Saturday 23 May 2020

Teeny Tiny Lockdown Oldhammer Part 3 - The Early Exchanges


And so to the action. Cry havoc and let slip the dogs of war.

The Orc army having won the scouting got to deploy most of their army after seeing the dwarf dispositions. To rub it in further the Orcs win the roll for first turn and elect to take the first turn.

(oops, noticed I hadn’t included the Rock Loba in the deployment map on the last blog – I’ve added it below).



Orc Turn 1

So early in the battle, no troops are within initiative range and so we move on to the command phase.

Out on the left flank Boriz Da Yooslezz lived up to his name failing his command roll for the Orc Boyz and his turn was over.

Grom Da Fatbastard also failed to order up the ogres, however out on the right Graterak succeeded on her command rolls and the Boar Riders and the Wolfboyz moved forward.

Gratnakkers successfully moved up the majority of the centre, but due to the stupidity of the trolls failed to move them and they remained anchored to the table edge, gazing at mushrooms and local fauna.

The characters then moved into the positions shown (no I’m not doing arrers for the characters!)

There was no shooting nor combat to be resolved.

The Orc Centre Advances


Dwarf Turn 1

Frode Aleswiller successfully moved up his brigade into the farm to anchor the dwarf right.

Ozrim the Runesmith ordered forward the gyrocopters to force Graterak back to the Boar Rider unit. In Warmaster if your character is “overrun” by a non-character unit it must retreat to join a friendly unit within 20cm (10cm in this game) or your character is eliminated. This prevents players from having their characters running freely around the battlefield detached an unsafe distance from their forces.

Ozrim failed a second order for the gyros and the squadron was left with its proverbials in the wind in front of the orc cavalry.

King Gorin ordered up the centre including a double order for the cannon battery. Orders for the Hammerers fails and the command phase ends.

The gyro squadron however is now in range and blasts the Boar Riders and Graterak with their steam cannons driving them back out of initiative range. A roll that probably saves the squadron!

The Gyrocopter Squadron drives the Boar Riders with their steam cannons! 

Orc Turn 2

The Orc turn 2 was fairly disastrous from a command and control point of view. After measuring in the initiative phase the Boars confirmed they were just of out initiative charge range and couldn’t attack the gyrocopter squadron. From atop her Wyvern Brastrap, Graterak tried to order the Boarboyz into combat with the Gyros in the command phase but failed meaning the cavalry on the Orc right ground to a halt presumably while the tribes argued amongst themselves.

Grom managed to order up the ogres down through the village but both Boriz and Gratnakkers failed their orders and the Orc army otherwise ground to a disorganised halt.

During the shooting phase Graterak tries to cast “Foot of Gork” on the Gyros and fails!

The Gruntaz find themselves just out of initiative distance before failing their command roll



Dwarf turn 2

Ozrim orders the gyrocopter squadron into a position to attack the Wolfboyz. The tactics being that with their lower saving throw the Wolfboyz are more likely to suffer casualties at their hands.

Ozrim’s next order roll fails and the Rangers and supporting Warriors fail to move up.

On the right Frode’s division occupies the farm.

Gorin moves the dwarf centre up onto “Big Round Top” establishing the dwarf centre. The elite Hammerers are still misunderstanding their orders and have not moved into position.

In the shooting phase the Gyrocopter squadron kills one stand of the Wolfboyz and drives them back.

Having moved into position on the ridge the cannon battery engages in counter battery fire with the Rock Lobba. And the Orc artillery is destroyed!


Frode's Handgunners and Warriors occupy the farm
The dwarfs occupy "Big Round Top"


Three unsaved wounds and the Wolfboyz lose a stand of casualties!


More soon!




Friday 22 May 2020

Lockdown Teeny Tiny Oldhammer - Before the Battle


I thought maybe in order to avoid confusion in what is happening in this battle report, I thought it might be helpful to as succinctly as possible outline how the rule mechanics differ from other rulesets you may be used to.

As Mr Priestley wrote while introducing the game back in March 2000:

“Warmaster is a game about the ability of the general to lead, rather than the warriors’ ability to fight.

Right from the start I set out to create a game about huge armies fighting over vast landscapes; a game in which snaking columns of warriors might march along dusty roads towards a vista of farms, villages and towns. Where flanking forces can gallop out of their general’s sight and reappear (perhaps) at the enemy’s back. And where artillery pieces must be laboriously dragged to within range of their targets.

Big tabletop landscapes: roaring rivers rather than piddly little streams, fortified towns rather than pokey houses, and enclosed valleys and rolling hills rather than the usual flattish field punctuated by a lonely tree.”

For my ACW battles I’d been using the Fire and Fury ruleset from about 1991 or 1992, basically (ahem) before I was even born. So the concept of my army not doing exactly what I wanted (point and click as I call it) was not alien to me. I’d even tried to adapt Fire and Fury to play fantasy games with my 6mm Irregular miniatures armies. In Warmaster a stand represents 200 to 250 man-sized troops. So a unit represents maybe 750 warriors.

A reminder of the table

My Battle report map!


The Mechanics

Like many modern rulesets Warmaster is divided into 3 main phases. Rick would usually describe these simply as “move, shoot, fight”.

An overview of the phases can be summarised thus:

Movement

Initiative moves – troops within 20cm of an enemy may either evade (move directly away from) or charge their nearest enemy

Command phase – The general, heroes and wizards can order any troops that did not move by initiative within a certain range up to a maximum of 3 times by rolling under their command rating on 2D6. The order range of the general is the battlefield, heroes 60cm and wizards 20cm. Distance and other factors cause penalties and ordering a unit 3 times in a phase is difficult and rare and not often risked. Like Blood Bowl there is jeopardy to failure. Any commander failing to issue an order is spent for the phase and a failure by the general causes the command phase to end.

Character movement – characters move, join units etc. Flying units up to 100cm. All other characters 60cm.

Shooting

Missile troops, artillery and magic. Missile troops must fire at their closest enemy. Armies usually have access to only four spells. Magic users are not death stars in this game but available spells do give each army a bit of fluff. Missile fire is underpowered in Warmaster, primarily being used to drive back and disrupt the enemy and strategically control areas of the battlefield rather than being particularly effective at destroying enemy units.

Combat

Melee – Up to two rounds of combat can be fought in the combat round depending on melee results. The winner of a combat is based on wounds inflicted and supporting troops (the equivalent of a rank bonus) and the winner can choose whether to pursue, stand or fall back.



The Role of Characters

Although very important to the game, characters are not able to fight on their own and take on whole units, even if mounted on a dragon or similar. But by joining a unit a character can add attacks and/or terror to a unit it fights with. Very useful if you are prepared to take the risk, as a unit that is destroyed in combat takes its character with it!

Most players base their characters on round bases in order to make them visually differential from standard troops on their 20mm x 40mm stands.



House Rules

As I pointed out in my last post. My table is significantly smaller than the 6ft x 4ft recommended size. As such I have made some adjustments to movement, command and shooting distances. Halving movement and command distances and cutting shooting distance by a third. To summarise:

Initiative distance is 10cm

Artillery in regular formation moves 5cm per order

Infantry in regular order moves 10cm per order

Cavalry in regular order moves 15cm per order

Wizards maximum order distance is 10cm

Heroes and Runesmith order distance is 30cm

Order distance penalty is -1 per 10cm.

Artillery range is 40cm

Missile troops and flame cannon range is 20cm

Goblin infantry and Wolfboyz range is 10cm.



In addition I am using the “slow” rule from Warmaster Ancients. Any troops with a 4+ save has a -1 penalty to any subsequent order after the first per command phase.



Deployment

There was a point where I was determined to make this a scenario based game. I even got out some wagons to make it a version of Spring Hill from the Franklin/Nashville campaign. But something (cider) made me forget, and this turned into what Andy Atom Taylor would call: “A focking nahstee tare-oop”.

So It’s just get all the toys on the table and kick off right? Wrong.

So we have something awesome called the “Scouting phase”. A one off event at the start of the game which decides on deployment and first turn etc.

Normally this would involve secretly writing down units which you were prepared to deploy in your scouting force. Units such as flying units, light cavalry and rangers being worth more and other troops being worth less on a sliding scale. When revealed the scouting value is added to a dice roll (usually 2D6) and the highest score “outscouts” the enemy.

The winner of the scouting phase chooses the table edge to deploy on and then must deploy their scouting force (usually 20cm from the table edge but in this case 10cm). The loser of the scouting phase must then deploy their entire army for the opposition to survey, before deploying the remainder of their force.

Brilliant isn’t it?



In this case, I couldn’t keep the scouting secret from myself. There was the option of committing the orc scouts and then drinking a bottle of brandy. Then committing the dwarf scouts the next day with my memory wiped. But I decided to randomising the scouting force with some Excel (RAND) trickery and a D6 number of scouting units.

The results of this were that the orcs and gobbos committed 5 units and the dwarfs 4.

The Orc vanguard consisted of: Goblin Infantry (0.5); Black Orcs (0); Boar Riders (1); Wulfboyz (2); Shamanka on Wyvern (3) = 6.5 + dice roll of 7 = 13.5

The Dwarf vanguard consisted of: Dwarf Warriors (0); Rangers (2); Cannon (0); Gyrocopter Squadron (3) = 5 + dice roll of 8 = 13.

The orcs win the scouting.

I now try to put myself in the head of the orc general. I don’t want the dwarfs to have the northern table edge. I don’t want the dwarf commander to gain the hills for his artillery with his left shielded by the river and forest, nor to be able to anchor his right flank on the village. So the orcs select this table edge.

So the orcs set up their vanguard units.

Apologies if the maps are hard to read. If you click on the maps you should be able to zoom in and read the troop descriptions!

"W" is Graterak on her Wyvern!
Having won the scouting the Orc Vanguard deploys first.


Gorin's dwarfs now need to deploy their entire army. I deploy the artillery in the centre hoping to move it onto the ridge to dominate the battlefield. Frode is tasked with advancing into the farm and using it as an anchor for the dwarf right flank.

Although it should be totally obvious what all dwarf units are, please note that "X" is the gyrocopter squadron, "G" is the general King Gorin, "R" is the Runesmith Ozrim and "H" is the hero Frode.
The Dwarfs Deploy


And now once they can observe the dwarf deployment the Orcs deploy the rest of their army. A unit of orcs and the Giant "Wee Jock Poo-Plop McPlopp" deploy on the flank on the East side of the river.

The labels on the characters are "GH" Goblin hero (Grom the fatbastard); "GS" Goblin Shaman (Skidmarkz); "Gen" (General - Gratnakers) and "OH" (Orc Hero - Boriz)

The rest of the Orc and Goblin army deploys


LET BATTLE COMMENCE!

Here. Shortly.

See you soon.



Wednesday 20 May 2020

Lockdown Teeny Tiny Oldhammer - Introduction


Big apologies to both of my readers for again being quiet for a while. A fair amount of time has been spent on trying to get Mrs Street repatriated which has been a pain in the proverbial.


While finishing off a couple of Warmaster units I thought it might be fun have a little solo game. My table at home is not particularly large, being only 4 feet by about 30 inches. It’s just not big enough to be wheeling Warhammer units around, but a small game of Oldhammer Warmaster is more than possible. I know what you’re thinking; Warmaster is surely “Middlehammer”. But that is forgetting the first rule of Oldhammer. That is that anything Street touches is Oldhammer by default. Yesterday I drank a pint of Old Rosie. By association it automatically became “Oldhammer Rosie”. It’s like the Midas touch but without having any actual practical use.


In addition, the command and control mechanic of Warmaster means that it lends itself to solo play a little better than point and click fantasy rulesets. So I set up the table to get a game going.






I feel that here I must insert a Newoldhammer™ caveat. When I first started doing the odd blog I expected that it would only ever be read by fat blokes in their forties and fifties.


Now I’m inclusive as the next man (unless that man is Priti Patel); anyone is welcome here – but under 14s please note. Although every care has been taken in this text to remove traces of offensive combinations of short vowels and harsh consonants, some may still be found in older posts. Also beware that traces of less offensive things than words, such as war, violence, rape, mutation, blood, gore and slaughter may also be found.


Stay Alert – Control Words – Save Yourself



Back to the fun.


I chose a rather classic dwarf versus orc and goblin clash for the battle. I had just finished off a cavalry brigade for the orc and gobbo force containing a unit each of Boarboyz, Wolfboyz and Gobbo Chariots and I wanted to use these. In true Oldhammer style I had no interest in making the game balanced, and just threw out everything I had onto the table and made some house rules to distances and other things which I will detail later (probably in another post).

In true White Dwarf Style I will first introduce the armies to you.



Da Orcs and Gobbos



Da Commanderz


Gratnakkers – General: Command (8); Attack Bonus (+2) = 95 points

Boriz Da Yooslezz – Black Orc Hero: Command (8); Attack Bonus (+1) = 80 points

Graterak on War Wyvern “Brastrap” – Orc Shamanka: Command (7); Attack Bonus (+2) = 125 points (includes attack bonus and points of Wyvern)*

Grom Da Fatbastard – Goblin Hero – Command (7); Attack Bonus (+1) = 45 points

Skidmarkz – Goblin Shaman – Command (6); Attack Bonus (0) = 30 points



*Wyverns add a +2 attacks to a unit they have joined. A unit joined by a Wyvern causes terror. Wyverns can fly.



Total command structure = 375 points

Left to Right: Skidmarkz; Grom Da Fatbastard; Gratnakkers and retinue; Boriz Da Yooslezz

Graterak mounted on Brastrapp






Da Infantry Boyz


Note that for most units in Warmaster stats apply per stand and most units have three stands. All troops in the infantry section have a troop type of “infantry” except for the giant whose troop type is “monster”.



x3 Orc Warriors: Attacks (4); Ranged (N/A); Wounds (3); Save (6+) = 180 points


x1 Black Orcs: Attacks (4); Ranged (N/A); Wounds (4); Save (5+) = 110 points


x2 Goblins: Attacks (2); Ranged (1); Wounds (3); Save (0)* = 60 points


x1 Trolls: Attacks (5); Ranged (N/A); Wounds (3); Save (5+)** = 110 points


x1 Ogres: Attacks (4); Ranged (N/A); Wounds (4); Save (5+) = 105 points


x1 Giant: Attacks (8); Ranged (N/A); Wounds (8); Save (5+) = 150 points


*Goblins are assumed to be a rag-tag mix of combat infantry and shortbows and javelins. They have missile attacks but at half normal missile range to reflect this.


**Trolls are stupid and suffer a -1 command penalty when ordered. Trolls regenerate one wound in combat after full casualty stands have been removed.



Total Infantry = 715 points

x3 Units of Orc Warriors and x1 Unit of Black Orcs. The Black Orcs are front right with the read weapons.

Ogres, Trolls and x2 Units of Gobbo Infantry

"Wee Angry Jock Poo-Plopp McPlopp" the giant




Da Cavalry Boyz



All units are troop type “cavalry” except the Gobbo chariots which are troop type “chariots”. Er….Der.



X1 Boar Riders: Attacks (4); Ranged (N/A); Wounds (3); Save (5+) = 110 points

X1 Wolfboyz: Attacks (2); Ranged (N/A); Wounds (3); Save (6+) = 60 points

X1 Gobbo Chariots: Attacks (3); Ranged (N/A); Wounds (3); Save (6) = 80 points



Total Cavalry = 250 points

Left to Right: Gobbo Chariots; Wolfboyz; Boar Riderz

Gobbo Chariots




Da Artilllery



X1 Rock Lobba: Attacks (1); Ranged (3); Wounds (3); Save (0) = 75 points*



*A Rock Lobba consists of a single stand. A Rock Lobba can shoot at target that it cannot see on a -2 to hit penalty.


Total Artillery = 75 points

Da Rock Lobba




TOTAL ARMY VALUE = 1,415 POINTS







King Gorin Tallhelm the Grudgebearer’s Dwarf Expeditionary Force



Dwarf General and Commanders


King Gorin Tallhelm the Grudgebearer - General: Command (10); Attack Bonus (+2) = 155 points

Frode Gundersen the Aleswiller – Dwarf Hero: Command (8); Attack Bonus (+1) = 80 points

Ozrim Trommgibalchuf – Dwarf Runesmith/Wizard: Command (8); Attack Bonus (+1) = 90 points*



*Due to the times in which Warmaster was written (i.e. post 3rd edition) GW revisionism had stripped magic from the dwarfs. I have written some spells to “Oldhammer up” my Warmaster dwarfs but as one of those is “Summon Earth Elemental” and I definitely haven’t made one yet, I decided to use Ozrim as a Runesmith for this battle simply so that I could play the game a day earlier. A Runesmith is simply a hero that can dispel any magic spells within 50cm on a roll of 4+.

Total Command Structure = 325 points

Runesmith Ozrim Trommgibalchuf; King Gorin with his Grudgebook and Retinue; Frode Aleswiller



Dwarf Infantry


x3 Dwarf Warriors: Attacks (3); Ranged (N/A); Wounds (4); Save (4+) = 330 points

x1 Dwarf Hammerers: Attacks (3); Ranged (N/A); Wounds (4); Save (3+) = 110 + 50 points*

x1 Dwarf Rangers: Attacks (3); Ranged (1); Wounds (4); Save (5+) = 110 points

x1 Dwarf Thunderers: Attacks (3); Ranged (1); Wounds (4); Save (6+) = 90 points**

x1 Slayers: Attacks (5); Ranged (N/A); Wounds (4); Save (0) =  80 points***

x1 Gorin’s Longbeard Huscarls: Attacks (4); Ranged (N/A); Wounds (4); Save (4+) = ???****



*In order to reflect the Elite status of the Hammerers they have been given a magical standard. The “Banner of Shielding” costs 50 points and gives the unit a 3+ save until the unit suffers the loss of a stand. After which the banner ceases to work and the unit refers to its usual dwarf warrior save of 4+

**Thunderers use of the arquebus means that enemy shot by the unit suffer a -1 save modifier.

***Slayers must use initiative to charge if possible. Slayers may not use initiative to evade. Only one Slayer unit can be included in a brigade. Slayers are never driven back by missile fire. Slayers are immune to terror. In addition to these rules, Slayer units’ entire purpose is to lose their lives in glorious combat. If any stands of slayer units survive a battle then their opponent receives victory points for them. If the slayers are wiped out the opponent scores no points for them.

****The Huscarls represent Gorin’s personal bodyguard made up from members of his extended family and his oldest and most loyal warriors. This unit is made up of just one stand and they always remain within 15cm of Gorin. They only accept orders from Gorin and cannot be ordered by other Dwarf commanders. While the Huscarls remain on the table they are the only unit Gorin can join.



Total Infantry = 770 points

Warriors and Hammerers. The Hammerers are Bottom Right
Slayers and Thunderers screened by Rangers
Gorin's Personal Bodyguard




Dwarf Artillery and Machines


The Gyrocopter squadron has a troop type of “Machine” while the other units obviously have a troop type of “Artillery”.


x1 Cannon Battery: Attacks (1); Ranged (2+bounce); Wounds (2); Save (6+) = 90 points*

x1 Flame Cannon: Attacks (1); Ranged (2D6); Wounds (2); Save (6+) = 50 points**

x1 Gyrocopter squadron: Attacks (1); Ranged (3); Wounds (3); Save (5+) = 75 points***



*Cannon battery consists of 2 stands. No armour can save against a cannon. The shot can potentially pass through a target unit and hit a unit behind the target.

**Flame cannons have a reduced range to normal artillery and have a random number of attacks. Rolling a double means you must roll on the “something has gone wrong” table.

***Gyrocopter squadrons can fly. Consists of a single stand and cannot be brigaded with other units or joined by a hero.

Dwarf Cannon Battery
Flame Cannon
Artillery Brigade
Gyrocopters




Total Machines and Artillery = 215 points


TOTAL ARMY VALUE = 1310 POINTS



So armies assembled I’ll see you soon for the scrap.