Hello and welcome back for another SAGA showdown, this time between my Crusaders and Herman’s Frankish force using 6pt warbands! After having played several of the standard scenarios, like ‘Sacred Ground’, ‘Champions of God’, and the Challenge’, we decided that it was about time we stirred things up a bit. So, after a short discussion we settled on playing ‘the Last Stand!’ from the Crescent and the Cross rulebook, which is a challenging scenario for both defender and attacker alike.Read More »
Took the Byzantines out to their 4th SAGA tournament. I’ve been playing the Moors a lot in our Age of the Wolf campaign, but external circumstances forced my hand to pick the Romans. This AAR will describe my army, the scenarios we played, how the battles went, with focus on the important tactical decisions I remember. Lastly, a short evaluation of the tournament and my army will be presented. The initial strategy behind my army selection was to use Turcoman mercenaries and switch them with Javelin Levy. I totally failed to paint this as I needed more practice games. I ended up with:Read More »
The Xenos incursion was swift and resolute in this system. Within a matter of days every Imperial navy ship had been either destroyed or captured, and the local Planetary Defence Force proved little to no resistance against the superior weaponry of the Tau. Any survivors that had not accepted submission into the false Xeno empire had either fled into the wastelands, or formed small gangs of militia who spent more time fighting each other than the enemies of mankind.
Lt. col. Myron of the 101st had gone through every report and vox transmission from the initial assault on Verdis Prime in order to study the tactics of his alien adversary. Co-ordinated suppressive fire with guided targeting missiles and pulse weapons, followed by jet deployed specialist strike teams of battlesuits and drones. The Tau were a well equipped and seasoned host of warriors, but one thing they had not: the Emperor’s blessing. Operation Adamant Wedge was under way and the 101st, supported by a small group of Grey Knights, were the speardhead. The plan was as bold as dauntless: after establishing a firing line with elysian recon forces, the rest of the army would strike from above and deploy using the High Altitude Combat Drop-doctrine. Myron looked at brother Captain Severus on the other side of the briefing table. A stern warrior cleric clad in ancient terminator armor, decorated with the sacred insignias of the Inquisition, stood in silence as the staff team overlooked holographic maps and attack patterns. Myron’s requests of having a small unit of Terminators dispatched to the 101st for the initial assault had finally been granted. “Make your peace with the Emperor, brother Captain…” he said, “…we make planetfall in 6 hours!”.
Captain Ikaru Perseus personally supervised the task of rearming and refueling one of the platoon Valkyries from the vantage point of a tower at the F.O.B “White Haven” – also known as “the Marbled Hellhole” by it’s garrisoned inhabitants. He was at the end of his twenty month long deployment at this Emperor forsaken rock, called Aglaia IV, which apperantly had resources valuable enough to justify the deployment of Phantine skyborne specialists rather than conscripted colonials for protection. Resources that were needed in some distant part of the Imperium, and that would never enrich these men and women’s home system. He hated this place. The ever burning sun, the scorching sands of the planet surface, and the constant harassment by solar winds making scanners and clarion vox-nets unreliable. For some ironic reason this system was also under constant threat from Eldar piracy, as if the Xenos found some animalistic pleasure or instinct in fighting over this place of rock and sand. Skirmishing with Eldar corsairs was a daily routine for the troopers of the 101st, which is why the commanders made sure to keep response units in the air at all times – consuming fuel on a rate higher than normally accepted by the Adeptus Administratum. Perseus glanced at the red veil flickering around the sun. In an instant, a flash of pure white light pierced his vizor and forced him to avert his gaze! A thundering salvo of laser and shuriken fire blasted the surface of the colony, forcing the defenders to take cover while Xeno hover craft and jet units deployed around the perimiter in a graceful manouvre. Before his troops had time to return fire, Cpt. Perseus activated his distress beacon to signal the rapid reaction units. “Three weeks left” he thought, and the Xenos could have this hell hole for all that he cared…
Welcome to this Warhammer 40.000 8th edition battlereport between my Elysian Droptroops and my good friend Simon’s Eldar army. This was a Matched Play test game of 700pts designed for us to try out the new indexes, as well as the core game rules and mechanics. We set up the game using the Vanguard deployment map and the ‘Secure and Control’ Eternal War mission. I won the roll off to set up a single objective first and placed it on the Skyshield landing pad. Simon then set up a single objective on top of one of the towers. Each objective is worth 3 victory points at the end of the game, and additional victory points can be scored for ‘slay the warlord’, drawing ‘first blood’ and securing ‘linebreaker’. Since this was a rather small test game I won’t go through the army lists, although I should point out that my army was battleforged (+3 command points), consisting of a single Vanguard detachment (+1 command point) while Simon’s army was unbound (0 command points). Units and models were selected mainly due to what we had painted from our 7th edition armies. Here’s an overview of the deployment.
After action thoughts
Simon: It’s always a pleasure to play against Fredrik and his flyboys. This was my second game in 8th ed. and the inexperience really shows off in some of the decisions I made during the game. But that of course went both ways since it was also Fredriks first game. I love how the new edition works, and all the small tricks that we found out as the game went on. Overall the game was really close but I made a fatal mistake in the 6th turn that made it possible for Fredrik to table me. Meltaguns in melta range hurts A LOT. My unharmed wraithlord got deleted by three lone meltagunners and BOOM!, game. We were equally surprised by their effect but had a great laugh together. Next time my Ghostwarriors will return in larger numbers and claim victory.
Fredrik: Wow, what a game! The new edition is really fast and engaging. My first impression is that you are a lot more active as a player during each phase now, since every situation has modifiers that impact the game in ways you need to be aware of. This feels very refreshing as opposed to seventh edition, even though I still miss templates (but that’s another debate). I really really enjoyed how well the Elysians performed in this game. They are my favourite army both in the lore and modelwise, and it’s very rewarding to finally see how their flavour as a guard regiment impact their game style. Having the ability to reserve half your army and perform deep striking attacks with surgical precision, wherever you want and whenever you want to (remember turn 3 at the latest!) for such low priced units is very strong. I will make a more thorough review over the next couple of days, but for now I think it’s safe to say that the Elysians have gotten a new set of teeth after lagging behind with an old armylist for a couple of years. Two final points: Tauros assault buggies and Drop sentinels are way more useful now since they dropped in price and got a boost to their weaponry. They are still not cheap enough to be over powered in any way, but at least they’re an option worth considering over similar units. I would love to make use of the Elysian’s unique order(s), of using heavy weapons as assault weapons, but never had the opportunity or the model count to use them effectively in this game – thus I tended to spam the “re-roll 1s” order a lot. In higher point games I think there will be more of a choice between orders for different situations. All I can say is watch this space for more battlereports with the Phantine skyrborne over the coming weeks!
Our SAGA campaign steams on and here’s a short battle report of Moorish volounteer warriors facing the illustrious Jomsviking brotherhood. This battle took place in the third campaign turn (out of six possible). Since we were both raiding this turn, Battle at the Ford was rolled as the scenario.
The Jomsvikings were lead by the infamous King Fury who took over the reigns once the previous leader was killed. Driven into the fray by his lust for riches, the Jomsviking leader had many scars from previous battles represented by the Trollhide ability, requiring two wounds to be slain. The force consisted of:
My Moorish Warband is led by a tough Sub-Saharan former merchant calling himself al-Battal Ghazi, who sold as all his property and took up the Jihad of the Sword. While lacking serious religious credentials, few can doubt that he doesn’t receive what he asks from Allah. His sense for business and logistics has led to the employment of northerners with various faiths, despite grumblings from his more puritan warriors.
The Moorish warlord has the Son of Odin (heh), Eye of the God, Scout and the Great Special Rules. In game it means he is requires two unsaved hits to die, Levys generate SAGA dice, the post game progression table can be rerolled (very useful this one) and up to 7 SAGA dice can be rolled each turn. He’s a total beast in the game. The Moorish Warband had:
1 Bard (Christian nobleman)
9 Levy Archers
8 Warriors (saxons)
Some finishing thoughts
The Moors had a stronger Warband in this game, and together with some above average dice rolling, they were able to reel in a victory. With few losses too. I really shouldn’t have played Betrayal though. A weak ability to play on Jomsvikings who can easily remove 3 fatigues from their Warlord with a common dice and free rest.
My Jomsviking opponent didn’t blame his dice. He found his plan flawed as he expected to move my men out of the way with Jomsborg, but this ability could only be played in my turn. He told me he could have played more cool, there was no need to rush into battle.
Post battle, the Jomsvikings faced another revolt at home, as the inhabitants of Jomsborg expect victories. Al Battal Ghazi gained some additional warriors and levies were bulked up to full strength.
I am surprised to like Age of the Wolf as it has the faults of classical British game design. These are characterized by eccentric rules married with random charts, where rolling double ones can totally ruin your life. But unlike my experience Flames of War and Warhammer 40k, where the campaigns are basically marketing ploys requiring huge amount of product to play, Age of the Wolf offers interesting games and characterful Warband development. Just don’t expect it to be fair.
I would recommend fans of SAGA to try it out but consider two things before hand. Firstly, roster management is a huge part of the campaign and there needs to be a way to update it easily and keep them accessible to other players. For gaming balance reasons, the roster management is quite complicated so prepare to dumb it down a bit.
Secondly, try to figure out some way players can get more games in regardless of their chosen campaign actions. Now, back to painting.
The first rays of sunlight pierced the autumn sky and revealed the nearly one hundred tents and makeshift shelters that had occupied Silverhorn Valley of Ostermark for almost three months. In addition to the mercenaries stemming from all over the Empire, the encampment housed desperate fortune seekers, vagabonds, prostitutes, and other misfits. Calling it an army would have been overrated but it was an experienced force made up of adventurers and sell-swords, led by Arch Prefectus Hademar Greiffhart himself – an ill fortuned opportunist who had been outlawed from the Holy Imperial Sigmarite Cult and now wanted for treason and gluttony. With his last savings he had managed to scramble enough men to march against the merchant town of Silverhollow in an attempt scare his political enemies and squeeze the coins off of more fortunate bastards. Only fifteen recruits had deserted during the night and a dozen more had fallen ill, which meant that he could still pull off the siege. Had it not been for the merchants’ cowardly alliance with the Dwarves of Karak-Kadrin he could have taken the town several weeks ago, but Dwarven raiding parties kept harrassing anyone who approached the outskirts of the town bearing arms. Hademar knew he had to take the Dwarves by surprise in order to make a real dent in their defences, so he ordered his captains to make ready for battle and march by midday…
This is a battlereport from a game of Warhammer 8th ed. between two 2500pt armies of Empire and Dwarfs, using our new gaming mats from UrbanMatz. Please note that it was almost a year since we played Warhammer 8th edition regularly, so a couple of mistakes were made during the game but decided to keep on playing for the sake of the narrative. The army lists were:
Empire Mercenary Contingent
Arch Lector on Barded Warhorse: Heavy armor, Greatweapon, Dragonhelm, White cloak of Ulric, Luckstone
Wizard Lord: Lvl4, Light, Dispel Scroll
Captain of the Empire: BSB, Fullplate armor, Enchanted Shield, Dawnstone, Ironcurse Icon, sword of striking
Captain of the Empire on Imperial Pegasus: Fullplate armor, Lance, Charmed shield, Potion of foolhardiness
Warriorpriest: Heavy armor, shield, handweapon
10 Knights of the Inner Circle: FCG, The Steel Standard
13 Crossbowmen: Standard
23 Spearmen: FCG
5 Archers Detachment
5 Archers Detachment
25 Greatswords: FCG, Razor standard
4 Demigryph Knights: Musician
1 Great cannon
1 Hellblaster Volleygun
Lord with Shieldbearers: Great Weapon, Rune of Iron, Rune of Stone, Rune of Wardingx3
Runesmith: Great Weapon, Rune of Spellbreakingx2
Thane: BSB Master Rune of Grugni, Shield
25 Longbeards: Great Weapons, FCG, Rune of Sanctuary, Rune of Stoicism
10 Quarrellers: Great Weapons, Standard Bearer
10 Quarrellers: Great Weapons, Standard Bearer
1 Gyrocopter: Steam Gun
1 Gyrocopter: Steam Gun
18 Hammerers: FCG
20 Ironbreakers: FCG, Rune of Stoicism
1 Flame Cannon: Rune of Forging
1 Organ Gun: Rune of Accuracy, Rune of Forging
Just click on the first thumbnail below and use the arrows to navigate through the slide-show of the battle! Don’t forget the After Action Conclusions in the end of the article, enjoy.
After a good two-and-a-half hour game we rounded up our victory points, with the Dwarves coming out on top, and shared our thoughts on the game. It was nice to finally get back into Warhammer Fantasy which has been dormant in our local area for quite a while but on the rise again thanks to some new players getting active and older ones dusting off their armies. Here are some after action thoughts from both of us.
Fredrik (The Empire): Yikes! This was a great game despite the swing in the last turns! I’ve beaten this army several times before and might have gone in to this game a bit overconfident. Some major set backs for me was the captain who failed to kill 3 naked dwarves and their cannon despite having 4 attacks at strentgh 6+2 attacks at strength 4, and a stomp – followed up by 5 attacks at strength 4, and a stomp in the next turn – before getting counter-charged in the flank by those pesky Quarellers. I lost a good late game re-director because of that which made the flank charge into the Greatswords inevitable. Also, the Knights failing to threaten the softer Dwarven flank thanks to the Steamtank getting bogged down in front of them was also a big turning point that took away pressure from the Dwarves, maybe I should have just sat back and let him come to me once I had the upper hand (in points) for taking out his artillery? But nobody remembers a coward, especially if you’re looking to sell your fighting skills to others in the future! The mercenaries will have to regroup and come back for another round once we find a wealthy prick who can pay for our services.
Herman (Dwarfs): From my point of view the game against the Empire went up and down. It felt like that during the two, three first turns not much happened. Although, now in hindsight I can see that the six wounds my cannon inflicted on the Steam Tank made sure that it got stranded and in the way for that nasty unit of knights. The flame cannon inflicting about 13 wounds on the Greatswords over a couple of turns made them a little bit weaker, but it couldn´t make them flee. Other than the Cannon and the Flame cannon the shooting didn´t do much, and after turn 3 both were dead anyways. The organ gun shot about 30 shots the first three turns and only inflicted about 4 wounds on the Demigryphs. I must say that my charge rolls were very lucky. All the charges I rolled for succeeded. The first one with my Gyrocopter charging the Captain on Pegasus made sure that my cannon could shoot one turn more. The one that was very lucky and made sure that the victory went to the dwarfs was when my Hammerers succeeded with a 11” charge into the flank of the nasty knights. It was hammer time!
I brought my trusty Byzantines to test their mettle in the brutal fighting grounds of A Clash of Dice and Men II. God willing, the burning shame of placing last at the spring tournament will be avenged. I got to play 3 out of 4 games (had to omit one to make up for uneven number of players).
The tournament was 6+1 points, meaning that we brought 7 points but only 6 fight on the table. I ended up with:
Byzantines of Komes Dwellias (7 Points)
1 Mounted Warlord
3 Points of Hearthguard (8 Mounted Lancers + 4 Mounted Archers)
3 Points of Warriors (10 Warriors w Bow + 10 Warriors w Spears+ 4 Warriors w Spears)
1 Point of Levy (12 Javelinmen)
Game 1 – Jomsvikings – Battle Twilight
I got to face the winner from the last tournament with his army of invincible Jomsvikings. It consisted of:
20 Hearthguard (split into 6+6+8)
Special Rules: Armor 6 against shooting attacks. Starts the game with 1 Wrath.
My opponent plucked his boys near the center lines of each quarter. I put some the cavalry and 6 Warriors in one quarter, the levy split and took the lower quarters. The last quarter was occupied by 10 Archers and 8 spearmen. Foolishly, I put my lord with the infantry and not with the cavalry.
A possible weakness of the Jomsvikings is Sigvaldi who generates 3 SAGA dice by himself. If I could knock him out, the Jomsvikings would run out of steam. Without having my Warlord nearby, there was no way of using double cavalry activations moves from Basileus.
The Jomsvikings are very scary in combat. Their defensive abilities can subdue everything thrown at them. They can activate easily and are completely immune to shooting.
My opponent was determined that he could not win this mission from the start but he made things easier for me by splitting his force into 3 units and not 4. In this way, I was guaranteed to score in at least one quarter. Unfortunately, my opponent did a good job exploiting the bad positioning of my Warlord, netting him one victory point.
While my army had the advantage of many units, it had the disadvantage of them having specialized equipment. It was hard for me to utilize the Endless Warband rule compared to an Jomsvikings all Hearthguard army with uniform equipment. As the Byzantine battleboard demands close inter-unit-cooperation, using it in this scenario is quite a challenge.
Result: 3-1 for me. (3 points for me by winning the mission, 1 point for my opponent for taking out a Warlord). Won the battle by not fighting, the proper Byzantine way.
Game 2 – Anglodanes – The Challenge
In this mission we used the revised rules where the objective is to get 10 wounds on the opposing warlord first. Units cannot engage an Warlord unless your Warlord took more wounds than the opponent. The secondary objective is to get 4 conquering points in your opponents deployment. The Anglodanish force arrayed against the might of Byzantium consisted of:
8 Hearthguard with Daneaxes
With a quick glance, the obvious mission plan is to avoid the 8 Huscarls with Daneaxes smashing into my Warlord and chopping him up like firewood.
Initially the Danes were able to play Trapped for a couple of turns, sprinkling fatigue all over my army (mostly the cavalry). I should have really found some time to paint up some banner-men.
The Danish defenses turn out to be impeccable. Exhaustion and defense dice hamper my horsemen’s efforts while the Jarl and his men run towards the woods. In the last turn of the game, I put all my activation on the Hearthguard, it’s Now or Never! and..
I can’t believe I snatched defeat from the Jaws of Victory here. Short term gratification of killing models took precedence over long term victory conditions.
But it was an enjoyable close and tense game to the last dice roll. Anglodanes are a good opponent for the Byzantines. Their fatigue and activation blocking shenanigans can throw plans off and they are surprisingly durable in combat. However, the Danes have to watch themselves from the Byzantine shooting and avoid losing too many men breaking the shield wall. Their slow pace allows cavalry to hit them in bad places. My opponent won the tournament. Congratulations Alex!
Game 3 – Crusaders – Champions of God
The final opponent fielded Crusaders. The force had:
Godfrey de Bouillon
8 Mounted Knights (Hearthguard)
4 Foot Knights with Heavy Weapons (Hearthguard)
8 Crossbows (Warriors)
8 Spearmen (Warriors)
Special Rules: de Buillion can use We obey! twice, and starts the game with the Temperance virtue unlocked. de Bouillon can also allocate wounds to nearby models within 4″ instead of 2″ thanks to him being a knight exampler. Everybody wants to take one for team Bouillon.
I have played this type of mission a lot and the terrain was suitable for my army.
My opponent held off his close combat abilities waiting for my inevitable counter attack.
My opponent also attack my levy with his spearmen but they refuse to die. In my turn I counterattack with my spearmen and push his back. De Boullion stands alone..
After this huge setback, the crusaders were out of the game. My opponent was a new player, having borrowed his army. I felt like an total ass for wiping out all of his miniature dudes. A real “That Guy” way of introducing someone to a game.
I was however impressed with my opponents decision to follow the game through until his last man was cut down, without a word of complaint. It was no surprise he won Best Sportsmanship.
Result: 4-0 to the Byzantines. I finished 3/9 place overall.
My Warband did a good job most of the games but I need to play other missions than just slay the Warlord. I like the flexibility of the Byzantines but its not an easy battle board to use. Overall it was a great tournament.
Some quick words about organization. As each game had to completed within two hours, the terrain was pre-placed on each table by the tournament organizers. To avoid unfair advantages, we decided also that buildings (one of our common terrain pieces) was impassible terrain. We also had only one mission where Slaughtering Victory Points were counted at the end. Avoiding them seem to speed things up.
It was great to see new players showing up with their warbands. Also shout outs to Pedro for coming here all the way from Denmark. I suspect watching me getting molested by a piss drunk stag party later that night made up for the long trip.