Saturday, 30 January 2016

Battle of Brekkur

999YK, Dravago. An army raised by the Storm Lords tries to retake the village of Brekkur from the Sulatar.

~600 point Kings of War battle report.

Introduction

This battle is part of the Mighty Empires campaign that I have been chronicling on this blog. The Storm Lords' army, once again commanded by Delera Omaren IV, is trying to retake a village seized at the start of the summer by a Sulatar force.

Delera Omaren IV, one of the Storm Lords that rules Stormreach, is personally commanding the army that is hunting down the Sulatar. She has commanded in several small field battles in previous years of the war, though not against the Sulatar. 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. Most of her force are Stormreach guards, mostly newer recruits trained during the winter; but around one third of her force are poorly-trained levies recruited from refugees at the Stormreach docks desperate for work — or press-ganged from its slums.
  • 2xShield Wall(20) — Stormreach guards
  • Militia Mob 1xRegiment(20) 1xTroop(10) — levy
  • 1xCrossbowmen(20) — guard crossbows
  • 1xMounted Scouts(5) — mounted guard patrol
Defending are a force of around 500 Sulatar drow. They are led by Nadan Zolavar, who has experience fighting the humans from the battle of Cinderfall last year. His drow are experienced warriors, better used to fighting in the wilds of Xen'drik than the Storm Lords' recruits.
  • 1xKindred Archers — Sulatar archers
  • 1x Kindred Spears — Sulatar warriors
  • 1x Silverbreeze Cavalry — Sulatar mounted scouts
  • 1x Stormwind Cavalry — Sulatar noble shock cavalry
Although outnumbered, the Sulatar are the stronger force — on paper. Their cavalry gives them more flexibility though.

The Battle

Deployment

The Storm Lords decide to focus on attacking the Sulatar infantry; the infantry are so outnumbered (more than 2:1) that the cavalry will have to come to help them. If the infantry can be swept away then — as at Cinderfall — the cavalry are unlikely to stand.

The Sulatar decide to use the hill for their infantry, anchoring their left flank on the woods on the downslope. On the right, their cavalry have a lot of work to do.

The Storm Lords win the initiative roll and choose to go first — they want to rush the enemy main line.

Turn 1

Delera wastes no time in ordering her infantry to march forward to seize the hill in the centre of the battlefield. If her troops can establish themselves there, they have good control of the field; the Sulatar will surely contest it, and the fight there should be decisive. Only her right flank can advance rapidly though, as the rest of the infantry have to pick their way out of the gully that crosses their part of the battlefield.

The Sulatar archers appear before them, emerging onto the crest of the hill where they will make their stand. Immediately the skilled drow archers begin raining arrows on the leading guard regiment, causing some casualties and disorder. Meanwhile, on the Sulatar right, their light mounted archers sweep towards the Stormreach guard patrol holding the enemy flank, their arrows causing losses for the guards, but more importantly screening the flank of the heavy cavalry which takes up position to harry the Storm Lords' advancing infantry.

Turn 2

The Stormreach patrol cavalry meet the advance of the Sulatar mounted archers by charging and engaging in melee, but they cause few casualties. The infantry just keeps advancing; there is a troop of levies making their way through the woods on the right in a flanking move, while a larger force of levies advances on the Sulatar archers and a regiment of guards moves up to meet the elven spearmen. The crossbowmen are holding back as a reserve, and the other unit of guards is sheilding against the Sulatar cavalry.

The drow archers turn their attention to the advancing levies, and as the range closes, the veteran archers start picking off targets with deadly accuracy. Their formation soon collapses and the survivors turn and flee. To the left of the archers, the drow spearmen charge the guards that have just crested the hill, hitting them just as the levies to their left start to flee; the guards, already disrupted by the earlier fire of the archers, take heavy losses and also break and run.

Meanwhile, the cavalry charge into the other block of guardsmen, hitting them at the gallop in the open — assisted by the light cavalry, which breaks away from the fight with the guard patrol and charges into the flank of the exposed block of guards. The guards take heavy casualties and their formation is badly disrupted, but they stand their ground.

Turn 3

Things are going badly for  the Storm Lords. Half of their infantry has been driven off with few losses by the Sulatar line on the hill. Their crossbowmen now begin shooting into the formation of Sulatar spearmen advancing down the hill, causing some losses but not slowing their advance. The spearmen charge into them, causing heavy losses and quickly routing them also.

The patrol cavalry charge into the rear of the Sulatar horse archers, causing losses but failing to break their formation.

The guardsmen in the centre cause some losses to the Sulatar heavy cavalry, but their formation is broken and, with the armoured drow knights riding through their formation hewing down guards left and right, the remaining guards break and flee.

The levies in the wood advance to the edge, but are met by a hail of arrows from the advancing archers, and wisely decide to halt their advance and instead beat a hasty retreat. The battle is clearly over — the Storm Lords have little left.

Post-Battle Analysis

The Storm Lords got mangled once again by the Sulatar archery line, but this time they did not have the numbers to break it. Instead their army is comprehensively routed.

It should be noted that this is too small a battle to be considered a reasonable test of the KoW rules. I like the Kings of War fluff, but it still seems to me like a system designed to give an excuse for marching around those big beautiful blocks of Warhammer miniatures (and don't get me wrong, one should definitely have an excuse to do that!) on a table rather than producing an interesting wargame. It is certainly quick and decisive, but battles seem to dissolve into a pile-in where everyone tries to charge every round to get their attacks in. I may be missing something. I wanted to give it another go as I own and like the rulebook, but I have not really had a battle that felt satisfactory using these rules.

Consequences

KoW is a more Warhammer-like system which tends to have very high casualties, so I will follow the ME rules for resolving consequences for Warhammer — just halve the casualties for both sides. (Technically, I should have allowed the Storm Lords to get tabled, but that's dull). That gives 210 points of losses for the Storm Lords, and 60 points lost for the Sulatar.
The Storm Lords' attempt to retake Brekkur is repulsed and the Sulatar remain in place there.

999YK Summer: Eyre, Dravago

Summary

A quick summary before we go into the summer turns
Storm LordsWhite Fang TribeHammerhead ClanSulatar
HumanOrcs & GoblinsDuergarDrow
997YKStartRevenue10787
Summer startTroops4000200037002700
SummerCampaigning gains/(losses)-53020-30-530
Winter StartTroops3470202036702170
Potential Revenue29203016
998YKSummer startTroops4187352053702870
SummerCampaigning gains/(losses)-980-733-520-545
Winter startTroops3207278748502325
Potential Revenue35203913
Winter gains/(losses)0-1400-5300
999YKTroops to deploy4607278772202925

Summer

Eyre

Hammerhead Clan: Banners 1,3 and 6 advance towards the White Fang capital, seizing two villages from the White Fang and one from the Storm Lords. Banner 2 gets delayed by bad weather. Banner 4 scouts yet another fortress in the north. Banner 8 starts moving up to support the front line, and banners 5 and 7 swap places with 5 moving into Storm Lords' territory, stealing a village.

White Fang Tribe: Banners 1 and 2 retreat towards the capital, intending to hold Mazorn (the city just east of the capital) and perhaps delay/divert the main attack. Banner 3 moves towards the capital, to help defend it.

Storm Lords: Banner 3 & 5 hold position, waiting to see what their potential attackers will do. Banner 4 advances towards banner 5. Banners 1 & 2 have to miss this turn due to sabotage.

Sulatar: Adopting a scorched-earth policy, banner 1 burns down the village west of the capital, as well as reclaiming a village from the Hammerhead Clan. Banner 3 advances into the Storm Lords' territory near Stormreach, trying to draw away more of their armies from Searing Heights — something of a desperate move here, hoping to delay things until the Hammerhead's introduce complications. And the other banners stay in place near the capital; banner 2 reclaims a village from the Storm Lords.
End of Eyre

Dravago

Hammerhead Clan: Banners 1 & 3 — the main invasion force against the White Fang orcs — advance and capture the fortress two tiles east of the enemy capital. There is a brief siege, and the garrison is overrun, though it costs the duergar 200 points of troops. Behind them, banner 6 also moves south.
Banner 2 moves west, aiming to pick up territory near the Sulatar. Banner 4 scouts a barren tile in the north. Banner 5 grabs a village from the Storm Lords, and banner 7 rolls badly and is stuck.

White Fang Tribe: Banner 4 moves into Mazorn and merges into banner 1. The defensive army is in place, and the enemy will be here next month. Meanwhile banner 3 moves up to fend off the duergar army approaching from the north.

Storm Lords: Banners 1 & 2 march east up into the mountains of Searing Heights. One of their scouting forces finds a merchant caravan and retrieves and extra 3 baggage — bad news for the Sulatar, the coming army has a lot more food to sustain a siege than the defenders do.
Banner 3 retakes a village from the duergar. Banner 4 gets a bad scouting roll, and rolls a 12 (on 2d6) for the effect — the scouts stumbled into a dragon's lair. Fortunately, their next dice roll is low so they do not wake the dragons; triggering a dragon rampage only two tiles from their capital would have been very, very bad indeed. With its support delayed, banner 5 decides to go it alone against the Sulatar army that just crossed the border; and they fail to scout the strength of their enemy, so they go ahead without knowing that they are slightly outnumbered. They are repulsed with heavy losses.

Sulatar: Banners 1, 2, & 4 grouped in the capital ready for the siege (regrouping into two banners). Banner 3 moved further south, into the village of Hruggagek — and burned it to the ground (as they cannot hope to hold on to territory this far south.

Position Summary


End of Dravago
In the east:
Storm Lords banner 1 (1500pts) and banner 2 (1307pts) approaching the Sulatar capital in Searing Heights.
Sulatar banner 1 (1500pts) and banner 2 (825pts) defending the capital.

In the south:
Storm Lords banner 4 (500pts) and banner 5 (290pts, recovering from a defeat at Brekkur)
Sulatar banner 3 (540pts)

In the west:
Duergar banner 1 (1500pts) and banner 3 (1300pts); and banner 6 approaching from further north (800pts)
White Fang banner 1 (1500pts) and banner 2 (787pts); and banner 3 approaching from the south (500pts)

In the centre:
Storm Lords banner 3 (800pts)
Duergar banner 5 (800pts) and banner 7 (920pts)

Sunday, 3 January 2016

998YK, Winter End


Deployment


Hammerhead Clan: 3000 points of troops are deployed at Threnal, and the main goal for 999YK will be to capture the White Fang's capital city to the south-west. This army alone outnumbers all of the White Fang Tribe's remaining forces. Apart from that, there are banners posted at Zolifar and Logoria, to hold onto the central and east parts of their empire; a banner posted at the city in the west bordering the White Fang, to shield the west against attack (and this should be able to move to reinforce the main attack against the White Fang, capturing territory as it goes), and a larger banner in the centre to attack or defend against the Storm Lords.

Sulatar: most of the Sulatar troops are posted in and around the capital, expecting another attack. One banner is placed across the river to threaten the Storm Lords' territory and hopefully draw off some of their attacking forces.

Storm Lords: 2800 points of troops are placed just south of Zolifar in the centre of the map, aiming to strike east to seize the Sulatar capital. A smaller army is placed along the river further south-east, to protect against any attempted counterattack against the capital or other border settlements, as well as a banner in the capital Stormreach itself. And a banner of 800 points is placed in the northmost city that they hold in the centre, to shield against any Hammerhead attack.

White Fang Tribe: 500 points are placed in the port in the south, to shield against any attack by the Storm Lords. The other forces are placed between Threnal and the capital; the plan has to be a scorched-earth policy of burning villages before the Hammerheads can take them, to try to reduce the duergar's supplies before they are able to lay siege.

Espionage

Hammerhead: 5 spies, 3 agents, 3 saboteurs
Storm Lords: 1 spy, 3 agents, 2 saboteurs
Sulatar: 1 agents, 1 saboteur
White Fang Clan: 1 agent

This continues to be mostly a duel between House Phiarlan, working for the Storm Lords, and House Thuranni working for the Hammerhead Clan; neither of the other two empires have enough money to spare to spend much except on defensive espionage.

Sadly I do not have the physical map to put all the tokens on for this winter. The espionage activity this year is concentrated in three areas, so let's have 3 mini-maps. On these maps:
Agent
Saboteur
Spy
(no assassins were placed)

The west: On a dry, windy night, agents of House Thuranni — currently employed by the Hammerhead Clan — evade the guards and set fire to several large buildings in the centre of the village of Grisdias. Soon the whole settlement is ablaze, and by morning few buildings remain standing. The nearby White Fang army camp is not affected, but they will no longer be able to draw on the local village for supplies.

The Storm Lords sent a saboteur to try to destroy Hammerhead supplies at Threnal — they may no longer be allies of the White Fang, but they do not want the Hammerhead Clan invasion to be to easy — but he was caught by Hammerhead agents there.

The south: The Hammerhead Clan hired several saboteurs and spies to try to destroy the Storm Lords' cities and ships. But agents of House Phiarlan, contracted by the Storm Lords, intercept the enemy agents there and have them seized by the city guard before they can do any harm.

(Storm Lords rolled a 3 for their agent in Stormreach, removing all Hammerhead operatives; the Hammerheads got to activate their other saboteur, but rolled a 1.)

The east: And another Hammerhead spy trying to assess the Storm Lords' defences nearer the border was also caught after House Phiarlan passed information to the Storm Lords. (Storm Lords rolled a 6 for their spy near Zolifar; they also learned the strength of Hammerhead banner 5.)

But a Sulatar saboteur manages to disrupt the Storm Lords supply train brining supplies to their staging area for the year's invasion. This will force their banners to delay for one month there while they sort out the mess. And a House Thuranni agent does manage to infiltrate the Storm Lords' camp and give a detailed report to the Hammerhead Clan on the army's composition.

Spring Equinox

Storm Lords: cast Raise Dead against Sulatar banner 4. The spell goes off, but only 100 points of undead are raised.

White Fang Tribe: also get Raise Dead (after rejecting Abundance). They get only 200 points though, which is also fairly useless.

Hammerhead Clan: Quake, for the second year running. It is a long way to cast it on the White Fang capital, but it would be really useful if it went off, so they try it — and roll a double six, getting it. That really messes up the White Fang's defence — they will have to face the duergar in open battle now.

Sulatar: reject Portents of Terror and get Quake. Damn, that's not very useful for a defensive situation. Their best move I think is to use it against Stormreach — the Storm Lords will need to play more defensively if their capital is vulnerable to attack. It is still a somewhat desperate move, as it will only be really effective if the Hammerhead army moves towards Stormreach.
Spring Equinox 999YK

Friday, 1 January 2016

998YK Winter

Autumn Equinox

Only the Storm Lords have an army in the Capital and are able to cast magic.

They get Innundation of Blood, and use it on the Sulatar main army (banner 1): 120 points of casualties inflicted and render that village unable to produce revenue this winter.

Winter Quarters

All banners on the map have to return home for the winter. Only Hammerhead banner 5, stuck out beyond the river, is unable to get home — and they roll a 2 to try to find a path home, causing the whole banner to be destroyed.

Winter Events

Hammerhead Clan: They roll a 9, Special Tribute: they get 5 extra revenue this year.
Sulatar: 11 = Treachery; fortunately they have only one fortress, and they do not roll a 6 so it does not defect to the Storm Lords.
Storm Lords: 6 = Raids; this is one of the worst. Actually the Storm Lords have done all they can to minimise the effect of this, by rooting out all those independent settlements. But still, having a 50:50 chance for every border settlement to collect no revenue is very bad. I roll a bunch of D6, and the result is that the Storm Lords lose 7 revenue.
White Fang Clan: 5 = Plague; their only army outside of the capital is destroyed, and they lose the revenue from that village as well. That is a terrible blow that they cannot really afford.

Wow, the anti-Hammerhead alliance of the White Fang and the Storm Lords are having terrible luck. The Hammerheads now almost have both more revenue and armies than the two of them combined.

Diplomacy

Since I am soloing this, one of the big elements of Mighty Empires — negotiating alliances with the other players — is missing.  I am determining the alliances by dice rolls each year. I also add a rule that empires cannot ally if they would have more than half of the revenue and armies. So the Hammerhead Clan cannot ally with anyone right now.

And after a few rolls, the answer is: the alliance between the White Fang Tribe and the Storm Lords is broken! They rolled a 1. That is bad news for the orcs — without allies, and with half their army dead to plague, they are finished. The Hammerheads should conquer them entirely next year. No new alliances are formed.

Construction, Recovery, Recruitment, Baggage

Here is the summary of spending over this winter:
Storm LordsWhite Fang TribeHammerhead ClanSulatar
HumanOrcs & GoblinsDuergarDrow
Diplomacy0000
Troops1414296
Baggage8474
Espionage6172
Construction0010
Total spend28194412
Items of note:
  • the White Fang are buying troops and baggage, readying themselves for the inevitable siege. They are also aware that the Storm Lords might try to invade while they are besieged, so hopefully they can afford to place a small banner to try to defend their city down in the south.
  • the Hammerheads are building a bridge over the river in the north — to avoid any more unfortunate incidents like the loss of their army in the east during the winter retreat this year. (I played with a home rule allowing bridges to be built back in the day, which I have not been using for this campaign; but I have also switched to using the Warmaster edition rules for ME which do contain bridge building, which the version I played back in the day did not. Had I noticed this before, I would have built the bridge last year.)

998YK Summer: Results


Let's see how the different factions are doing.

Storm LordsWhite Fang TribeHammerhead ClanSulatar
HumanOrcs & GoblinsDuergarDrow
997YKStartRevenue10787
Summer startTroops4000200037002700
SummerCampaigning gains/(losses)-53020-30-530
Winter StartTroops3470202036702170
Potential Revenue29203016
998YKSummer startTroops4187352053702870
SummerCampaigning losses-980-733-520-545
Winter startTroops3207278748502325
Potential Revenue35203913

The Storm Lords and White Fang had a bad time militarily in 998YK — they have the highest casualties, and lost all their major battles. So despite being the only empires that made an alliance, they did not manage to turn that into a victory. They missed their chance to get one at Threnal due to bad scouting rolls.

But, they did manage to defend their borders. The White Fang lost Threnal but they kept everything else (and they gained a city during the winter, so their revenue is the same overall); and the Storm Lords have gained several villages from the White Fang and Sulatar.

The Sulatar won the battle at Cinderfall, but they are losing the war. Their empire and army are shrinking. Having lost their foothold in the north, it will be hard to expand there.

The Hammerhead Clan are still in the lead, and more clearly than they were at the start of the year. Taking out the Sulatar holdings in the north removes a threat, and may free them to do more scouting next year.