Post by derrickthewhite on Oct 13, 2021 15:38:40 GMT
I played another solo game with my digital armies, mostly to see how well an army composed mostly of ranged units would do. I also forced myself to play on a map without a river.
The Goblins brought 6 horde, 4 riders, 2 spear forming the general's body guard, and two units of "super warband" trolls (+4/+4 for 3 points).
The gunpowder army brought 4 cavalry units (riders), 2 batteries of cannon (artillery), and 5 infantry units (shooters). They were on the defensive.
Early, on, the center of the battle saw the trolls take a forest and the cannon set out just outside of it, supported by some infantry. The wings clashed, and each side lost a unit of riders on their left flank to some wild rolling. This happened in the gunpowder bound, so the goblins were able to expand their victory to destroying the companion cavalry with clever flanking, while saving their own rider by (temporarily) sacrificing a nearby horde.
The infantry to the south, now unsupported by their riders, were able to fall back to a nearby wood. This locked up the southern front, as two riders couldn't dislodge the shooters, and the shooters couldn't really leave the wood. The goblins slowly moved forward the spear and rest of the horde towards the wood for most of the rest of the battle
To the north, the goblins brought in their defeated hordes to make a new battle line. The center portion of the line had riders anchoring it and its flank was supported by a troll super-warband in the central woods.
The cannon shot at the trolls quite a bit, but the wood kept them safe, though sometimes they had to go deeper. frustrated with the trolls, one cannon pivoted fire on the doubled spear with a general advancing on the southern wood. The Trolls then chose to come out of the wood and attack, one forward, the other to the north.
The northern gunpowder units charged. In an unexpected roll, the muskets covering the general's flank folded, (the dice needed to favor the enemy by 3), and a second disastrous roll (1 vs 5) saw trolls and riders destroy their enemy general.
At this point, the goblins had technically won, with more AP on board and the general destroyed. I played a little more, and the gunpowder army did fairly well with some consistently decent rolls. The trolls and riders perusing in the north left their horde allies behind. Three different rolls with 40% chance of quick-killing ranged units failed, and the one remaining cavalry unit darted around providing critical flanks in quick succession, killing the enemy riders and then the trolls, while a single cannon was lost. The Gunpowder army getting high pips rolls also helped.
I leave the battle where it is, not quite resolved, but the goblins will have more points once they bring back their horde, and they still have their general, so the victory stays with them.
The Goblins brought 6 horde, 4 riders, 2 spear forming the general's body guard, and two units of "super warband" trolls (+4/+4 for 3 points).
The gunpowder army brought 4 cavalry units (riders), 2 batteries of cannon (artillery), and 5 infantry units (shooters). They were on the defensive.
Early, on, the center of the battle saw the trolls take a forest and the cannon set out just outside of it, supported by some infantry. The wings clashed, and each side lost a unit of riders on their left flank to some wild rolling. This happened in the gunpowder bound, so the goblins were able to expand their victory to destroying the companion cavalry with clever flanking, while saving their own rider by (temporarily) sacrificing a nearby horde.
The infantry to the south, now unsupported by their riders, were able to fall back to a nearby wood. This locked up the southern front, as two riders couldn't dislodge the shooters, and the shooters couldn't really leave the wood. The goblins slowly moved forward the spear and rest of the horde towards the wood for most of the rest of the battle
To the north, the goblins brought in their defeated hordes to make a new battle line. The center portion of the line had riders anchoring it and its flank was supported by a troll super-warband in the central woods.
The cannon shot at the trolls quite a bit, but the wood kept them safe, though sometimes they had to go deeper. frustrated with the trolls, one cannon pivoted fire on the doubled spear with a general advancing on the southern wood. The Trolls then chose to come out of the wood and attack, one forward, the other to the north.
The northern gunpowder units charged. In an unexpected roll, the muskets covering the general's flank folded, (the dice needed to favor the enemy by 3), and a second disastrous roll (1 vs 5) saw trolls and riders destroy their enemy general.
At this point, the goblins had technically won, with more AP on board and the general destroyed. I played a little more, and the gunpowder army did fairly well with some consistently decent rolls. The trolls and riders perusing in the north left their horde allies behind. Three different rolls with 40% chance of quick-killing ranged units failed, and the one remaining cavalry unit darted around providing critical flanks in quick succession, killing the enemy riders and then the trolls, while a single cannon was lost. The Gunpowder army getting high pips rolls also helped.
I leave the battle where it is, not quite resolved, but the goblins will have more points once they bring back their horde, and they still have their general, so the victory stays with them.