Showing posts with label Rally Round the King.. Show all posts
Showing posts with label Rally Round the King.. Show all posts

12/06/2010

Elven arrows.

This time I wanted to use a bow based army to see how it worked, and so I borrowed from my buddy some Warmaster High Elves. The Elf army of 396 points was composed of 12 archer units plus two spear units with the general in one of them. All the units are Rep 5 and AC 4, and the archers are also elite. Elves Battle Tactics is C, their War Rating 3, and made Encircle flank deployment (30%-60%-10%).

Their opponent were an Orc and Goblin army of 398 points and composed of 6 Orc Warriors Rep 4, AC 2, 3 Black Moon Orcs Rep 5, AC 4 with the general in one of them, 3 Trolls units Rep 5, AC 4, 10 Goblin archers (foot skirmishers aka meat shield) Rep 3, AC 2, 2 Wolf riders (mounted skirmishers) Rep 3, AC 2, and 1 Boar rider unit Rep 5, AC 2 (shock). Trolls, Black Moon Orcs and Boar Riders produce terror. Orcs and Goblins Battle Tactics is A, their War Rating 3, and made Penetrate Center deployment (20%-60%-20%).

In the first picture it can be seen how the Orcs & Goblins have already moved in their first turn, while the Elves waited for them in the forests. The Orcs had a screen of Goblin skirmishers in front of them and all the cavalry in the right wing.
No heroes nor magicians on neither side on this occasion.
All pictures are clickable as usual.
Second turn and the Elves right wing had already pivoted to face the charging Orcs whereas in the center the Goblin skirmishers suffered two hits each, although they resisted as they were heavily supported (+3).
The Goblin skirmishers accomplished their goal which was to protect the Orcs from enemy fire, and then they stopped and let the Orcs charged the enemy through them. All the Elves resisted the charge and shot before the clash, producing one hit on each of the Orc units, who kept charging and then melee was joined. The Orcs on the left pivoted to face the Elves' right wing whereas the cavalry stopped at charge distance, threatening Elves' left flank.
The archer Elves in the center were outnumbered and routing on both extremes at a rate of two units per turn, and in no time there was only the general with the spears holding the line. On the left flank the Elves rejected the Orc charge, and on the far right the archers finally decided to leave the forest to try to help their general.
The Elves had an extraordinary luck all through the battle, rolling sixes to hit and ones to hold their place, and thus they completely wiped out the Orcs' left wing, held in the center, producing many hits and even pushing back one unit of Trolls and one of Black Moon Orcs. On the right flank, one unit of archers resisted the Boar riders charge and forced them to retire!
But finally the Elves in the center broke and their general died, and as there were only five Elf units remaining on the battlefield, I decided to finish the battle at this point. Most Orc and Goblin units were badly injured nonetheless.

11/28/2010

Green on green.

This was my second game of RRtK and this time I introduced new units like flying creatures, a giant, Magic, a hero and also some skirmishers, to learn more about the game and see how they behave on the battlefield.
Today, some Goblin tribes had gathered led by a powerful Goblin shaman, and had invaded an Orc territory to teach a lesson to their bigger cousins.

From left to right, the Goblin army of nearly 350 points, consisted of one unit of light chariots, one Giant, eight units of Goblins and one of Black Moon Goblins with the general in it, all deployed in two ranks to get full support; then three units of Ogres and finally three units of Goblins Wolf Riders acting as mounted skirmishers.
I commanded and deployed the Goblin army as I wanted to use the Magic rules.
All the pictures are clickable.
All the Orcs of the area had heard of the good news of fun with the Goblins, and quickly assembled an army to fight them off. From left to right, one unit of Wild Boar heavy cavalry (shock), three units of Trolls, six units of Orc warriors plus one of Black Moon Orcs with the general in it, and on the hill one Wyvern and two catapults.
The "machine" play the Orcs and I rolled Encircled Flank deployment: "Attempt to slowly push through the center as one wing made up of the fastest units attempts to turn one flank of the enemy. The other flank is defensive and tries to prevent the center from being encircled. (60% in the center -up to 10% in reserve-, 30% on the right and 10% on the left flank).
Goblins were the attacker and moved first. Moving from their right to their left, the chariots moved right to outflank, the Giant and all the Goblins and Ogres moved straight ahead in one solid block, whereas the three units of mounted skirmish race forward (they move 16"!) to engage the enemy at shooting range. When the mounted skirmishers reached enemy's threat distance, they were charged by the Wild Boars and all the Trolls, resulting in one unit of Wolf Riders routing and two retreating, leaving the Goblins' left flank unguarded!
The Orcs cheered and laughed at the sight of the routing goblins, and advanced their center line, whereas the Wyvern took off and charged the Goblin chariots. The poor sods were so terrified at the sight of the incoming monster that retreated at full speed. Now, Goblins right flank was also threatened. Yay!
In the next turn, the Giant faced right to challenge the Wyvern, and the Goblin's main body pivoted left to meet the Orc warriors who counter charged with two units of warriors. The Goblins revealed their great shaman and the Orcs their hero as well.
OK, it was going to be my first try with magic, so I decided to go for an easy spell and concentrate in a few units, to minimize risk and failure. The Gobbos had a Level two magician accompanied by one of level one, and they tried a difficult one spell (the easiest) on only two units. Thus, they casted Steel Wind and failed horribly, and all users were now at risk. Guess what, both casters failed again and disappeared in a puff of smoke. Sixty army points vaporised in an instant!
The Orcs laughed even louder and finally charged "en masse", crushing the Goblin line and killing many Gobbos, only resisting the tough Ogres. The catapults now in range, together with the Orc Hero, produced terror among the enemy ranks.
The Wyvern ignored the Giant and flew after the fleeing chariots who routed the battlefield. On the right flank the Orc Boar riders charged the two remaining Goblin Wolf riders who also routed.
The Goblins were doomed. Their General surrounded and barely resisting.
The Trolls and the Orc hero kept pushing and the Orc Warriors pivoted right and close the trap. The Goblin general was slay and the few surviving Goblin units routed. The Wyvern tried to charge the Giant by his back but failed the charge test. Also, the Boar Riders finally arrived from their far pursue of the mounted skirmishers, and hit on the Ogres' back, routing them. The Goblin cause was lost and the Orcs had a great time. Game over.
What can I say? I was miserably defeated by the machine. Well, for a start the promising Magic failed me from the very first turn, and also the Giant did not enter in combat. All Goblin cavalry deserted at the early stages of the battle as well.
I think my main mistake was that I am ill playing DBA style, and RRtK is something totally different. Here it is very important to act having in mind the unit's reactions, specially with the Enemy Threat Reaction. Deployment also is something decisive.
Regarding the Orcs, they had two units which were key to their victory. On one hand the Wyvern, a flying unit producing terror and capable to move all around the table and charge from any direction; and secondly and most important, their hero.
Heroes are too powerful and almost impossible to kill that they outbalance any battle. I think they should only be used in campaigns but not on single scenarios.

11/22/2010

Rome against the Green Horde.

As this was my first game with Rally Round the King, I did not pick any heroes, magicians, monsters, flying units nor skirmishers. I just picked my DBA EIR army that cost 302 points in RRtK, and an equivalent points force of Orcs; eleven units of Orc warriors and a Black Moon Orc unit with the general in it. I neither wanted to bog down with new terrain rules so I deployed the armies in a clear plain with a solitaire wood on one side.

The EIR army consists of one unit of cav (shock cavalry according to RRtK), four units of auxilia, five of legionaries (having one of them the general), one ballistae and one of archers. Legionaries Rep 4 and auxilia Rep 3 are elite and have throwing pila and javelins which give them a +2 in the first round of melee. They also have AC 4 (armour class), which proved to be decisive in the battle.
The Orc army consist of eleven units of warriors with AC 2 and one unit of Black Moon Orcs Rep 5 and with AC 4 with the Chieftain in it. All of them frenzy and undisciplined.
Both armies have Battle Tactics class A which consists of armies heavily dependant on melee troops which try to close ground as fast as possible. I commanded the Roman army whereas the Orcs were manned by the "machine". I rolled for their deployment and tactics and they got Penetrate Center: Heaviest melee units are placed in the center with a light screen of skirmish types in front, while the wings hold back to prevents being encircled. Objective it to push through the enemy center. 60% of units in the center with up to 10% in reserve, 20% on the left and another 20% of units on the right flank.
Both armies deployed up to the maximum distance allowed from their baselines, 12 inches. The table is 4'x3', so the armies started approximately at 12" of distance between them.
Romans moved first at their maximum speed (6"), with the cavalry going right to later outflank, and two units of auxilia and the archers heading for the forest. The artillery fired and inflicted one hit on one Orc unit at very long range.
Then it was the Orcs turn and they also moved 6" forward, and being at 1" from the enemy the were dragged into melee. I did not expect them to be upon my Romans so soon!
Being all the Orcs frenzy, they easily passed all their Wanting to charge tests, and all the Roman held except one auxilia that which gave ground and took one hit. The Orcs could not hurt the Romans with their heavy armour and the only wounded were two auxilia that gave ground. On the other hand, the hitting power of the Romans added to the poor armour of the Orcs, inflicted a lot of hits on them.
In the next turn the ballistae routed two Orc units next to the wood, and the equites charged on the right flank routing another one. Meanwhile the legionaries in the center were pressing the Orcs, exchanging some hits and losing one legionary unit in the process.
The Black Moon Orcs, commanded by their leader and supported around by many boyz, proved to be a tough nut to crack, but in the end they routed when the Black Moon Orcs had six hits!
One unit of Orc warriors charged to the equites flank and rout them. Game over.
The Romans lose one unit of legionaries and one unit of cavalry whereas the Orcs lose eight warrior units and the unit of Black Orcs. victory points: Romans 456, Orcs 146.

I have to play some more games to have a better opinion but right now I can tell RRtK is an excellent ruleset to play solo, and possibly head to head. The campaign rules also looks promising. RRtK plays differently to DBA or HotT, and have similar results in different ways, so you must use different tactics.
Something that maybe some people do not like is that troops not always do what you order to them, and you have to live with that. Perhaps it is more luck dependant than other systems but that also adds uncertainty to the game, which is not bad.