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.

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.