Showing posts with label Warrior Heroes. Show all posts
Showing posts with label Warrior Heroes. Show all posts

Sunday, December 22, 2013

Warrior Heroes Armies and Adventures BATREP

Warrior Heroes Armies and Adventures BATREP

Haven't posted in a long while, because I have been way too busy.
I have gotten to paint a lot of figs and play a few games, but haven't posted anything lately.

Today I got to do a small fight for WHAA.

This was the situation.  A small dwarf patrol was in the woods near their mines when they heard some noise in the distance.  What they found was a small band of goblins who thought that they had found an easy target.

Each round the players roll a single die vs their Rep.  The highest die gets to go first, but they can only activate troops that have a rep lower than the die roll unless they are with a leader.  In this fight everyone will be with a leader, so the dwarves will always activate (the leader has a rep 6), and the goblins will only fail to activate on a 6 (leader has a rep 5)

 The Dwarves

Dwarf Patrol
1 Commander, Rep 6, AC 6, 2 hits
1 Hero, Rep 5, AC 5, 2 hits
4 Warriors, Rep 4, AC 4.  2 have crossbows as well as hand weapons.













The Goblins

Goblin Raiders
1 Leader, Rep 5, AC 5, 2 hits.  
2 Heavy warriors, Rep 4, AC4
8 Warriors, Rep 3, AC 2
NO Ranged weapons.




The Battle

Round 1

Gobs roll 5, Dwarves 2
Goblins advance, and dwarves advance

Round 2

Gobs roll 5, Dwarves 4
Gobs advance.  
Dwarves shoots.  1st dwarf hist with 2 successes vs 0 successes, so one goblin falls Obviously Dead (OD)
The second dwarf fires and hits with 2 successes, but the goblin also has 2 successes, so the dwarf misses.
Goblin first Casualty

Round 3

Goblins 1, Dwarves 3
Goblin second casualt
Dwarves fire again.  The first hits with 2 successes, against one, and a goblin goes down Out Of Fight (OOF).  The second dwarf hits with 2 successes vs 1 success, however the goblin had a shield and rolled a 6 negating one success, thus blocking the shot.
Goblins continue to advance.





Round 4

Gobs 2, Dwarves 4

Yet another goblin falls to crossbow fire
Dwarves fire again.  One more goblin goes down after the dwarf rolls 2 successes against none and NO blocks!  (The goblins have been rolling bad the whole game so far!)






Round 5

Gobs 1, Dwarves 6
Dwarves continue to shoot, but this time get no hits.
Goblins are close enough to charge, so they declare a charge.  They only get one success vs the dwarves 3, so they are too frightened to charge.
The two sides face off!

Round 6.

Gobs 4, Dwarves 1
Goblins again try to charge, and again fail.
The battle is joined!
Now the dwarves decide to get in close, and they declare a charge.  They get 3 successes to the goblins 3, it is enough to charge.
The dwarves move in and make contact with the goblins.
On the far left, one dwarf slowly beats back a goblin, and after 3 sets of rolls in which he beats the goblin by 1 success, he pushes the goblin back and kills it.
One other goblin is knocked OOF, but everyone else is locked in combat.

Another goblin falls, and unfortunately, so does one of the heroes!

Round 7

Goblins 6, dwarves 3 - The goblins can't activate 
since their leader is only REP 5!


The dwarves continue to attack.  The two leaders move in and engage each other, but surprisingly no one can get an upper hand and all combats are locked!

Round 8

Gobs 2, Dwarves 6
1st casualties of melee
Fighting continues.  The dwarf leader manages to get a single wound on the Goblin leader, but the goblins move 2 warriors against the dwarf hero, and in the fight that follows, the dwarf hero can't roll a single success, so the 2 goblins cut him down.  This causes the two nearest dwarves to roll a test to panic, and one freaks out and runs!
Another goblin falls OD, while one more is OOF.

Round 9

Goblins 5, Dwarves 4
Goblin leader runs, and so does one of the dwarves (to the right)
Goblin leader decides that it is time to run, but the other goblins can't get away from combat.  2 more fall OOF.  This fight is basically over for the goblins.  Now it is just about the goblin leader getting off the field to rally more goblins!
Three goblins left running!

Round 10

The goblin leader runs, but the two dwarf crossbowmen take aim.  One misses, but the other lands a crossbow bolt right in his back and he falls.

One goblin falls to the dwarf pursuers, and the goblin leader takes a crossbow bolt to the back!  Game over!

Saturday, August 20, 2011

Short Batrep - Raid on Village - WHAA

Here is a brief battle report for a small skirmish using Warrior Heroes Armies and Adventures...

The situation is this.  A band of raiders have moved in from Grierland to raid a small village in Mirilandi (My own game world).  Mirilandi has a small garrison at the town, and has gotten word that the raid is coming, so they are quickly trying to deploy their people.

The raiders are emerging from the woods to the west of town, and moving in.
This picture shows some of the attackers moving out of the forest.  Some of the riders had already moved off to the south.




Here you can see the defenders lining up on the west side of the town.




As the riders moved around, some of the defenders moved to the south to meet them.

 The attacking infantry quickly swarmed the defending infantry.  The defenders had 4 archers, but they proved highly ineffective.  They killed one attacker at the outset, then didn't help for the rest of the battle.


The attackers realized that they could not bring all of their forces to bear on the west, so they sent all of their cavalry to break through in the south.



Fighting on the west turned bloody fast, but the defenders held strong and quickly killed four attackers without any losses.

On the south side, the raiders cavalry charged, but the defending infantry held better than expected.  One defender went down, and one rider.




To the west, things went bad for the attackers real fast.  A couple of defenders went down, but the attackers were falling left and right, and soon broke and ran.

To the south, things were touch and go.  The initial cavalry charge was held against, but they kept coming, and two more defenders were soon down.  Then, the village commander and his aid attacked, and they were able to hold, killing a couple more cavalry, and soon the rest were fleeing.
Infantry gone, and leaders are now engaged.
Two dead, and the rest second guessing as they see that almost all of their friends are gone!

Bye bye.... Loosers!

The battle was a lot of fun to play out.  The attackers were all Rep 2 or 3, while the defenders were all rep 3 and 4.  It played out pretty well, but the attackers kind of messed up on their initial deployment.  I don't know if it would have made any difference, but they tried to send the bulk of their forces to the west, but realized that they streets were too narrow to bring any significant numbers to bear.  So they redeployed the rest of their cavalry.

The defenders also had incredible dice rolls which kept them from suffering very many casualties.  Still, things could have changed at almost any time.

I did make one modification to the rules for this game.  I let the defenders form a shield wall which gave them a +1d6 until the wall was broken.  I think that it worked out ok.







Monday, November 2, 2009

Bloodbath in the wilderness (WHAA)

This is the largest battle that I have yet done with Warrior Heroes Armies and Adventure. This is to test a mid sized battle to see how well the rules handle it.

The scenario is this - Recently there has been a large number of orc raids along the border. So Lord Talin and a force of soldiers are dispatched to the fort at High Pass to help them hunt down the orcs. What he does not know is that the fort has fallen weeks ago, and now the orcs are moving south through the woods in order to attack some of the villages along the frontier. Even as he is marching one force of orcs has spotted them and is moving in to attack.

I will be adding some pictures to this report this weekend.


Turn 1
Humans activate first and move forward unaware of the enemy taking up position in the woods around them. The orcs slowly move forward.














Turn 2

The Orcs continue to take up position as the humans march forward totally unaware of the ambush.

Turn 3
The human riders riding out front notice some movement in the woods to their right. As they look, they catch a glimpse of orcs in the trees. The alarm is sounded and the humans turn to the right to meet the threat.

The orcs (who activated second in this turn) moved forward, and to the human's rear, orc archers emerged from the rear, and their deadly arrows fell one of the knights and 2 archers. At the same time the orc wolf riders emerged from the trees far to the human's right.









Turn 4

The orcs activated first and their archers dropped 2 of the human archers. The orcs to the front of the humans emerged from the trees. In the distance some of the main body of the orcs could be seen clearing the forest, and to many people's horror, the giant could be seen.

When the men activated, the archers took out two more orc archers and 1 of the wolf riders. The three riders charged the orcs who were emerging from the treeline. The assault was so fierce that they killed three orcs, but one of the riders went down by a freak attack.

Turn 5
Both sides rolled very high on their activation (6 for the men and 5 for the orcs). Only the main body of men and orcs activated. The human archers fired and killed another orc. The rest missed. The main body of orcs moved forward.

Turn 6
Another bad roll for the orcs (6) and only the main body moves forward. The men continue to fire at the advancing orcs, but once again only score a single kill. The riders continue to ride down orcs killing another two, and the others, now panicked fall back into the forest.

Turn 7
Again the orcs roll a 6, and only the main body moves. They are getting very close now! The human archers continue to fire, this time with a little more effect. Two orcs are cut down and one wolf rider. The human riders move to intercept the wolf riders, and Lord Talin and his knights move to intercept the oncoming giant.





Turn 8

The orcs roll a 5 for activation, and the humans roll a 1. The orcs move forward again after a few turns of indecision. The heavy orcs and the giant decide to move into contact. The human archers get off a quick shot as they come in, but only 1 orc falls to their arrows. A bloody melee follows, and the human's shields help out as 4 orcs fall and three men. Lord Talin and his knights charge the giant and there is a period of dodging back and forth as neither side can land a telling blow.

Turn 9
The humans go first with a 5, and the orcs follow with a 1. The human archers continue to fire, but once more miss a lot, only killing 1. The bloody melee continues with the humans regrouping their line and dishing out more damage to the orcs. 5 more fell at their feet, but three more men went down, and the men could not afford the losses. Lord Talin kept the giant confused and away from his infantry.

The riders struck into the flank of the wolf riders, but one did a quick and deadly wheel killing the warrior that attacked him, and only one wolf rider fell in the attack.

When the orcs moved they regrouped and continued their attack, and now all of the orcs were moving forward again. However, the human shields continued to give them the edge. In the melee 2 humans fell, but 2 orc warriors also fell. The heavy orcs were growing thin in numbers very quickly! Once more Lord Talin and his knight managed to avoid the giant's heavy attacks.



Turn 10
Humans roll 1 and orcs roll 4. The orcs attack first and everyone moves into the fight! The remaining orc archers open fire on the human archers and manage to bring two of them down. Then, the orc infantry sweep in. Two orcs manage to swarm Lord Talin's knight and bring him down, but amazingly the human infantry hold their line killing 3 orcs. The giant, upon seeing the last of Lord Talin's knights fall charge Talin, but Talin is quicker and manages to land a blow on the giant injuring him. Out in the open, the wolf riders wheel around to charge into the human riders, and kill two of them.

When the humans activate, the infantry fall back a little and regroup their lines. The archers open fire on the orc archers and the wolf riders, but only manage to take out one wolf rider. Lord Talin sees a chance to charge the commander of the heavy orc infantry, and rushes him, and in a dazzling melee, he kills the orc.

Turn 11
Humans roll a 1 and orcs a 2. All of the orcs charge again. The giant rushes Lord Talin who tries to dodge the rush, but only gets partially out of the way. He has been injured. The orc heavy infantry tries to regroup while the other orcs rush the humans. Two orcs fall in the attack, and no men. However, the wolf riders rush the exposed archers and kill two of them.

When the humans activate, the soldiers on the right flank move to push back the wolf riders attack. They kill one, and the others fall back. Lord Talin charges the giant once more, and this time manages to kill it. The humans cheer at seeing the giant go down.

Turn 12
Orcs roll 4 and humans roll a 5. The orcs charge, but the heavy orcs are out of commission as the orc leader regroups and takes charge of them himself. The regular orcs are not able to penetrate the human line, and are pushed back, but amazingly only one orc falls. However, on the left Lord Talin and his remaining knight are rushed by some orcs, and the knight falls, but Lord Talin manages to push his attackers back.

When the men activate, they fall back as far as possible. Lord Talin falls back with his troops and holds the far left flank.

Turn 13
Orcs roll 4 and humans roll 1. Now that all of the orcs are in position, they swarm forward. The heavy orcs rush the human's left flank, while the lighter orcs rush the rest of the line. The wolf riders rush the last of the archers who break and run. They are cut down by the persuing wolf riders. In the melee at the line 2 men are brought down, and two orcs fall, but on the far left flank, Lord Talin is swarmed by the majority of the heavy orcs, and can not fend them off. He is cut to pieces, and the men around him on seeing this, break and run. Nearly half of the remaining men are now fleeing for their lives.

When the humans activate, the two remaining captains regroup their force and push back the orcs killing two of them.

Turn 14
Humans activate with 3 and orcs a 1. The humans decide that they have to try to get out of there with whatever they can. They fall back at full speed.

When the orcs activate, the orc general is calling for blood, and the orcs charge managing to engage the humans. It is a bloody fight for the men, and 4 are killed, along with one of the captains. They kill 2 orcs and one of the wolf riders. Their only chance is to get out.




Turn 15

The humans desperately need to get initiative, but the orcs roll a 4 to the humans 2. This is the end of it. The orcs manage to surround the remaining humans. All but one captain are massacred, while only 2 orcs go down. The lone captain knows that he is finished, but will not go down without a fight. He takes one more orc down before they rip him apart.

Results
It was a bad day for the humans. The ones that fled the battlefield are eventually tracked down and killed in the forest. However, one manages to get all the way back to the fort to warn the others about what happened.

As I had the humans moving forward, I made them roll a test to see if they spotted the orcs. I said that they had to have three successes to see them. It was the third turn before they spotted the orcs.

I had planned on using the large battle combat rules for this fight, but the way it happened was that the orcs engaged the men in small groups instead of one massive push. I think that I will have to do an even bigger battle than this to use the large combat rules. That makes me happy because I know that the rules will handle fairly large fights. After I did this, I realized that I didn't really do the combat between Talin and the giant right, or it might have ended even sooner. Still, this was a lot of fun. Next I want to do a larger fight that will focus on a siege of a small castle. There aren't rules for a siege, so I will have to do some house rules.


Monday, August 24, 2009

15mm Wargame with Warrior Heroes Armies and Adventure

I have done a couple of test games with WHAA, and this will be my first serious game.

This is a pretty basic scenario. The "good" guys are Lord Borom, and his forces which are defending a small village against an orc raiding forces lead by Gorg, and Morg.


The Good Guys
Lord Borom Quality 6, AC 5, 2 hand sword
2 Men at Arms Quality 5, AC4, Spears
3 Warriors Quality 4, AC 3, 2 Hand Axes
5 Warriors Quality 4, AC3, Hand Weapons
2 Archers Quality 4, AC2, Bows & Hand Weapons






The Bad Guys
Gorg & Morg Quality 5, AC 5 & 4, Hand Weapons
15 Warriors Quality 4, AC 3, Hand Weapons
3 Archers Quality 4, AC2, Bows and Hand Weapons



The battle began with Lord Borom and his forces just entering the village to defend it. Across the river, the orc forces were emerging from the forest.




Turn 1:
Both sides rolled and were able to activate. The humans moved towards the hedge row. The orcs moved towards the river. The orcs were breaking into two attack groups. One group was heading on the right (the top of the picture) and was trying to rush across the creek and to the hedges. The other was rushing across to the south, and trying to get to the opening at the hedge. They were leaving their three archers at the edge of the river to harass the defenders.

Turn 2:
Humans roll a 2 and activate everyone. Orcs roll 3 and move first. The archers, who had reached the river open fire. Miraculously they manage to take 1 warrior OOF. Others cross the river.
Humans take up position along hedge and in the opening.

Turn 3:

Humans roll 4, orcs roll 5. Orcs move first, but archers (Who are not with the leaders) do not activate because their Quality is too low.

Orcs clear river and start to move on the walls. The humans unload with archers, and on the orcs right 1 orc OD, and 1 OOF.






Turn 4:


Orcs roll 2, Humans 6. Everyone activates.

Bad rolls for humans give now results for archers. Orcs on the other hand manage to take one of the human archers OOF.


Turn 5:
I rolled 3 ties on activation, but finally got a 4 for orcs and 3 for humans. The orc right rushed the hedge and made contact. On the left the orcs moved closer. The orc archers took another human warrior with an OD result, and th
e remaining human archer took an orc warrior OOF. Then melee ensued. In the end the humans held the hedge, and the orcs were pushed back with 1 warrior OD.

Turn 6:
This turn things were joined in earnest. Once more the orcs got priority, and all of them charged again. On the right all of the remaining orcs crashed into the humans. As they charged, the human archer got off a shot and dropped one orc OOF. Then the orc leader pushed a defender back and was able to cross the hedge, but 1 more orc was OD.

On the orc left, not all of the orcs were a
ble to make contact, and it was a bad day for the ones that did. Two were OD and the others pushed back.

Turn 7:
This was the big turn of the fight! Humans rolled a 3 while orcs rolled a 1. Orc archers didn't have any target
s as all of their infantry were now in the way.

Humans moved first, and on the right one man at arms and the archer charged Morg who was now on their side of the hedge. The other 2 warriors continued to hold the wall. After a brief fight, Morg fell in battle. One of the orcs failed his "Leader Lost" test, but the other 3 held.

On the right, the humans rushed the orcs. A bloody fight ensued which saw 2 orcs down and 2 human warriors also down.


On the orc turn, they reengaged
on the left, and Gorg struck Lord Borom, but couldn't take him out.


Turn 8:
This was the final straw. Humans activated first with a 4, and orcs second with a 2. The human archer struck down one of the orcs who were trying to reach Morg's body. When the other 2 saw this, they broke.

On the left the orcs were cut down till all that was left was Gorg and two others. (I made them check morale and all stayed!).

However, when the final orcs moved back in, they got vengeance, dropping 2 warriors and 1 man at arms!

On the right, the last orcs could not charge and fell back.

Turn 9:
The end! The orcs rolled initiative first with every body activating. Gorg and his last three
companions charged. Lord Borom and his last soldier, however Borom was tougher than they thought, and two orcs went OOF. Gorg choose to stay and finish the fight.

At the same time, the orc archers fired upon the other defenders, and the last human archer got fed up with this and fired, dropping one orc. The others decided it was time to leave.

In the last fight of the day, Borom and his companion attacked Gorg, and butchered him, and thus the orc raid met with failure!