Thursday, 3 April 2014

Summer 995 - The Battle of Craggy Bluffs

Mirish ignored the incursion of the Black Moon Army to focus on decisively defeating The Abyss. It might be said that the Black Moon Army and The Abyss were equally bad and this decision to focus on defeating one in detail was wise. Would events bear this out, or would the military planners of Mirish have egg on their faces by the end of the year?

The Mirish army deployed with skirmishers on each flank. Their centre comprised a front rank with shock troops including their elephants and a rear rank with still more shock troops including all their cataphracts and clibanarii.
The Mirish army advanced quickly with the right flank to threaten the pitifully small quantity of undead, who had deployed with all their infantry together and a small cavalry reserve.
 As the Mirish army advanced, the undead sounded the charge. They had but one hope: to drive through the centre of the Mirish army and defeat the general. It began well as the cavalry reserve saw off one unit of skirmishers and the infantry routed one unit of elephants and their supporting infantry, although the ghouls were driven back in the process.
However, their efforts were not enough. They drove off the elephants and piled into the cavalry behind, routing two units, but the damage they took in the process reduced the undead to nothing, leaving only their general behind. He was soon surrounded by cavalry and skirmishers, and was cut down in short order. The undead cavalry drove the Mirish skirmishers back once more, but they rallied, surrounded the undead cavalry and cut them down.

In the pursuit, the Mirish army caught and cut to ribbons one unit of ghouls and one unit of zombies. With only one province left and only three units in their army, The Abyss must surely surrender. But no, I rolled a double 1 and they chose to continue the war even though it must surely mean their utter annihilation. One can only think that the Necromancer has a greater plan than mere territorial domination.

Saturday, 22 March 2014

Summer 995 - Campaign Update

At the end of Spring 995, Treyine capitulates to Altengard, The Black Moon Incarnate army and to Stygustan. The war on four fronts has worn the nation down and its will to fight has been eradicated. It received the capitulation of Tropilium once more, however.

Mirish and the Abyss remain at war, although the Undead army is more than a little ragged and it seems likely that the war will be over before the leaves fall.

Going to War (aggressor is listed first)
Altengard invades Tropilium
Black Moon Incarnate invades Mirish
Mangu invades Stygustan
Mirish invades The Abyss
Stygustan invades Northern Tropilium

The Army Manoeuvres of Summer 995
Altengard attacks Tropilium
Mangu attacks Stygustan
Mirish attacks The Abyss

Despite declaring war on Northern Tropilium, the sudden attack by Mangu forces Stygustan to defend itself and to defer the invasion until later.

Mirish chooses to let the Black Moon Incarnate army take control of a single province while focusing on destroying the Abyss.

Thursday, 20 March 2014

Stygustan vs Treyine - Spring 995

Well it's finally here, my battle for the Talomir Tales campaign. I'm sorry that it took so long and I hope it was worth the wait. I just purchased Comic Life 3 and am still learning how to use it, so please be gentle in your criticism. I would say that, had I known how it would work, I would have made different choices with the source photographs.


The battle was a real slog, but seemed winnable by either side up until the end. It took seven turns to play, which I think is the longest to date. Massed bow fire is a big advantage and the 4 bowmen per unit of Stygustan gave them the edge.

My decision to finish painting the Treyine forces was the main thing that held up fighting this out. In the future I will not make you wait for my slow painting.  If you want to see them in their glory you can find them here and here.

None of the Treyine forces were caught in the pursuit after battle.

Thursday, 27 February 2014

Spring 995 - The Mirish Invasion of The Abyss

The Mirish Empire was in ebullient mood and had decided to eradicate those desiccated old sticks in The Abyss as part of their plan to make Talomir better by making all Talomir be like Mirish. The Abyss had other ideas and deployed with their right flank anchored on a large hill with a stagnant lake in front of it. The Mirish army was deployed on the plain in front of them.
Mirish advanced, leading with the elephants and infantry. Their light cavalry refused the right flank and their skirmish infantry advanced to attempt to sweep around the Undead flank. The Abyssal general with his cavalry rode to meet the Mirish skirmishers. The rest of the Abyssal army advanced at full speed, putting their hope in their ability to reach and kill the enemy general before they were all destroyed. Actually, as Undead they had no hope, so perhaps that was the problem.
As the Undead advanced, the Mirish light cavalry bore swiftly down on their left flank. The Undead skirmishers sought to stay their advance but failed, being blasted and destroyed by a coven of wizards. The Undead general rode his cavalry through the enemy skirmishers on the right and drove off two thirds of them but the cavalry were grievously hurt in the process. The Mirish skirmishers were too accurate with their slings and Undead bones were broken with too great ease. In the centre, the Undead front rank carved up the Mirish elephants with consummate ease, although the Riatan mercenaries thought better of their presence here and headed for the nearest pub.
At this point the melee devolved into the usual ruck. Mirish cavalry were driven back and routed but Undead bones were not numerous enough to absorb the punishment that they received. It was a battle of attrition and Mirish had greater numbers. They had taken severe casualties, but it was the Undead whose bones littered the field at the end of the day. Mirish had won and the Undead were driven from their homelands. They still had territory, but their morale had taken a beating and they had lost more than half their army in the battle and subsequent pursuit. Despite this they remain a threat and will continue the war next season.

Thursday, 30 January 2014

Knife through Butter - Tropilium versus Treyine

The Tropilium General led the pursuit of the defeated Brethren lackeys of Treyine and slew many personally. It was a great victory and ...

The Tropilium orderly shook the Tropilium General a second time.
"Sir, the Brethren are upon us and make to cross the river."
The Tropilium General shook his head. "What? Crossing the river?"
"Yes sir. What are your orders?"

Outscouted and outnumbered , the  Dice Gods favored the Brethren and they became the attackers. Troplium rolled for terrain and it was pretty clear except for a river cutting the table in half. The Tropilium army deployed with their light cavalry on the flanks, the first rank of missile troops, the next of Legionaries with the right anchored by the Black Company. Let's see how cavalry fared against their pikes. The General was in the third rank on the Equites.

The Brethren plan was simple. A front line of missile troops and the one infantry unit, the cavalry in the second. They would cross the river at speed and hope that their missile troops could weaken the enemy until the Brother Knights could mount a charge at the center of the Tropilium line in hopes of killing their general.

Here's the set up with the Tropilium Army on the this side of the river.
The two sides fire and eventually the Brethren missile troops are silenced.
As the Brethren cross the river their missile units come under fire and rout off. The Brethren Knights and Sergeants charge across the river, taking casualties. But the Tropilium missile troops and Mages run for it.

One of the Legionaries at the end of the line routs from the Undead cavalry while the rest brace for impact. They exchange casualties but morale waivers (boxcars?!) and the Tropilium infantry rout away.
The Tropilium General counter-charges but one against two, Rep 4 against Rep 6, are no match. They retire from the field. Their light cavalry never enter the fight and the Black Company, having lost their missile men fall back, never having gotten into the fight.
Casualties were non-existent, the Brethren army too small and slow to provide a pursuit.

Thursday, 9 January 2014

Dragon! Rogue Dragon Over the Northern Marches

The troops watched in awe and fear as the enormous beast flew lazily in the sky.
“What is it doing, Caster?” asked the General. “What is it waiting for?”
The old magic-user watched in silence and thought back to his younger days. Far too many springs to count, he thought. Back to when he had seen his first dragon. He shook his head and replied.
“Who can say? Dragons do what they want, when they want, and none can figure them out.”
“Can we kill it?” asked the General.
“Perhaps we can; or perhaps it will tire of the fight and fly away. Or perhaps we will all perish. Better to prepare for the worse and hope for the best.”
Gracefully the dragon made a wide, sweeping arc, towards the army as it had before. But this time it was different. This time its massive wings beat fast and it began to pick up speed.
The fight was on!

When you’re facing a dragon, best played as a Non-Player, we need to determine how it will act. Will it melee or fly over your army attacking with its breath? When will it leave, if ever? Here’s how we do it:

Dragons in RRtK

Here's what happened:
Each activation I rolled on the NP Dragon Test to see what the dragon would do. It continued to fly over the Tropilium line breathing fire and death on units at random. As long as there are more units than the Rep of the dragon it will  fly over, breathing fire, and weakening the enemy. Until there are less units than the Dragon Rep or...

It rolls three or more "ones" on the NP Dragon Test. Then it acts as if it has more Rep than enemy units and attacks the opposing unit with the highest Rep, the leader. It did, so it attacked. The first round of melee was a draw and more Tropilium units surrounded the dragon, who left after taking 3 hits.

After a few more rounds of fire breathing it rolled three ones again and went back to the attack, eventually chasing off the leader and routing off quite a few opposing units.

But for each hit the dragon takes that's one less d6 it rolls on the test. It rolled zero successes (a score of 1, 2 or 3) and that means the dragon flies off. This meant that the few battered units left on the field could claim a victory.

My guess is that if the dragon had stuck around for two more turns it would have won.
I like this new procedure with the NP Dragon Test as it allows for the dragon to behave in a Non-Player way. I realized this was necessary because if I had played the dragon there wouldn't be much of a battle. AC 8 meant few hits from missile fire, if any and I would spend the whole time flying over and breathing fire on the units until they all routed.