Author Topic: Vytzka  (Read 6365 times)

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Offline Grinnen Baeritt

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Vytzka
« Reply #80 on: August 19, 2006, 08:49:21 AM »
The terrain heading towards the villiage is relatively clear (90% move), though enemy troops are currently still lie between you and the gates..

In the distance, on the NW side of Little Middling you can see the approach of the much larger gobliniod force (who are now about 1 mile away from NW gates of Little Middling)...they appear to be comprised of 4 units 1 very small unit of wolf riders and three units of infantry moving slowly and in close order.

(OOC: Lord Ictus doesn't recognise the horseman ;) )
« Last Edit: August 19, 2006, 08:50:40 AM by Grinnen Baeritt »

Offline Grinnen Baeritt

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Vytzka
« Reply #81 on: August 25, 2006, 03:23:59 PM »
As you head down the side of the hill you use your superior movement to angle your troops towards Lord Ictus Northernmost flank... Ahead you can see that the horseman have pursued the warg-Riders from the village and are heading southwards on the Road to lake side...at the moment they are about 600ft from the gates of Little Middling. In a period of about half a minute a small formation of orcs formup in the destroyed gateway..they are armed with bows. They is still some distance (3/4 mile) to go before you reach the base of the hill. And then it is a mile before you reach the stockade in the centre of Little Middling.

Offline Grinnen Baeritt

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Vytzka
« Reply #82 on: August 27, 2006, 04:05:35 PM »
As you watch the battle unfold in the valley you see the pursuing cavalry stop, turn about and charge at the archers...the archers loose of a volley at long range taking down one of the riders...

Meanwhile...

"Mistress...the Wargs have returned...they approach from the East!!!"

Lord Ictus has halted and is reforming his battle lines...

Offline vytzka

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« Reply #83 on: August 27, 2006, 06:09:05 PM »
Umm... maybe it's map time again? ^_^
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Offline Grinnen Baeritt

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Vytzka
« Reply #84 on: September 13, 2006, 04:36:06 PM »
[attachmentid=388]

9. Goblin Infantry (60+ Line) heading SE
10. Goblin Infantry (20+ Line) heading SE
11. Wolf Riders (10+ Column) heading SE


5. Human Cavalry (50+ Wedge) heading NW
8. Uruk Archers (20+ Line) facing SE
7. Uruk Warg Riders (12+ Line) heading S

1. Ice Guard (Wedge) heading NW
2. Ice Shards (Column) heading NW
3 & 4 (Human warriors (10+ Line/SW) facing NW
12 (Human warriors (80+ Line/SW facing NW

6. Uruk Warg Riders (15+ Wedge) heading NW

Each Hex is 500ft approx.

Sorry this has taken so long.
« Last Edit: September 13, 2006, 04:40:45 PM by Grinnen Baeritt »

Offline Grinnen Baeritt

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Vytzka
« Reply #85 on: September 20, 2006, 08:20:28 PM »
Round 2

[attachmentid=395]

9. Goblin Infantry (60+ Line) heading SE
10. Goblin Infantry (20+ Line) heading SE
11. Wolf Riders (10+ Column) heading SE


5a. Human Cavalry (24+ Wedge) heading NW
5b. Human Cavalry (24+ Wedge) heading NW
8. Uruk Archers (20+ Line) facing SE
7. Uruk Warg Riders (12+ Line) heading NW

1. Ice Guard (Wedge) heading NW
2. Ice Shards (Column) heading NW
3 & 4 (Human warriors (20+ Line/SW) facing NW
12 (Human warriors (200+ Line/SW facing NW

6. Uruk Warg Riders (15+ Wedge) heading NW

In the valley the Human Cavalry is charging towards the Uruk Archers and has split into two equal parts, this obviously confuses the Uruks whose bowfire appears ineffectual.... the Uruk Wolfriders in the valley turn to attack the human cavalry....but are quite some distance away...

On the hill itself, your troops are beginning to overhaul Lord Ictus's troops that don't appear to be in any hurry at all. On the far side of Little Middling it is clear that the goblins have also made little progress, except for a small group riding wolves...which because they are getting quite close to the stockade will be leaving your line of sight.

Offline Grinnen Baeritt

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Vytzka
« Reply #86 on: September 28, 2006, 10:31:10 AM »
Round 3

[attachmentid=405]

9. Goblin Infantry (60+ Line) heading SE
10. Goblin Infantry (20+ Line) heading SE


5a. Human Cavalry (24+ Wedge) in Melee
5b. Human Cavalry (24+ Wedge) in Melee
8. Uruk Archers (20+ Line) in Melee
7. Uruk Warg Riders (12+ Line) heading NW

1. Ice Guard (Wedge) heading NW
2. Ice Shards (Column) heading NW
3 & 4 (Human warriors (20+ Line/SW) facing NW
12 (Human warriors (200+ Line/SW facing NW

6. Uruk Warg Riders (15+ Wedge) heading NW

The Uruk archers loose another volley of arrows, concentrating their fire on the southernmost group, about half a dozen cavalry fall and the rest (plus the other group) plough into the ranks of the archers.

About 500ft behind this melee, the Warg riders charge in also.

Offline Grinnen Baeritt

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Vytzka
« Reply #87 on: September 30, 2006, 01:45:20 PM »
Round 4.

Lord Ictuse's troops have now stopped completely. Ahead you can see that the Human cavalry have routed the Urak archers but in doing so have now got a very loose formation. The Wargs that are pursuing them are only about 200ft away.

Your troops are now level with lord Ictuses...if not slightly ahead, your archers have swung out on to your northern flank (just slightly behing the Iceguard.)

Behind you the small unit of Warg riders draws closer...(about 1000ft away)

Offline Grinnen Baeritt

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Vytzka
« Reply #88 on: October 09, 2006, 08:50:51 PM »
Turn 5 & 6

[attachmentid=416]

9. Goblin Infantry "Black Spear" (80 Column) heading SE
10. Goblin Infantry "Black Arrow" (40 Column) heading SE
11. Wolf Riders "Black Fang" (10 Column) heading SE

5.a Human Cavalry - (17 Wedge) faceing SE (Melee)
5.b Human Cavalry - (27 Wedge) faceing SE
7. Uruk Warg Riders (11 Line) facing NW (Melee)

1. Elf Infantry "Ice Guard" (30 Wedge) heading NW
2. Elf Archers "Ice Shards" (28 Column) heading NW
3 & 4. Human Warriors "Huscarl" (20 Line/SW) facing NW
12. (Human warriors "Fyrd" (200 Line/SW facing E

6. Warg Cavalry (19 Wedge) heading W

Your troops pass the human ranks on their northern flank.. they then appear to be performing an about turn, the larger mass of lightly armoured troops complete the turn smartly, though the heavily armoured troops on the ends of the line struggle to keep pace.  The Warg Riders appear to change direction slightly.

In the valley you can see that the human cavalry and the other group of Warg Riders have joined battle.It seems the cavalry on just turned to face and took several losses with out causing any.

Offline vytzka

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Vytzka
« Reply #89 on: October 09, 2006, 09:06:06 PM »
Mistress Vyxtia commands the troops to turn around and face the #6 Wargs. Boys, let's get rid of this dog food before joining the main battle in the west!
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Offline Grinnen Baeritt

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Vytzka
« Reply #90 on: October 14, 2006, 03:50:08 PM »
Turn 7

[attachmentid=424]

9. Goblin Infantry "Black Spear" (80 Column) heading SE
10. Goblin Infantry "Black Arrow" (40 Column) heading SE
11. Wolf Riders "Black Fang" (10 Column) (LAST KNOWN POSITION)

5.a Human Cavalry - (14 Wedge) faceing SE (Melee)
5.b Human Cavalry - (27 Wedge) wheeling S-SE
7. Uruk Warg Riders (11 Line) facing NW (Melee)

1. Elf Infantry "Ice Guard" (30 Wedge) facing SE
2. Elf Archers "Ice Shards" (28 Column) facing SE
3 & 4. Human Warriors "Huscarl" (20 Line/SW) turning
12. (Human warriors "Fyrd" (200 Line/SW facing E

6. Warg Cavalry (19 Wedge) heading S-SW

As you turn to face the oncoming War-riders swerve and increase pace directly towards the ill-prepared Humans (3) who are still attempting to about face.  All your troops do a efficent about face..however the Archers are still in a column formation, which although fast does not have a very wide frontage (i.e. restricting the number that can shoot).

At the base of the hill the battle continues and it appears if the warg-riders are pushing the numerically superiour human cavalry backwards towards Little Middling...the second unit of human cavalry is wheeling to face the melee.

Offline vytzka

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Vytzka
« Reply #91 on: October 15, 2006, 07:10:15 AM »
What's the scale of this thing again? Iceshards spread into line and shoot a volley of arrows into the Warg riders, if it's possible to do any damage at that distance.
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Offline Grinnen Baeritt

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Vytzka
« Reply #92 on: October 15, 2006, 07:33:51 AM »
500ft per hex. (They are about 1000ft away...)

Yes, you can form a line. However they need to be given orders to do so.

Also remember to state what pace they are attempting the formation change, and whether they are using pressurisd movement.

At the moment you are at extreme range for a longbow (so only volley fire is possible)

Offline Grinnen Baeritt

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Vytzka
« Reply #93 on: October 18, 2006, 09:11:37 AM »
Turn 8.

Your archers quickly manage to change into a line formation and load thier bows... by this time the Wargriders have closed to within 400ft of Lord Ictus's infantry, who have just managed to complete their about turn and reset their shield wall...

Offline Grinnen Baeritt

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« Reply #94 on: October 22, 2006, 10:35:34 AM »
Turn 9.

[attachmentid=436]

9. Goblin Infantry "Black Spear" (80 Column) heading SE
10. Goblin Infantry "Black Arrow" (40 Column) heading SE
11. Wolf Riders "Black Fang" (10 Open Horde) facing SE (Firing)

5.a Human Cavalry - (6 Wedge) faceing SE (Melee)
5.b Human Cavalry - (26 Wedge) facing S (Melee)
7. Uruk Warg Riders (8 Line) facing NW (Melee)

1. Elf Infantry "Ice Guard" (30 Wedge) facing SE
2. Elf Archers "Ice Shards" (28 Line) facing SE
3 & 4. Human Warriors "Huscarl" (20 Line/SW) facing E
12. (Human warriors "Fyrd" (200 Line/SW facing E

6. Warg Cavalry (17 Wedge) Facing W (Melee).

The Ice Shards loose at the speeding warg Riders, taking one of them down at long range. They then speed into the front and middle ranks of the Human Shield Wall. You are not sure exactly what damage they inflict as neither you (with the Ice Guard) nor the Ice Shards can see the Wargs clearly though the far larger Human formations..

Behind in the valley at first it appeared that the smaller unit of Warg riders were going to be overwhelmed several humans fall for the loss of about the same number of Uruks. Then the goblin scouts that you hd seen earlier must have crept through the town, because they emerge from the villages broken Gateway in a loose formation and unleash a devastating volley of arrrows into the rear of the humans taking them completely by surprise slaying, it seems, about half the remaining riders...

(It will not be possible to fire upon the Uruks without hitting the humans. Your Unit needs to move to do so. They also need to spend part of next round re-loading...)

Offline Grinnen Baeritt

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« Reply #95 on: November 11, 2006, 02:57:20 PM »
Turn 10

You order your archers to turn to face S readying a volley should the Warg Riders break through Lord Ictus’s four deep formation. The Wargs prove remarkably tenacious and though they suffer many casualties from the enveloping infantry they cause even more managing to surge through the rear ranks and out the back.

Turn 11.

Lord Ictus’s large formation breaks down as the Warg riders (who have been whittled down to a mere 6) burst out the rear of the disorganised formation and head speedily to the SW, the archers wait till the Warg-riders are clear of the human formation and then let loose. The volley doesn’t prove that effective and only one of the riders is taken down. They continue their retreat and are soon at long range.

In the valley the other Warg-rider unit has chosen to retreat with the human cavalry in pursuit.

Turn 12.

The Warg-riders are quickly out of effective range and a further volley again proves ineffective. Lord Ictus reforms his troops.

In the valley the other Warg-rider unit continues its retreat. The Human cavalry breaks off pursuit instead turning to face the small unit of goblin wolf-riders than have been sniping at them. The Goblins retreat into Little Middling.

The Aftermath.

The two Warg-rider units...between them numbering less than a dozen, fade away into the hills. The goblin infantry who still have not reached Little Middling, are joined by their scouts. They decide to make a tactical retreat rather than contest the thoroughly looted village of Little Middling.

 

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