Battle Report - The Siege of Wolfenburg [Background]

 After the particularly bitter winter that began the Imperial year 2512, a massive horde of Orcs and Goblins descended from the World’s Edge Mountains and ravaged the eastern provinces of the Empire. The Orc Warlord that led them was Azhag the Slaughterer, and under his command were tribes of Orcs and Goblins from the highlands around Red Eye Mountain.


Using the sorcerous power of the Crown of Nagash, Azhag’s army defeats the army of the Elector count Ostland at the Battle of Grim Moor. The shattered defenders withdraw to the mighty city of Wolfenburg, where Marshall Otto Blucher hopes the stout city walls will keep Azhag at bay until help can arrive.



SCENARIO [DAY ONE]

On Day One, as the massive Orc Waaagh approaches the town of Ristedt, Empire troops oversee the evacuation of civilians across the river Eiskalt and into the city of Wolfenburg. A desperate rear-guard action is fought to delay the Orcs for as long as possible.

  • The Defenders of Ristedt deploy first and may deploy anywhere within 20cm of the town. All infantry and war machines count as being in defended positions
  • The Orc Army deploys second, and may deploy anywhere within 90cm of Ristedt
  • The Orcs take the first turn of the game.
  • Every turn from Turn 7, the Orcs roll 1D6 and on a 1-2 the game ends, otherwise another turn is played (turn 9 is the final turn of the game if it doesn't end sooner).
  • If the Empire are able to keep the Orcs from entering Ristedt (or break their army) they win Day One and any of their character and surviving units are replenished and added to their army on Day Two.
  • If an Orc unit enters Ristedt, the Orcs win and overrun the town before they can withdraw.
ARMIES

Empire: Defenders of Ristedt
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2 Halberdiers
1 Handgunners
2 Crossbowmen
3 Flagellants
4 Knights
2 Helblaster
1 Steam Tank
1 Hero: Hans Leitdorf  (Griffon)
1 Wizard: Albrecht Helsher


High Elf: Defenders of Ristedt
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4 Spearmen
3 Archers
2 Reavers
2 Elven Bolt Thrower
1 Hero: Aislinn
1 Wizard: Kalhordis Whitemane

Azhag's Horde
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8 Orc Warriors
4 Black Orcs
8 Goblins
2 Trolls
2 Ogres
8 Boar Riders
6 Wolf Riders
4 Wolf Chariots
2 Giant
1 Orc General: Azhag the Slaughterer (Wyvern)
6 Orc Hero (1 Wyvern, 2 Chariots)
2 Orc Shaman
4 Goblin Shaman


SCENARIO [DAY TWO]

On Day Two Azhag lays siege to Wolfenburg. After desperate pleas to the High Elves, the defenders can only hold on and hope that help will arrive before it’s too late.

  • The Garrison of Wolfenburg may deploy anywhere within 20cm of the city walls. All infantry and war machines deployed outside the walls count as being in defended positions
  • The Orc Army deploys second, and may deploy anywhere within 90cm of Wolfenburg.
  • The Orcs take the first turn of the game.
  • Every turn from Defender turn 4 a High Elf relief force may arrive on the far table edge (roll of 5-6 on turn four; on turn five it automatically arrives).
  • Every turn from Turn 7, the Orcs roll 1D6 and on a 1-2 the game ends, otherwise another turn is played (turn 9 is the final turn of the game if it doesn't end sooner).
  • If the Empire are able to keep the Orcs from entering Wolfenburg they win Day Two, otherwise the Orcs win.
Empire: Garrison of Wolfenburg
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3 Halberdiers
2 Handgunners
3 Crossbowmen
4 Pistoliers
3 Cannon
1 General: Marshall Otto Blucher
1 Hero: Theodore Bruckner
1 Wizard: Frederick von Tarnus

High Elf: Relief Force
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3 Silver Helms
2 Reavers
3 Chariots
2 Giant Eagles
1 General: Caledrian
1 Hero: Thyrinor (Giant Eagle)
1 Wizard: Korhil

Azhag's Horde
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8 Orc Warriors
4 Black Orcs
8 Goblins
2 Trolls
2 Ogres
8 Boar Riders
6 Wolf Riders
4 Wolf Chariots
2 Giant
4 Rock Lobber
1 Orc General: Azhag the Slaughterer (Wyvern)
6 Orc Hero (1 Wyvern, 2 Chariots)
2 Orc Shaman
4 Goblin Shaman
4 Siege Towers
2 Battering Rams
1 Mangonel

Battle Report - The Sorcerer's Tower (Daemons vs High Elves)

 A sorcerer has dabbled in forces that he shouldn't, and unleashed a horde of Daemons upon the Old World.  The High Elves muster a force to put down this unnatural menace before the threat can grow.

Here follows an account of a 2-player, 2,000 point battle between Chaos Daemons and High Elves. We played using standard pitched battle rules with the original Warmaster rules, where one army withdraws once it has suffered 50% of its units as casualties.  

The High Elves

The High Elves took a fairly standard list featuring a large number of fast moving cavalry.

High Elf, 2000 points

Warmaster Armies

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240 - 4 Spearmen

225 - 2 Archers

440 - 4 Silver Helms

300 - 3 Reavers

285 - 3 Chariots

70  - 1 Giant Eagles

180 - 1 General

80  - 1 Hero

180 - 2 Wizards

--------------------------------

2000 - 18/9

The Daemons

This was my first outing with the Daemons, and I wanted to try a list with a lot of spellcasting characters to bolster my forces when they were depleted using the Summon Daemons spell.

Daemon, 2000 points
Warmaster Armies
--------------------------------
 450 - 6 Daemon Hordes
  90 - 2 Daemon Swarm
 440 - 4 Daemon Cavalry
 180 - 2 Daemon Hounds
 220 - 1 Daemon Beasts
 160 - 2 Daemon Flyers
 160 - 1 Daemon Overlord
     - 1 Wizard (25)
 300 - 3 Daemon Lord Wizard
--------------------------------
2000 - 17/9

Deployment

The High Elves deployed in neat formations (as always) infantry on one flank facing down the daemon infantry with archers in front, and spears behind.  The armoured punch of the elf force was ordered into neat brigades beside them, with the Chariots and lightly armoured Reaver Knights on the flank and Silver Helms in the centre.  


 
The Daemons clustered together near the tower.  Two brigades each made up of 3 Hordes and a Daemon swarm screen comprised the main infantry battle-line.  On the flank the cavalry were formed into two brigades, each with 2 Daemon Cavalry and a single unit of Hell-Hounds.  The fearsome Daemon Beasts and flyers were at the rear as a reserve.

Manouvere

The Elf advance was orderly with the archers spreading out into a screen and moving ever closer to get the Daemon Hordes within their range.  The Chariots and Reaver knights moved forward on the flank while the Spear-elves, Silver Helms and Eagles remained in place.


The Daemon advance was (appropriately) much more chaotic.  One infantry brigade surged forward wile the other remained in place ignoring the bellowed commands of their Daemon Overlord. One cavalry brigade advanced and the other stubbornly refused.

Battle

Slowly the Daemon advance closed in on the high elves, shrugging off the initial volleys of arrows.   The High Elves were quick to pounce on such disorganisation, and a brave unit of chariots plunged into the Daemon flank, hoping to cut through the Daemon Cavalry before it could attack the nearby archers.  

However, the bravery of the chariot crew was not matched by their skill at arms, and they were initially repelled and then cut down by the Daemons.  However, having successfully drawn the Daemon cavalry from the more vulnerable archers, more High Elf Machines ploughed forward into the Daemons as Reaver horse archers felled unengaged daemons with well placed arrows.

On the other flank, a unit of hell hounds bounded forward to tear through the elf archers, destroying one unit as the others fell back, firing as they retreated.  Had the Daemon infantry been able to follow up this attack the elves would have suffered greatly, but the Daemon infantry still refused to charge as the elves hastily re-assembled their battle line as instability claimed the injured hounds.

On the plain before the tower the elf chariot attacks, combined with fickle daemonic instability, wiped out almost all of the Daemon Cavalry, although not before they had inflicted heavy losses on the elves.  The Elf Chariots were destroyed and a ferocious Daemon counter-attack as a unit of Daemon Beasts lurched forward and tore through the Reaver Knights, slaughtering them.

The elves sensed the moment was now.  Both sides had lost an almost equal number of units, but the Daemons (who had less cavalry to begin with) were now reduced to just one unit of cavalry, a single unit of hounds and two surviving Daemon beasts.  If the elves could destroy these remaining units, the day would be theirs.

The Eagles swooped down on the hounds, and supported by the surviving Reaver Knights, they slew them swiftly.

The Elf Speamen charged forward, and cut their way through the twitching daemon swarm and destroyed a Daemon Horde.  However, now finally stirred to action the remaining Daemon infantry stirred to life and cut down the elves.

Now the Elf General ordered forward the Silver Helm Knights, and two units swept around the tower to charge the remaining daemons.  The elves sensed victory.  But the terrible Daemon Beasts repelled the elves and forced them back.

The Daemon Overlord and his wizards channelled all their magic, summoning fresh Damon Beasts and cavalry into the melee.  The Damon counter charge smashed through the Silver Helms and wiped out the elven knights.  Seeing the cream of their army destroyed with such violence the High Elf army was broken, and withdrew, leaving the Daemons to wreck havoc across the Old World. 

Postscript: An extremely close game and a good first outing for the Daemons (the Daemons were just 2 units away from breaking when they broke the elves)  The elf command dice were great, but their combat rolls were average, whereas the Daemons sucked at orders, but did well in the fighting.  Losing 3 units to Daemonic Instability and having another confused was a bit of an eye opener to how much variability this list affords but the Daemon Beasts really saved the day.