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Author Topic: Sazzel Empire v. Doob Orcs 1000 Points  (Read 20090 times)

Offline Lex

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #30 on: December 21, 2011, 05:00:56 PM »
I was suggesting comments from us observers rather than the players, but either way, I agree that post-game will be better.

We could start a seperate topic for it during the game, which will keep the main topic uncluttered

Offline Doob

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #31 on: December 22, 2011, 01:08:28 AM »
Hero2 orders Orcs5&6
Quote
Result of the throw of dice "2d6" :

1 + 2 = 3

Then orders Orcs3&4
Quote
Result of the throw of dice "2d6" :

2 + 6 = 8

And tries again, needing 7
Quote
Result of the throw of dice "2d6" :

1 + 1 = 2

Then tries to order Gobs3 needing 7 due to proximity of enemy
Quote
Result of the throw of dice "2d6" :

1 + 5 = 6

Hero1 will try to Order Gobs1 in Woods needing 7
Quote
Result of the throw of dice "2d6" :

4 + 1 = 5

And tries to then order Gobs2 needing 6 (-1 for distance and -1 for dense terrain)
Quote
Result of the throw of dice "2d6" :

5 + 2 = 7
Nope.

General tries to order both Chariots
Quote
Result of the throw of dice "2d6" :

1 + 5 = 6

Then tries to move Orcs1&2
Quote
Result of the throw of dice "2d6" :

1 + 1 = 2

Some lucky rolling there.  Now leaders move.

Goblins will shoot their bows at nearest enemy - Halberdiers.  3 shots needs 4s
Quote
Result of the throw of dice "3d6" :

5 + 4 + 5 = 14
3 hits!
Rolling your saves on 6s
Quote
Result of the throw of dice "3d6" :

3 + 6 + 4 = 13
1 saved - darn it as that isn't enough to cause a wound.

Roll for drive back
Quote
Result of the throw of dice "2d6" :

4 + 1 = 5

so 5cm

That's the end of my turn, and I'll leave the drive back and any related decisions on making way to you.



Orcs_vs_Empire.xml - 87.1 KB



Offline fracas

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #32 on: December 22, 2011, 02:33:43 AM »
the opportunity to watch this game unfold is much appreciated

Offline Sazzel

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #33 on: December 22, 2011, 02:55:40 AM »
So I have my Halberdiers right behind the Halberdiers being driven back make way, so they both move back 5cm. Will the original unit and/or the unit making way become confused?
Quote
Rolling "1d6" 2 times

1: 4
2: 5

Nope neither do. So here is a shot of the end of the Orcs 2nd turn:


This will be a complex turn for me, hope I do not mess up too much. Moving guys by initiative - Halberdiers5 is charging Goblins1. You Goblins1 get to shoot at them, 3 attacks at 4+ to hit:
Quote
Result of the throw of dice "3d6" :

6 + 2 + 6 = 14

Bah 2 hits, 2 saves at 6+
Quote
Result of the throw of dice "2d6" :

2 + 6 = 8

One save! Ok they take one into combat.

Now Flagellants1 due to its rules, has to charge Goblins1. They have one stand I think?? that is available to shoot now, so 1 dice 4+ to hit:
Quote
Result of the throw of dice "1d6" :

4

Hit, and 6+ save:
Quote
Result of the throw of dice "1d6" :

3

No save, so they go into combat with a wound as well. Here is a shot after those moves:


Luckily, Flagellants2 is out of range of Orcs3, so they do not have to charge them. Ok, on to orders. The Hero is going to order the Flagellants2, 7 or less since -1 with enemy within 20cm:
Quote
Result of the throw of dice "2d6" :

2 + 6 = 8

Ouch! Now just my General left to order....He orders the Halberdiers4, needs 8 or less with enemy nearby:
Quote
Result of the throw of dice "2d6" :

3 + 2 = 5

Makes it, now orders the Knights, needs a 9 or less:
Quote
Result of the throw of dice "2d6" :

2 + 1 = 3

Makes it, now tries to order them again, now they have been ordered once -1, are within 20cm of the enemy -1, and so needs a 7 or less:
Quote
Result of the throw of dice "2d6" :

5 + 1 = 6

Yay! They get to charges the Orcs1! Hmmm, ok I will pause here because this bring me to a question, I just ordered the brigade of knights, and want to charge Orcs1 with them, but am not sure if I can do so with both units of Knights. The picture of the point I am at is shown below.

Note that the little explosions are wound counters, and that despite the locations of the movement arrows for the Knights automatically drawn by Battle Chronicler, the Knights moved through the gap between the two nearby infantry brigades.


Offline Lex

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #34 on: December 22, 2011, 07:18:57 AM »
After the charge of Halberdiers ALL the Gob stands are in combat. NO shooting at the flagelants.

!!  some metaenvironments play the initiative charging by doing MANDATORY charges before "initiative" charges........ !!

On the "knightly"  movement through the gap, remember to measure each stand individualy, which in effect means that you should be around 28cm direct forward from your original position.......

Offline Geep

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #35 on: December 22, 2011, 07:46:14 AM »
Although my opinion is far from expert, I'd say that both knights units probably could charge Orc unit 1, and will get all stands into contact. Knight Unit 1 should move first, but i don't think that will make a big difference.

Offline Doob

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #36 on: December 22, 2011, 09:02:00 AM »
I'd reckon both units of knights should be able get into combat, so go for.  And I agree with Lex that the Goblins couldn't shoot at the Flagellants as the stand at the end is corner to corner with Halbardiers, so no wound on the Flagellants.

Offline Lex

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #37 on: December 22, 2011, 09:06:50 AM »
Per procedure... and as I have no ruler,I will guestimate the distance from K1 to the Orcs is app 13 cm ?

Move nearest stand of K1 (left hand one) to the CENTRE of the rightmost stand of Orcs.
Allign the next stand of K1 to the RIGHT of the first one (on account of the rule that you need to try and maximize the frontage of your charge)
The3th stand again goes on the RIGHT of the one previously places

K2 now should still have LOS on the orcs.
1stand of K2 to move will be placed against the CENTRE of the leftmost stand of orcs !
2d stand goes to the LEFT of the placed stand (as per the Max frontage rule)
3t stand will be tricky...  as I am not totaly sure it will have room, but ifit dont cross or ends up partly in terrain, then it should go to the RIGHT of the 1st K2 stand.

Offline Brutalrage

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #38 on: December 22, 2011, 11:32:09 AM »
this is cool, its like havin a 5 man referee team helpin out your game :D

this is so cool :)

Offline Sazzel

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #39 on: December 22, 2011, 01:22:24 PM »
Ok thanks guys, am about to go to work, ~8am here now, so Doob I will continue my turn tonight.

Offline wmchaos2000

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #40 on: December 22, 2011, 04:16:50 PM »
Agree with all above, very amusing!   :)

Offline Doob

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #41 on: December 22, 2011, 10:26:42 PM »
To help speed things along, I'll roll the attacks for my Goblins, which will all be directed against your Halberdiers.

6 attacks:
Quote
Result of the throw of dice "6d6" :

6 + 3 + 2 + 3 + 4 + 4 = 22

3 hits to save at 6s
Quote
Result of the throw of dice "3d6" :

5 + 5 + 3 = 13
So that's 4 wounds inc shooting - 1 Halberdier stand lost and 1 wound carried over.  But I'm not expecting the goblins to get another chance of hitting anything....

I'm not sure how your Knights will end up facing off against my Orcs so I'll let you deal with it once you've moved your Knights.  I assume I'll get 2 stands hitting 1 unit and the other stand only able to hit the other unit.  If there is a choice, let's say the 2 stands nearest the table centre hit one unit, and the stand nearest the woods hits the other unit.


Offline Sazzel

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #42 on: December 23, 2011, 01:55:07 AM »
Ok, discounted the wound against my Flagellants, and have moved my Knights forward:


Now the General orders Crossbowmen2 and Halberdiers6, within 20cm of enemy so needs a 8:
Quote
Result of the throw of dice "2d6" :

2 + 2 = 4

Made it, now he orders the brigade to his right, within 20cm of enemy so an 8 or less:
Quote
Result of the throw of dice "2d6" :

5 + 5 = 10

Failed, they do nothing. Move my Hero and General now on to shooting.

My Crossbowmen2 shoot at Orcs7, 3 attacks at 4+ to hit:
Quote
Result of the throw of dice "3d6" :

5 + 5 + 5 = 15

Nice 3 hits, 6+ to save:
Quote
Result of the throw of dice "3d6" :

2 + 4 + 4 = 10

No saves! Ok, I think a stand of Orcs bites the dust, I will let you do the drive back rolls. Here is the image of now before we start combat:



We will do the combat with your Goblins3 first. You already rolled for the Goblins and knocked a stand off the Halberdiers. Seems like the Gobbos are in the open, and I am charging, so +1 to each stand, Halberdiers get 4 hits per stand then and 12 attacks total, 4+ to hit:
Quote
Result of the throw of dice "12d6" :

6 + 1 + 1 + 4 + 6 + 5 + 5 + 5 + 6 + 1 + 3 + 6 = 49

Goblins have no armour save so that is 8 wounds. One wound left.

Assuming that the attacks amongst different units in the same combat happen simultaneously, my Flagellants have two stands in contact at attack 5, with +1 for charging in the open, that is 12 attacks 4+ to hit:
Quote
Result of the throw of dice "12d6" :

3 + 2 + 6 + 1 + 2 + 6 + 3 + 1 + 1 + 1 + 3 + 6 = 35

Wow, only 3, Goblins are still wiped though. Hmm..now what happens? Flagellants have to Advance into Orcs5. My Halberdiers hold their ground. Here we are:


Now we work out Flagellants and Orcs5. You are defended due to being on top of a hill, so I need 5+ to hit and do not get a charging bonus, so 15 attacks at 5+ to hit:
Quote
Result of the throw of dice "15d6" :

1 + 5 + 4 + 6 + 6 + 2 + 4 + 1 + 2 + 5 + 1 + 2 + 2 + 5 + 5 = 51

6 wounds, 6+ armour save:
Quote
Result of the throw of dice "6d6" :

4 + 1 + 5 + 1 + 6 + 5 = 22

Saved one, so 5 wounds on Orcs5. Now they attack back, 12 attacks at 4+ to hit:
Quote
Result of the throw of dice "12d6" :

6 + 5 + 4 + 1 + 6 + 5 + 6 + 4 + 6 + 4 + 5 + 5 = 57

 :o wowee....11 wounds. Ouch! Those Orcs smacked down those Flagellants literally. How brutal. Hmm, well, I suppose the Orcs just sit there then gloating over the pile of bodies? No advance or reform or anything?

Note in the pictures that a unit a lot lighter than others means it is destroyed, as in the picture below the Goblins3 and Flagellants1 are destroyed.


On to the Knights v Orcs1, is this the unit that has The Battle Banner? Knights are charging in the open so +1 attack per stand, and 5 stands total are touching, so 20 attacks, 4+ to hit:
Quote
Result of the throw of dice "20d6" :

6 + 1 + 5 + 2 + 4 + 6 + 6 + 2 + 3 + 4 + 1 + 6 + 5 + 5 + 5 + 1 + 4 + 6 + 4 + 3 = 79

13 hits, 6+ to save:
Quote
Result of the throw of dice "13d6" :

2 + 2 + 1 + 3 + 3 + 6 + 2 + 3 + 6 + 1 + 4 + 6 + 2 = 41

3 saves, but 10 got through so they will die, now you attack back, dunno if you have The Battle Banner on that unit or not. Completing this combat should end my turn. Here is the battle with the knights at this point:

http://zendwarf.com/bc/wm/1/Orcs_vs_Empire.xml
« Last Edit: December 23, 2011, 01:57:18 AM by Sazzel »

Offline Lex

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #43 on: December 23, 2011, 12:42:20 PM »
The Knights wiping the orcs in 1st roind of combat will have a 20cm Advance move, nearest target = orcs2, so you still have one more fight to fight, and even if you DONT want to fight you would need to roll for Fallback.

And after you need both to do Reform after Combat.
« Last Edit: December 23, 2011, 12:43:57 PM by Lex »

Offline Doob

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Re: Sazzel Empire v. Doob Orcs 1000 Points
« Reply #44 on: December 23, 2011, 01:48:47 PM »
Brutal combat!  I think my Orcs on the hill got off fairly lightly.  Not the ones facing the Knights though!

First though, the shooting drive back for Orcs 7. I remove the stand nearest the General as casualties, then roll 3 dice:
Quote
Result of the throw of dice "3d6" :

6 + 4 + 5 = 15
Whoah, they didn't like that at all!  So 15cm and confused (we need a confused marker - for now I've used a skull beside the unit to remind me).  Unit behind will make way by moving aside the 2 stands in the way.
Test Orcs8 for confusion from moving aside:
Quote
Result of the throw of dice "1d6" :

4
Chariot unit also has to shuffle slightly aside:
Quote
Result of the throw of dice "1d6" :

4
They're fine too.

Orcs5 on the hill will Fall Back after winning the comabt with the Flagellants:
Quote
Result of the throw of dice "3d6" :

2 + 4 + 3 = 9
So they can move between 3 and 9cm, so they move off to one side


Let's see what the soon to be dead Orcs1 can manage in return against the Knights (and I don't have any Banners in my army).

2 stands attack Knights1 with 8 attacks:
Quote
Result of the throw of dice "8d6" :

6 + 1 + 4 + 4 + 4 + 2 + 6 + 2 = 29

5 hits saved on 4+
Quote
Result of the throw of dice "5d6" :

3 + 3 + 2 + 3 + 2 = 13
Ouch, fluky roll - 5 wounds so 1 stand lost and 2 wounds carried over.

Remaining stand does 4 attacks on Knights 2
Quote
Result of the throw of dice "4d6" :

2 + 1 + 1 + 5 = 9
Only 1 hit, save on 4+
Quote
Result of the throw of dice "1d6" :

2
So that is 1 wound on Knights 2

Since the Orcs were wiped out, your Knights can now decide whether to hold, fall back or advance.  I've updated the map up to this point.  Over to you again before we get to the Orc turn.

Oh, and we should probably clarify which of our units have the magic items.  Orc Hero 1 has the Sword of Might.  Hero2 has the Sword of Fate.  Which Halberdiers have the Battle Banner?



Orcs_vs_Empire.xml - 100.2 KB