them back.

The rearguard action in the north-east is going better than might have been hoped — the guards manage to slay several of the sorcerors and kill many of the mephits, though Hazai Haatha himself manages to escape. The guards are exhausted though, and with more fresh drow joining the fight and drow marching around their flanks, they finally give up and run for it. Shurraena has pushed on unit of her cavalry far behind the Storm Lords force's lines now, aiming to destroy their camp and cut off retreat.

And on the south side, the Deneith mercenaries continue to mop up the remains of the Chalinae's force. The drow reinforcement now have cavalry in the middle of the field, approaching the ballistae battery — which opens fire, but is unlikely to be able to resist them alone.

Battle status:
Sulatar: 27 disorder points (40 to break)
Storm Lords: 34 disorder points (33 to break) — it's over

Post-Battle Analysis

And so the battle is over — the Storm Lords have taken too many losses and cannot reform to fight on. As it happens, almost every melee on the board is resolved right now, so I think the Storm Lords just take the opening created by their victory on the south end of the line and use that to withdraw with their remaining forces remain to them. Losses are about equal for the two sides, so although the Storm Lords have to withdraw due to the fresh Sulatar troops arriving, the fighting itself has been a draw.

I thought I had lost it for the Storm Lords when I wasted their crossbow light infantry on a futile frontal advance on the drow archer line. It was premature — but it still had the important effect of absorbing most of the archery while the main body of troops advanced. Sheer numbers managed to get a win in the centre, albeit a costly one, as fresh units replaced routed ones; on the left, the Deneith troops were more than a match for the thin drow line here, and the cavalry were cleverly boxed out by Taggart's positioning of his own unit. The cavalry were no use for frontal attacks on the Deneith pike blocks and so, despite having a strong cavalry force here, the Sulatar got little value out of it.

In the north, the game did not work as well as I had hoped. It takes time to move an army into position in L'AdlG, and the main battle was mostly over before the reinforcements could get involved. That was partly due to a surprisingly effective screening operation by the Storm Lords, sacrificing a lot of guards to slow down the advance. It might have been better to form a proper line out on the right, with a reserve — if I had had any idea that the attack in the south and centre would be so successful, I would have used the right as a screening force, and with lighter losses there the Storm Lords would have been able to contest the battle for longer.

One unexpected bonus for the Storm Lords is that the Deneith contingent, with all the expensive troops, is almost undamaged — so their losses will not be as heavy as they might have been.

Consequences

The Storm Lords get away relatively lightly, with only 510 points lost from their Mighty Empires army — more than ⅓rd losses, but before the battle began I thought it would be worse. Although they had lost far more than half of their units in the battle, they were all the cheaper Stormreach guards units and not the expensive Deneith elites.

The Sulatar take lower losses (losses are adjusted down by ⅓rd for the loser, by ½th for the winner), only 375 points in Mighty Empires. So although they won and the field is theirs, the battle itself was really a draw and they did not manage to inflict really serious losses on the Storm Lords — so this is a lost opportunity. And it could have gone very badly wrong, if the flanking force had arrived much later; the main drow line could have been routed before the reinforcements were even on the field.


998YK: Nymm, Lharvion 1

Nymm

Hammerhead Clan

The dwarves advance with their armies in the centre of the map: banner 2 moves towards the Storm Lord's cities in the centre of the map, and banner 4 tries to find a path across the river but fails its scouting roll.

In the west, on the border with the orcs, the Hammerheads need to decide how to proceed with the attack. The orcs have regrouped and now outnumber their spearhead force, and they have a Storm Lord army behind them occupying Threnal. So the Hammerhead dwarves decide to split their army, sending the smaller force to try to loop around to the orc capital from the west, while the larger army marches back to Threnal. They are able to scout both tiles, learning the strength of the Storm Lord's banner (only 450 points after their subsistences losses last turn). Badly outnumbered, the Storm Lord's force has to withdraw, and the only tile they can withdraw to with relative safety is the barren tile that they just came from — risking starvation again. Threnal is back in the hands of the dwarves, and they march banner 3 towards it as well ready to help defend it.

In the east, banner 5 scouts the fortress taken by the Sulatar last round. Finding that the Sulatar are outnumbered, they decide to advance, threatening to lay siege to it. The Sulatar are outnumbered here (600 points to 500), and have a hard choice — retreating into the fortress is very dangerous when they have no food for the rest of the season, fighting looks bad (they are outnumbered 600 points to 500), and withdrawing would leave them stranded in barren tiles again with no food. So they decide to fight — and it goes badly (see the previous post). So they are driven back to the neighbouring tile.

998YK during Nymm, after the Hammerhead's turn
There is a lot happening right now, so let's get a mid-turn map and some banner sizes here. I'll keep this concise, so B1 for banner 1 etc. Remember that ME banners can be between 500 and 1500 points to start with and never exceed 1500 points.

Hammerhead Clan B1: 1500, B2: 700, B3: 600, B5: 530 B6: 1080
Sulatar B1: 1250, B2: 1120, B3: 330
Storm Lords B1: 1487, B2: 500, B3: 800, B5: 450
White Fang Tribe  B1: 1387, B3: 1400

Sulatar

Banner 3 rolls a 5 for its subsistence check, so it survives in the barren tile without taking further losses. The Sulatar order it to withdraw, since it cannot stand against the duergar force that just defeated it.

On the south side of Searing Heights, the main Sulatar armies are trying to drive off the Storm Lords' armies. They have the advantage of numbers, but these armies are so close to their capital that one Sulatar army must stay back to defend it, and neither of the armies is large enough to drive off the main Storm Lord army unaided. So, with banner 1 they strike at the smaller Storm Lord banner, which just retreats — so the Sulatar regain the village of Firebranch that they lost last year. The other banner just scouts and seizes a neighbouring village from the Storm Lords; it needs to link up with the remains of banner 3 before it can do anything more than screen the capital.

Storm Lords

Banner 5: stuck in a barren tile again, loses 30 points to starvation and disease. It moves west into the White Fang empire, taking over a village so that it can subsist there next month.
Banner 3: tries to move back north, but it gets a bad roll and its scouts go missing, so it is stuck in the southern of the two central cities.
Banner 2: has to move west to defend the northern of the two central cities before the Hammerheads steal it; it manages to cross the river and makes it into the city, but has to leave its baggage behind.
Banner 4: moves back towards the capital — the Sulatar are threatening to move towards it with their banner 1.
Banner 1: things are looking a bit scary if the Storm Lords do not bring their main army back west to act against the Sulatar army now camped at Firebranch. If the Sulatar do march south, it might become necessary to abandon a lot of territory to defend the capital. So, while risky, banner 1 moves north-west against Sulatar army 2. The Sulatar choose not to contest this and retreat to their capital. The Storm Lords' troops burn the village to the ground; they know they are unlikely to be able to hold on to it, and if the Sulatar do retake it by force they will not be able to support their army there.

White Fang Tribe

The Hammerhead forces attacking their empire have divided their force, so the orcs decide to do the same — they cannot leave either invading army unchecked, as either can strike right into the heart of their empire with their remaining moves. So banner 3 moves east to join up with the Storm Lords' army that is now camped at the edge of their empire. And banner 1 moves against the Hammerhead army heading west, which finds that it is outnumbered and chooses to withdraw. The orcs have blocked this line of attack for now, but with Hammerhead banner 3 reinforcing their attack next turn, it will be hard to continue to hold all of this territory.
End of Nymm

Lharvion

Hammerhead Clan

Banner 4: has not advanced far enough to get into the action this year, so turns back home instead.
Banner 5: captures the last Sulatar-controlled village in the north.
Banner 1: scouts seize the undefended barren tile to the south of Threnal, but the banner itself stays to defend Threnal.
Banner 2: seizes another Storm Lord-controlled village in the central part of the map.
Banner 6: will fall back before the White Fang army in the west if it continues to advance, but is waiting for now.
Banner 3: tries to join up with the banner 1 to help defend Threnal, but fails its scouting roll — bad weather prevents the banner from moving. That leaves the city vulnerable to attack…

Sulatar

Banner 3 continues to fall back to the capital.

Banner 1 was moving west, to try to take the river crossing, but it would be madness to continue with that move now the Storm Lords' larger banner 1 is behind it — it could get trapped into a fight with the larger army, or worse with several of the Storm Lords' armies in this area, and might get cut off in the winter. So instead, they turn the tables on the Storm Lords, with both banner 1 and 2 attacking together against the invaders. The Storm Lords wanted to retreat if this happened, but they roll a 1 on their attempt to avoid battle. Disaster! — they will have to fight against the combined strength of both Sulatar armies. This could get messy.

Sunday, 20 December 2015

The Battle of Logoria

998YK, Nymm. A Duergar army marches up into the Logoria valley, aiming to seize control from their bitter enemies, the Sulatar.

~70 point L'Art de la Guerre battle report, with fantasy armies — duergar vs drow.

Introduction

This battle report is from my Eberron-themed Mighty Empires campaign, where I am playing out the battles using a variety of wargaming systems. See this post about the armies involved to see an overview of the factions in the campaign. In the Mighty Empires system, the duergar army is 600 points and the Sulatar have 500 points — these are both small scouting armies, compared to a 1500 point large army. I have translated these into 80 and 67 point l'AdlG armies respectively.

The Sulatar deployed an army in the north of their empire, hoping to slip past the Hammerhead duergar and grab territory in the north of the map. But their path was blocked and the duergar grabbed an adjacent tile, leaving them in trouble. The duergar army is now moving into the fortress tile that they occupy. The Sulatar could have withdrawn before them, but this would have forced them back into barren territory without having any food to sustain them — plus it would yield their small amount of northern territory entirely to the duergar.

Having no stockpiled food means that the Sulatar cannot retreat into their fortress here either — defending a siege with no food is very likely to go wrong. So their commander, Itharn, has chosen to fight even though outnumbered, and must hope it turns out for the best. The Sulatar are a martial people, so his main force consists of around 500 warriors. In addition, though, he has around 100 scouts and hunters, and around 100 mixed human & gnomish levies recruited from conquered territory in the east of their empire.
  • 3x Longbows — Sulatar drow archers
  • 2x Heavy spearmen — Sulatar spears
  • 1x Medium knights impetuous — Sulatar cavalry
  • 1x Light infantry bow — Sulatar scouts
  • 1x Light infantry javelin — Sulatar hunters
  • 1x Levy — human & gnomish levies
Lieutenant Griel, the Hammerhead commander, has tough troops at his disposal and they are at home in the mountainous terrain. The core of his army, marching up to take the fortress, is 600 duergar dwarvish infantry, in heavy armour and mostly armed with hammers and axes. In support he has around 100 missile troops — including Vulkoorim drow scouts, and duergar crossbows; and a pair of balllistae.
  • 4x Heavy swordsmen armor impact — duergar warriors
  • 1x Heavy swordsmen impetuous — duergar beserkers
  • 1x Medium spearmen — duergar spears
  • 1x Heavy artillery — duergar large ballistae
  • 1x Crossbow — duergar crossbows
  • 1x Light infantry bow — allied Vulkoorim scouts.

The Battle

Deployment

L'AdlG lets the players control the terrain to some extent. The Sulatar chose lots of woods and a marsh, hoping to disrupt the advance of those big blocks of heavy duergar infantry; but no luck, everything ends up positioned away from the centre of the battlefield. Instead, the duergar are able to reposition one wood to plug their left flank, reducing the risk of a wide flanking move by the Sulatar cavalry.

The duergar draw up their infantry as one block in between the two hills on their side of the field, marching up the valley. They will put the crossbowmen on the hill to their left, shielded by the spears, and their ballista battery on the steeper hill on their right — from where it should overlook the whole battlefield.

The Sulatar have their archers in the centre, backed up by their spearmen. Their scouts and hunters are on the flanks, and the cavalry are shielded by them on the right flank.

Turns 1-4

Lieutenant Griel saw no reason to hurry. He expected his tough warriors should be able to march up the valley and break the enemy line, and that should send the rest of their troops scattering. So he took his time to move his ballistae and crossbowmen into place on the hills either side, while his warriors held formation between the hills.

The Sulatar did not want to close the distance any sooner than required. But Itharn knew that the ballistae could hit his line from its new vantage point, so moved up first his scouts, then his human levies to try to storm the hill. The scouts were meant to give covering fire and disrupt the duergar spearmen guarding the battery there in preparation for the levies' attack.

Turns 5 &6

Instead, the battery of ballistae used its vantage point to shoot mercilessly into the levies' formation, disordering their advance. The duergar warriors began to advance in the centre, moving beyond the slopes either side and spreading out into a line of battle. And on the left, the Vulkoorim scouts and duergar crossbows moved into range and began to harass the Sulatar left flank.

Itharn saw the attack on the right falter, but his officers were not able to rally the levies, and he was reluctant to order a charge uphill against a duergar shieldwall with disordered levies. In the centre, the duergar advance now came under attack from the drow archers both in front and from the slopes to the south, causing some losses and disorder but not stopping their advance.

Turns 7 & 8

The main duergar line continued to press forwards, forcing the Sulatar scouts to fall back as the distance between the main lines of battle closed. Meanwhile, the ballistae continued to take their toll on the levies on the right. The drow archers continued to inflict losses in the centre, but the losses were only enough to disorder the advance — certainly it would take more than this to drive off the tough duergar.

On turn 8, the Sulatar roll a 1 for command points — damn. Their cavalry are impetuous and so will charge regardless unless that one point is used to restrain them, but that would leave their main line getting charged without getting the spearmen into the front. So, instead, I used the one point to charge the spearmen; the cavalry then charge automatically, and at least they have a nearly-complete line of melee troops meeting the duergar advance.

The duergar do not really have to do anything; their ranged troops are engaging the enemy, and they outnumber the Sulatar in the melee. They do choose to maneouver the general's unit to be in a position to move around to support the line elsewhere if it wavers.

The Sulatar cavalry do make their mark, hitting the duergar beserkers on the left hard and causing some disorder. On the duergar right, their line is disordered by the Sulatar's archers, but they hold the charge nonetheless. And in the centre, where the Hammerhead duergar outnumber the Sulatar, they inflict heavy losses on the charging drow.

Turn 9

Seeing the drow line in danger of being overwhelmed, Itharn jumps into action. He orders the hunters on his left to charge down into the exposed flank of the duergar line; orders the scouts to regroup and harass the duergar reserve; and then charges with his own regiment of archers into the melee in front of him. Although not as tough in close combat as the duergar warriors, the drow archers are inspired by their leader and stand their ground.

The duergar warriors at the south end of the line, already disordered after marching through the hail of drow arrows, now take a hail of javelins as the drow hunters charge in. Like at Firebranch, the mobility of the hunters again proves its worth, and the duergar here give way under the combined frontal and flank attack.

The rest of the duergar line is holding its ground, though, and the cavalry in particular have now spent their charge and are now at a disadvantage in close combat with the duergar axemen.

Turn 10

The Sulatar spearmen at the south end of the melee, having overcome the force in front of them, push forward, turn and charge against the duergar reserve commanded by Lieutenant Griel. This, however, is mostly to cover the continued advance of the hunters, which are moving up the duergar line. The next regiment of duergar warriors has almost overwhelmed the drow spearmen in front of them; but now the tide is turned, and the whole duergar battle line is now nearing breaking point.

The duergar need to get more troops into the main action, so they order the spearmen on his left to advance. They charge down the hill into the disordered levies, quickly routing them, and the scattering levies and pursuing duergar run into the Sulatar scouts, routing them as well. The duergar crossbowman and ballistae are now harassing the Sulatar archers still on the southern slopes of the valley, but the cover there is enough to keep their losses low. Nevertheless, the duergar now control the north side of the field entirely, and may be able to rescue their centre.

Turn 11

Along the main line of battle, melee raged. The duergar were taking heavy losses, but like all dwarves they are tough warriors and refused to yield ground. Both lines were close to breaking, but it was only the drow cavalry that broke — with many of the riders unhorsed or dead, the remaining warriors were overwhelmed or fled. The duergar could now turn their attention to the drow archers commanded by Itharn that were next in line.

Griel directed his spearmen to advance around the end of the drow right; the Sulatar archers not engaged in melee turned to face them though, and began inflicting serious losses and slowing the advance of these crucial reinforcements. Griel's own regiment was having better luck though, inflicting heavy losses on the drow spearmen that has got around to the rear of his main line.

Turn 12

With the tide of battle turning in their favour, Griel shouted more encouragement to his men, stirring them to press forward. The drow spearmen in front of his own unit were exhausted and taking heavy losses; they finally gave way and fled. Griel's unit pressed forward and crashed into the drow hunters pressing on south end of the main line. Both the Sulatar spearmen and duergar at this end had taken heavy losses, but the duergar held their nerve, and the Sulatar, seeing their own right flank was now in danger, finally broke and ran.

With only the Sulatar archers now left, and in danger of being surrounded and cut to pieces by the duergar regiments around them, Itharn ordered a general retreat.

Post-Battle Analysis

That main melee was very, very close — the duergar had two units with 3 out of 4 cohesion points lost in the main line for 2 or more rounds, which would have routed and disordered their general's unit behind them if they had taken one more point of damage. But they rolled very well when it counted, and the line of battle held.

The half-hearted move by the Sulatar to attack the artillery battery early on was a waste of effort; it allowed the levies to be cut up cheaply and left their right flank open. It did not much affect the outcome though, as it delayed the duergar enough on this flank to keep them out of the main melee. The impetuous cavalry was a bigger problem, since it would have taken two command points to pull them back, and more to plug the hole in the line. Once their charge was spent, they needed some luck or some support to finish off the tough duergar regiment in front of them, but neither came.

The duergar put a lot of faith in the ability of their heavy infantry to hold, and it did — this time. But slightly better luck would have enabled that flanking move to wipe out their main battle line, which would have left an interesting fight between the battered Sulalar units and the duergar's reserves and missile troops.

Consequences

The Hammerhead Clan take control of the fortress and valley of Logoria. T

Translating losses back into the ME campaign in the usual way, we have:
Hammerheads: 600 points engaged, losses 70 => 530 remaining
Sulatar: 500 points engaged, losses 170 => 330 remaining

The Sulatar are driven out into the barren coastal area beyond, with their force reduced by around one-third. To add to their woes, their regrouping force will be starving next turn as well.

Wednesday, 16 December 2015

Clearing Hruggagek

The Stormreach guards sweep the coast to drive out bugbears.

L'Art de la Guerre fantasy battle report.

Preamble

This is part of my Mighty Empires campaign set in Eberron — see previous posts in this blog. The Storm Lords are continuing to root out independent villages close to Stormreach to bring them under their control. I am wargaming the resulting battle from an attack on one such village. As per the ME rules, independent villages get D6x100 points — the bugbears rolled a 3, so 300 ME points against the 700 ME points in the Storm Lords' force.

I am continuing to use this campaign to try out different wargaming systems. For this game, I am using L'Art de la Guerre — no doubt I will get a lot of the rules wrong. Those ME armies scale down to 40pts vs 90pts in AdlG. This will be a very unbalanced battle — really I am just using it as an opportunity to try out the rules.

Bugbears are much like the other less-intelligent goblinoid races of Eberron — primitive, aggressive, and tribal. Scholars believe that, like goblins, they were originally bred by hobgoblins in the Age of Monsters to act as slaves — bugbears would have served as warriors, as they still do in parts of Khorvaire. The origins of the tribe of Hruggagek, led by Chief Ekegluhul, are unknown. They have occasional dealings with pirates that operate around Stormreach, and so might have had dealings with the ancestors of the current Storm Lords; but they do not pay any dues to Stormreach today, which has earned them the enmity of the current rulers. The tribe has around 300 warriors, but a bugbear is more than a match for a human warrior one-on-one.
  • 1xHeavy Spearmen +armour — bugbear thegns
  • 3xMedium Spearmen — bugbear warriors
  • 1xLight cavalry javelin — bugbear fen-cat riders
  • 1xLight infantry bow — bugbear archers
Delera Omaren IV, one of the Storm Lords that rules Stormreach, is personally commanding the army that is sweeping the coast to assert their control. Through negotiating terms and assistance for expeditions into Xen'Drik she has built up some knowledge of the geography and hazards of the area around the city; and she has experience from last year's campaign, including the successful dispersing of the troglodyte tribe in Tangleroot Gorge. At her command is a force of around 1000; humans are the largest group, but with the usual mix of races typical of human kingdoms in Eberron — gnomes, elves, dwarves, and halflings. Slightly over half of her force are of the Stormreach guards; the remainder are poorly-trained levies recruited from refugees at the Stormreach docks desperate for work — or press-ganged from its slums.

The Battle

The Battlefield, Deployment

The bugbear village is on a hill. There is a road running parallel with the coast here, and the village is overlooking the road from further inland; there is a gully between the village and the road that provides some defensive value. The bugbears set up entirely in their village, which will give them some cover against the guards' crossbows.

Delera's force from Stormreach is split into two columns of guards, one advancing along the road and the other marching for the village, where she assumes the bugbears will make their stand. The levies are deployed in betwee the two guard columns. The crossbowmen, scouts and patrol cavalry are deployed in a screen in front of the infantry.

Turn 1, 2 & 3

End of Turn 3
The guards send forward their screening force first, to harass the bugbears. Delera also marches up the column of guard infantry that she commands herself behind this screen. The guard crossbows come into range and they begin raining bolts down on the village, causing some casualties and disorder among the bugbears.

Chief Ekegluhul ordered his cavalry to charge, and the  advancing crossbowmen were forced to flee. Meanwhile, he rallied his troops in the village. The crossbowmen regrouped in the ruins, and as the cavalry fell back (threatened by the main body of guard infantry) the crossbowmen continued to fire on them.

On the road side of the battle, the other screening force of crossbowmen and scouts advanced into the gully and, supported by the mounted patrol crossbows, began exchanging shots with the bugbear archers in the village. The archers had higher ground and better cover however, and the Storm Lords' scouts came under the worst of this fire as they tried to cross the gully — they were broken up and fled.

Turns 4 & 5

End of Turn 4
Delera's main line, formed now with 100 guardsmen and 300 levies, advanced across the plain towards the village, their right dipping into the gully. Meanwhile, the second guard column advanced up the road and was preparing to pass around the far end of the gully.

The bugbear cavalry charged again towards the crossbowmen on the Storm Lords' left. This time, Delera ordered them to stand their ground — she did not want the cavalry roaming unchecked on the flank of her infantry. However bugbears cavalry, even if less well armoured than human knights, are still a ferocious bunch — and their fen cat mounts are as fierce as the riders. The forty riders hurled their javelins into the guardsmen as they drove their charge home, crashing into the line and sending many of the guards crossbowmen running. The remaining crossbowmen were thrown into disorder as the cavalry ran amok in their ranks.
End of Turn 5

Indeed, the Storm Lord's force was being badly managed everywhere. Delera had formed her main line and got it advancing, but had neglected to keep pace herself or with her reserves, leaving the main line unsupported — and the reserves vulnerable to attack by the cavalry. On the right, an overly-optimistic lieutenant ordered the Stormreach scouts to storm up the hill to disperse the archers; instead, they arrived at the top of the hill spent and disordered, and were cut to pieces by the bugbears. Meanwhile, the bugbears were doing little better, with their commander busy sending orders to the cavalry and leaving his infantry in the village still out of formation after the early crossbow file, with many of his troops sheltering behind buildings while the Stormreach guard drew close.

Turns 6 & 7

End of Turn 7
Ekegluhul finally began to organize his troops in the village, spreading them out to meet the Storm Lords' guards' charge. Up the hill the soldiers came, and the two main forces came to blows. The levies on the right failed to make any ground, and those facing the archers even were thrown into disorder. The guardsmen fared better, with fierce fighting along the left causing losses for both sides.

The crossbowmen were routed by the cavalry though, and, seeing the rear of the guards' advance open to them, the riders turned straight around and charged uphill into the left of the guards' line, supporting their warriors where they were most pressed. The guards held against the charge but their line was in chaos. Delera now realised the danger and brought together her reserve and began advancing.

On the right though, the other formation of Stormreach guards charged uphill into the village, flanking the bugbear archers fighting the levies. The archers were overrun, and the guards and levies ran into the flank of the main body of bugbear warriors — Ekegluhul's own unit turning to meet the advance.

Turn 8

The Stormreach guardsmen attacking the village from the plain were already engaged in fierce fighting, their front ranks struggling with bugbears between the mud-and-straw huts of the village. The bugbear cavalry were too much for them — with their rear ranks invaded by the fierce riders, the guardsmen broke up, with isolated pockets fighting for their lives surrounded by bugbears while the others fled into the plain, stragglers being cut down by riders.

But the bugbear warriors on the left of their line were outnumbered by the levies four to one and outflanked; they fought bravely but were forced back or surrounded and killed. Ekegluhul own regiment, with the finest warriors of the village, was standing against the whole second column of Stormreach guards alone; they too began to be forced back and their line was falling apart.

Seeing that defeat was inevitable, but the brave actions of the cavalry had carved them an escape route, Ekegluhul ordered his people to abandon their homes and retreat inland. Xen'drik is a wild and vast land, so perhaps they will find another place to settle.

Post-Battle Analysis & Consequences

Yikes — the Storm Lords nearly lost a battle where they outnumbered the enemy more than two to one! Both sides had terrible command-point rolls throughout the game and were often only able to move a few formations each turn. My decision on turn 5 to make the main attack without the reserves in support nearly cost the Storm Lords the battle. The Storm Lords were at 11 demoralization points (limit 13) at the end having lost most of one wing of their army, and the bugbears were at 6 points (limit 6). If the bugbears had themselves done better with command points and had been able to rally their troops in the village before the main attack, they might have just saved the warrior unit on the left for one more round, and with the Storm Lords being so close to breaking, it could easily have been a draw or even a win.

But it is a win for the Storm Lords, so the village passes to their control. Independent armies are always destroyed if they lose, so the bugbear play no further part in the campaign. The Storm Lords took relatively heavy losses for a victory against a much smaller army. I calculated losses in the same way as previous battles, and got a total of 130 points lost for the Storm Lords — mostly due to ½ losses for the 5 routed units.

Of the various wargaming systems that I have tried recently, Kings of War felt like an attrition system (units slowly get worn down and break, without a lot of unexpected variation), Impetus felt like a chance-based system (units might disintegrate immediately, or might hold together and knock out far more enemies than expected, and command points introduce a lot of unpredictability for armies as a whole), and the others that I have tried could be put somewhere between these two. Ancients D6 seems close to KoW but with a larger chance element making it more interesting (though you have to bring your own fantasy flavour to it, unlike KoW).

L'Art de la Guerre feels closer to Impetus but a lot less volatile — in Impetus some units felt almost indestructible unless I got a very lucky roll, but l'AdlG allowed, for instance, the bugbear cavalry to destroy three enemy units without taking any harm with luck but they were always in significant danger. The command points gave it a similar feel to Impetus and DBA while the cohesion points gave an element of attrition so powerful units seemed more capable of being worn down. I need to use it some more but so far I like it.