Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Thursday, 28 March 2013

Battle of Deadlane Grove.

Refreshed and ready to move on, Jarl Ragnar set about organising the men. Further warriors and supplies were due to land to the south at Flag Creek but scouts had returned from the east suggesting a build-up of the Anglo-Danish followers of the young Ealdorman Torel.

Sending out his trusted lieutenant “Big” Bergthor with a force of well-trained warriors and Hird, along with Rurik and his band of berserkers, who were still lusting for another fight.

They had not travelled far when they arrived at a large clearing; the main features a small copse to the right, a low hill in the centre and an old stone circle burial site to the left. Clearly this was a place of some significance to the locals, indeed, it was sacred ground.

Cautiously moving forward, suddenly a battle cry rang out and the glinting sword and spear-points of Ealdorman Torel’s men could be seen across the clearing…

Ealdorman Torel (centre) and his force arrive in the clearing.

"Big" Bergthor (centre) and his men shout across the battlefield!

This is Sacred Ground.

Rurik works himself into a frenzy
to encourage the warriors around him.

Ealdorman Torel marches towards the hill...

...and secures the base of this to await the Viking raider approach.

Shouting and singing, the Vikings charge across the open ground
to the stone circle and low hill. 

Bergthor's Hirdmen and Bondi are greeted
by the the Anglo-Dane forces...

...and a tough melee ensues with Bergthor in the thick of the battle!

Torel stands firm as some of his Ceorl
are pushed back from the summit.

Tense fighting continues with losses on both sides
but Torel cannot push the raiders from the bottom of the hill.

Rurik belows obscenities as he secures the stone circle
 with his berserkers and warriors in tow!

Sonja, the "Queen of the Hill", sends the Anglo-Danes
scurrying from the summit of the hill.

Another desperate attempt to stop the Viking Warlord fails
and Bergthor shouts after the fleeing  Huscarl, but...

...the final epic battle sees both Warlords, Bergthor and Torel, killed.
Jorund "Redbeard" claims the final blow on Torel.

"Stuff this for a game of soldiers - lets get out of here!"

The Anglo-Danish force knew they could no longer win this fight – gathering their wounded the battle weary men slowly dispersed into the surrounding woods.

Rurik looked on with a huge grin over his scarred face. The flank was secured and this was a crushing blow to the moral of the defenders. The passing of brave “Big” Bergthor to the drinking halls of Valhalla would be sung about for the rest of history…

Rurik and the men celebrate the hard won victory!

Self-proclaimed "Queen of the Hill" Sonja and
"Chief Jorund Redbeard" get a little bit too big for their boots...

Rurik will certainly have something to say about it
when he reports back to Jarl Ragnar.

Forces

Viking Raiders (Andy)
"Big" Bergthor
1 unit of Hirdmen (4 x Hearthguard including Sonja, Hrefna and Sverting)
1 unit of Berserkers (4 x Hearthguard under Rurik "the Restless")
2 unit of Bondi (16 x Warriors including Jorund "Redbeard")

Anglo-Danish Defenders (Rob)
Ealdorman Torel
1 unit of Huscarl (4 x Hearthguard with Dane axes)
1 unit of Huscarl (4 x Hearthguard)
2 units of Ceorl (16 x Warriors)

After a long break I finally dug out the Vikings again and we set up for a small 4 point a side Saga battle playing the Sacred Ground scenario. Andy (the Zombie Master / Ant Master…) took control of the Viking force this time whilst Rob went back to the Anglo-Danes. We decided on no levies in this game.

The first round involved nothing more than both sides moving forwards. Rob moved first and edged the majority of his force towards the central hill, with a unit of Ceorl aiming for the stone circle. Andy shrugged off some fatigue placed on him via Robs battleboard and then steadily moved his force forwards keeping a line formation. (Points – Rob: 0 Andy: 0)

Round two and Rob managed to get his first units of Huscarl, warriors and warlord (Ealdorman Torel) to the bottom of the hill. Andy replied in a similar fashion and managed to get some Hirdmen and warriors to the opposite side. Still no combat! (Points – Rob: 11 Andy: 5)

Round three and Rob consolidated his force on the top of the small hill – two units of Ceorl, a unit of Huscarl and his warlord. The other unit of Huscarl remained to the flank. Andy was now ready for battle and launched a unit of Bondi with his warlord (Big Bergthor) into Rob’s warriors. A devastating combat left four dead Anglo-Danish Ceorl and two dead Viking Bondi. (Points – Rob: 13 Andy: 11)

Round four and the fighting continued. Rob attacked Andy’s exposed warlord with his own warlord and a unit of Huscarl. Big Bergthor shrugged off the assault killing two of the Ealdorman’s Dane-axe wielding Huscarl in the process! Another unit of Robs Ceorl charged into the Viking Bondi at the bottom of the hill but were forced back with one casualty on each side. Finally Rob sent his second unit of Huscarl to attack Big Bergthor from the rear. Result, another Anglo-Dane corpse. Andy’s move and Rurik and his berserkers occupied the stone circle. Next, three Hirdmen (well, one Hirdman and two Hirdwomen) then charged Robs unit of Ceorl on the hill and an epic combat ensued. As the slaughter ended only the proud “Queen of the Hill” Sonja stood atop the hill, her companions Hrefna and Sverting lying injured beside her and the corpses of four Anglo-Danes next to them. The remaining Ceorl fled to the bottom of the hill. (Points – Rob: 8 Andy: 15)

Round five and Rob surveyed his battered forces. Realising his only option was to keep on the attack his brave warlord charged into combat against the unit of Bondi at the foot of the hill followed by his two remaining Dane-axemen. This proved successful and the Viking Bondi retreated leaving behind four warriors to enter Valhalla. Robs sent his other three remaining Huscarl back to fight Big Bergthor again resulting in another dead Anglo-Dane and the other two fleeing the battlefield with Bergthor shouting after them. Andy moved his second unit of Bondi into the stone circle. He then turned his warlord to attack the two Dane-axemen. A shocking result left the two axemen dead but also saw Bergthor brought down by their blows! Finally, fired up by the sight of their huge leader felled, three Bondi charged into the Anglo-Dane warlord, now alone on the top of the hill. Two warriors were killed by the brave Ealdorman Torel but he himself dropped to the ground with the point of a Viking sword in his belly – back to the mud. “Redbeard” Jorund celebrated and proclaimed himself the new chief but it is doubtful Rurik would be allowing this any time soon… (Points – Rob: 3 Andy: 10)

At this point it was pretty clear Rob could not turn the battle back in his favour and conceded defeat. All that remained of his force were two units of Ceorl (one of three and the other four) plus two fleeing Huscarl. Andy still had a full unit of Bondi and berserkers plus the proud, self-proclaimed “Queen of the Hill” and “Chief Jorund Redbeard”.

(Final Points - Rob: 35 Andy: 41)

Another good game of Saga that saw the Vikings come out on top (again) – we felt the lack of missile troops may have hindered the Anglo-Danes but ultimately, despite some good tactical play Rob did not have the dice gods with him and Andy managed to make good use his own battleboard abilities and the potentially risky strategy of sending his warlord into the thick of things paid off.


"The Cast"
f/r - Jorund "Redbeard", Rurik, "Big" Bergthor and Sonja.

Figures are Foundry, Artizan and Gripping Beast and the stone circle is by Fantascene.

Wednesday, 15 August 2012

Skirmish at Thorringhall Wood.

After recovering from his injuries, Jarl Ragnar and his faithful bodyguard Rurik retreated from Arlesford to set up camp in Thorringhall Wood. Here they hoped to lick their wounds and await reinforcements from Ragnars brother Otrygg.

Whilst passing through the warband stumble across a hamlet in a clearing in the trees - as they approach the outskirts they see an ancient shrine to the battle slain, unaware that they have already been spotted and followed by the Saxon militia of Thorrington (near Alresford) under the command of ageing Ealdorman Tunberht.

View of the hamlet from the North showing the Church of Saint Harry Harrison.

View from the East with Ealdorman Tunberht's abode.

View from the South and Jarl Ragnar's approach.

The old pagan worship site of Jymdegrizz. A tribute to the dead.

Ealdorman Tunberht assembles his men.

Ragnar approaches the hamlet with Rurik in the background.

The Saxons make slow progress...

...and Ragnars drunken thrall cautiously move alongside the pathway...

...as his bondi move through the edge of the forest with Ruriks beserkers in tow.

The Saxon ceorl move through the hamlet.

After sporadic bowfire between the sides, neither seems willing to commit to battle.

A face off begins across the hamlet as Rurik leads his men to the Saxons flank.

Ruriks beserkers and Tunberhts huscarl rain blows upon one another...

...and Rurik lets out a bellow as he cuts down Ealdorman Tunberht!

The Saxon forces looked on in horror as their leader fell to the ground - within moments they began to flee into the surrounding woods.

Ragnar congratulated Rurik on the well won victory. The warband were organised and guards posted. Tonight his men would sleep under thatched roof and dine on pork belly!

Forces

Viking Raiders (Rob)
Jarl Ragnar
1 unit of Hirdmen (4 x Hearthguard)
1 unit of Beserkers (4 x Hearthguard)
1 unit of Bondi (8 x Warriors)
1 unit of Thrall (12 x Levy)

Anglo-Saxon Defenders (ZM)
Ealdorman Tunberht
1 unit of Huscarl (4 x Hearthguard)
1 unit of Huscarl (4 x Hearthguard)
1 unit of Ceorl (8 x Warriors)
1 unit of Gebur (12 x Levy)

We fought this quick Saga battle that ultimately only lasted four turns! We played the '"Clash of Warlords" scenario with 4 point warbands.

Despite continuously moving forward to meet his adversary ZM had trouble getting his Saxon levy into the action and they spent most of the game crossing the fences in the hamlet. Robs viking raiders attempted a flanking attack but ultimately withdrew when faced by the relentless movement towards them of the Saxons. Rob began to retreat and ZM followed and gave a good chase but neither side was really able to commit to battle. After some moving too-and-fro and some sporadic bow fire causing some casualties, Rob managed to get his beserkers (under Rurik the Restless) to move to the Saxons exposed flank. Spotting this, ZM gave a manic charge into the oncoming beserkers with a handful of his Huscarl. In the ensuing combat, the beserkers came out on top and poor Tunberht was cut to pieces despite the heroic sacrifice of two of his bodyguard, ending the game. This was ZM's first game of Saga and to be honest he fared well despite being unable to use many of the abilities on his battleboard. Rob had learned from our first encounter and used the beserkers to good effect (unlike I had, where they were frustratingly held on the wrong side of the river!) and the flanking attack drew ZM and his best troops to fight. The dice-gods were with him today!

Sunday, 22 April 2012

Battle at Alresford Creek - First SAGA Game.

(Game analysis by Rob A.)

The "Battle at Alresford Creek" was our first foray into the world of the new SAGA rules. Being unfamiliar with the rules we decided on a simple '4 point' per side battle with Anglo-Danes facing a raiding Viking force.


The quiet village of Alresford.

I received my copy of SAGA only a few days before and had not read as far as fatigue so a little catching up started us off. We were here to learn and critique the system so expected to take it slowly. Game play commenced around 1pm.

An ogre appears to be lost...

As the subject comes up a few times in the text below I'll explain about the dice here. Each cultural group has its own unique abilities which become available turn by turn based on the roll and placing of a set of special dice. The dice are six sided with three sides to the value 'c', two to the value of 'b' and one to the value of 'a'. Thus the rarer value 'a' tends to be required for the harder or less frequent abilities. The Anglo-Danish forces dice use a Sutton Hoo style helmet to represent value 'a', then a stylised white horse and Dane Axe head for 'b' and 'c' respectively. The Vikings use the runes for sun, birch and wealth as 'a', 'b' and 'c'.

A village elder looks on.

Forces

Viking Raiders (Mark)
Jarl Ragnar
1 unit of Hirdmen (4 x Hearthguard)
1 unit of Beserkers (4 x Hearthguard)
1 unit of Bondi (8 x Warriors)
1 unit of Thrall (12 x Levy)

Anglo-Danish Defenders (Robert)
Ealdorman Aescwulf
1 unit of Huscarl (4 x Hearthguard)
1 unit of Dane-axe wielding Huscarl (4 x Hearthguard)
1 unit of Ceorl (8 x Warriors)
1 unit of Gebur (12 x Levy)


The Anglo-Danish warband of Ealdorman Aescwulf.

I took the Anglo-Danish against Marks Vikings, we decide to both play the same, two hearthguard (one with and one without the specialty, that's berserkers for the Vikings and Dane-axe wielders for the Anglo-Danish / Saxons) plus one warrior and one levy unit giving us 4 points each. We were playing the ford / bridge crossing scenario from the rules which simply required us to get more points of troops across the river than our opponent.

The Viking warband of Jarl Ragnar.

Mark maintained his unit sizes as given (5 dice) but I decided to test out splitting them by cutting my warriors into two (and thus giving me an extra dice over Mark) but also splitting my levy so that I could provide missile cover at both crossings (levies not providing dice meant that this left me with 6 dice and 6 units against Marks 5 dice for 4 units). Possibly not sensible but it would test the rules of command which is of course what the dice represent.

Placing

The Vikings placed first (to the right in the picture below) and entered down two roads with warriors (bondi) followed by berserkers to the north (top) and warlord, hearthguard (hirdmen) and levy to the south. The Angles brought in 4 warriors (ceorls) and 6 levy to the north (I only wanted to provide a delaying cover action here) 4 warriors, standard huscarls (hearthguard) and 6 levies to the south to provide a good push and in reserve the warlord and Dane-axes in the centre in front of the church.

Initial warband placement.


Turn 1

Anglo-Danish

Angles moved forward first. My first roll of dice heralded a constant problem in the form of a lack of helmets (I was to naturally roll only three helmets in the entire game, see note latter). Not really a problem this turn, all I wanted to do was get my troops up a quickly as possible, easily done getting my entire force to within striking distance of their intended locations.

The view from the Viking side of the river.

Viking

The Vikings followed suit. As can be seen in the next picture below, which was after my second move but before Marks he has seriously hampered his own success by blocking the berserkers with his warriors something I was able to take advantage of in the next two rounds.

Turn 2

Anglo-Danish

In the north following my delay strategy the warriors entered but did not cross the bridge while the levies lined up to cover the expected attack. In the south the hearthguard strike out across the ford with warriors supporting their rear and levies to provide cover.

First moves over the river.

Viking

The Viking movement saw tragedy played out in full among the Norse lines. The warlord racing for forward outpaced the supporting hearthguard who could not quite make the ford, charged the forces gathered there on his own. The resultant bloody fray saw him come so close to completely wiping out the Angles but not quite however, in turn falling to their hail of blows (five hits only one saved even with the special rules four clean wounds kill even a warlord).

The first and last battle of Jarl Ragnar.

The shock of the slaughter caused fatigue on both the Viking hearthguard and levy both in short range of the warlord demise. It also lost Mark two dice meaning he played the rest of the game on 3 dice.

The huscarl survives!

Back in the north the bridge attacking warriors roared their defiance and the threat of a (small) hail of arrows caused 'Intimidation' (Anglo-Danish ability stopping the Viking activation) to the Norse warriors who held their position, still blocking the berserkers behind.


Turn 3

Anglo-Danish

The Angles move. The lone huscarl retreats but lack of available dice stop the warriors letting him through (they need to be removed from the ford as he cannot pass through the unit or else form a column to walk beside, not a good formation to receive an attack in) . The levies covered him firing into the enemy hearthguard for no real effect. On the bridge the gebur (Saxon levies) did rather better taking out two of the warriors with good Anglish bowmanship as they nervously approaching the other side. The warlord and the reserve huscarl seeing the weakened enemy position at the ford move across from their central location to take advantage.

Viking

The Vikings send a hail of arrows into the southern Saxon Levy killing two. This could be seen as a tactical error as had Mark fired on and killed my lone hearthguard he would have both denied me a dice and put fatigue onto both the warriors and the levy which were in very short range of him. Although to be fair I think he was expecting the hearthguard to cross the river and deal with that figure but unfortunately they had received a fatigue as a result of the warlords demise and I used that to slow their advance (reduce movement to half) letting him get clean away in my next activation phase. It was also a reversal on Marks original intention which was to fire on the incoming warlord and his Dane Axes, which he had second thoughts on when he realised the difficulty in actually hurting them. In the north more Intimidation keeps the Viking warriors at bay.


Turn 4

Anglo-Danish

The Angle turn saw the warlord and his unit close on the ford as the warriors retreat to allow the lone huscarl back across supported by levy fire which reduced the Viking thralls (levy) by two. While at the bridge another hail of arrows drops a third warrior (all hail the mighty bow).

Viking

In the north Marks warriors (now reduced to five from eight) finally mount the bridge and charge the awaiting Anglo-Danish ceorls. Although only two could contact the very short range combat rule allowed both sides second ranks to fight so the Norse charged with four, before abilities even dice. He then played Heimdal to improve that by three more dice at an armour penalty but negated that by using the Asgard ability. The Angles valiantly held up but under that barrage still lost a man while the Norse saved all their received hits. The Angles disengaged.

Battle at the bridge.


At the ford the hirdmen reach the Angle bank but are not keen to leave the water and be surrounded by Angle units (warriors, the lone survivor huscarl and the warlord arriving with his Dane-axed huscarls).


Turn 5

Anglo-Danish

Realising that the Vikings would not venture out of the ford where they would be surrounded and not wanting to risk making the warlord a single target (remembering the Vikings losing their warlord in turn one and that the rules only allow a unit to attack one unit and the warlord even side by side counts as a separate unit) I move the Dane-axed huscarls up to the ford edge to block the hirdmen (not having enough range to contact). Bad move - I should have held them on the ford until I was ready to attack and used the warlord 'side by side' rules. The gebur take out a few more thrall. The Angles in the north re-attack the bondi on the bridge but a draw was held and the attacking force had to disengage.

Ceorls repelled.

Viking

In the north the Viking bondi recharge across the bridge this time saving all their throws while the Angles saved only one. We both forgot to use the fatigue until too late but the results would have been the same. This meant both units would go into the next round with two fatigue each.

Fatigue accumulates quickly.

At the ford the hirdmen attack. The Dane-axes hit true killing a hirdman but the armour of the hirdmen (Dane-axe armed men lose a armour level to gain a +1 to hit) makes the difference with two huscarls falling. They fall back ready for the Angles turn.

The Anglo-Danish warlord - Ealdorman Aescwulf.

Turn 6

Anglo-Danish

In the north things had come together with two helmets rolled on the Anglo-Danish dice allowing an 'activation pool' roll to increase dice. 'Noble Linage' was then used to change an axe dice into another helmet which combined with the already rolled second helmet allowed the ability 'Trapped' giving a fatigue point to each of three Viking units. One went to the hearthguard and another to the levies in the south while in the north one was placed on the warriors crossing the bridge. These warriors already had a fatigue when they entered the previous combat and a second from that contact and now received a third making the unit exhausted. This allowed me to play the ability 'Exhaustion' which removed two of the figures reducing the unit to three.

The bondi face exhaustion.

In the south the Angle warlord and two Dane-axed huscarls charge the hirdmen cutting them down to a single man.

The last surviving hirdman pushed back.

Then dusk fell across the battlefield...

...and night fell.

...well time ran out anyway. We were half way through the turn with Mark still to move. The victory conditions where the number of victory points on the opponents bank. Had we played out another turn (making it the full seven turns stated in the scenario) chances are that I may have been able to cross more points to the far bank than Mark, however if he had been able to complete this turn (6) and even without another turn he would most likely (Intimidation and other factors not considered) have reached dry land with his three warriors. As such we agree that he could claim a marginal victory, woe the Angle village.

I really enjoyed this game. The combination of dice and board not only gave each side a unique flavour to their offensive style it also stopped the armies being reducing to one tried and tested trick as however good a combination of abilities where the unpredictability of the dice neatly circumvented repetition. I had a couple of really bad dice rolls including the already mentioned only three helmets (value 'a' as detailed at the start) rolled in the entire game yet I could not ever say that the dice lost me the game, they may have lost me an encounter but the next one would be totally different. Mark actually lost nearly half his dice in the first turn yet through good use of the dice managed to keep his troops constantly moving forward. It made it harder but never impossible.
The twin ford crossing scenario is a common one and I have played it may times in various periods and at various levels and it so often has been reduced to a dice contest between whichever units were able to reach the targets first. This game never fell into that trap. The use of the board and the novel use of fatigue meant that every single encounter was different, not only different but that there was a constant ebb and flow of movement and reappraisal of the tactical position that kept both parties alert and actively involved even when not their turn.

The term fatigue suggests a slowing down and sluggishness in the game as forces wear down. Not so here in reverse the fatigue rules keep the game fluid. It is this even over the boards that really makes the games lively. With the ability of the enemy player to use your fatigue against you the player must constantly weigh the pros and cons of keeping or losing fatigue. It becomes a real danger but in a way that does not slow the game in the slightest, indeed it adds an even more exciting level to the strategy.

For a first play I found it very easy to grasp but with a great potential in skilled use. The game was never reduced to who had the better dice luck but on who took most advantage of the rolls provided. There was always an alternative you just had to recognise it. I mention as I played some of the mistakes made on both sides, mainly these are player errors and it is the players not the dice that will dictate the winners in this game. I for one am hooked.


Robert playing against Mark on the 30th March 2012.