Pax in Nomine Domini! – Crusaders vs. Franks [SAGA battlereport]

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. I really wanted to make sure that I got to attack in this scenario, mainly because the Crusaders are quite an aggressive army, but also since the risk of not unlocking virtues in time can make defending extremely hard and annoying. This scenario uses an interesting but tricky mechanic where both players bids a secret number between 1-10, which is translated to the number of turns each player thinks he/she can destroy the enemy army in. The lowest bidder automatically becomes the attacker, which basically means that you have to wager between a bid that not only gets you the role you want to play, but also gives you a chance of winning should you become the attacker. I opted to bet for 7 turns, while Herman placed a total of 8 turns in his bet. As I was the lowest bidder I became the attacker, set to destroy Herman’s entire army (not counting the Warlord) within seven turns. The scenario also allows the attacker to use the ‘Endless Warband’ special rule which means that warriors and hearthguard that have previously been killed can form up fresh units that can re-deploy on the table as the game progress – this in turn means that the defender will have to watch out and not try to kill too many soldiers from the attacking force. A tricky situation to handle even for a skilled player!

I took the following army:
1 Warlord
8 Mounted Hearthguards
8 Hearthguards on foot w. great weapons
9 Warriors on foot w. spears/shields
7 Warriors on foot w. crossbows

Herman’s army consisted of:
1 Charlemagne, Emprah of the West
8 Mounted Hearthguards (Charlie’s bodyguard: armor 6. Please note that we played this unit a bit wrong as it can only consist of a total of 6 models)
4 Mounted Hearthguards
8 Warriors on foot w. bows
8 Warriors on foot w. bows



Byzantium invades Malmö (SAGA Tournament Report)

The Byzantines assembled and ready to crush barbarians.

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:

7-point Byzantine Warband
Warlord- Strategos on Horse
2 points of Hearthguard Cavalry
4 points of Warriors
1 Point of Levy

We bring 7 points to the tournament, but only play with 6. This time I had enough models to arm the Hearthguard with both Bows or Lances depending on the opponent. I ended up playing this composition in every game except one:

8 Hearthguard w bows
10 Warriors spearmen
10 Warrior spearmen
4 Warrior spearmen
5 Levy Javelin
7 Levy Javelin

Game 1 – Pagan Rus – The Challenge 

The Pagans assembled.

First game was against Freddys Pagan Rus, who came in all the way from Denmark to join the fun. Rus Pagans are a very historic but somewhat difficult army to face with Byzantines.  Their durability and strong counters to shooting and mounted models can cause problems. He had:

Pagan Rus
Warlord- Khagan on Foot
8 HG
12 Warriors
12 Warriors
10 Warriors

Overview of our deployment. Our lords face off in the middle.

The game starts with the Khagan charging my Strategos (I had one dice in the Combat Pool, Withdrawal and Support Archers). The Rus Khagan has an ability that if the opponent scores no hits, he can do up to 6 automatic hits. I opted to attack but failed to land a blow with 6 dice, Support Archers all missed while the Pagan Rus did 7 wounds to my Byzantine Warlord. A total frickin’ disaster. If he did three more wounds to me, he would immediately win the game so I took a conservative approach.

The Pagans sent a 12-man flanking unit which I hoped the chase down, remove a SAGA dice and did it after two turns. After this the Pagans moved towards their own edge, sacrificing units along the way. Only in the last turn I could mount a charge on the Khagan with a reduced unit of mounted Hearthguard. This was not enough to bring him down. I unintentionally cheated in the last turn by using the Kontos ability on my bow-armed hearthguard. Sorry for that Freddy.

I decide to smash the Pagan flankers.
The Rus retreat, I use Basileus a lot to follow them, hence the fatigues on the Strategos. The Frozen ability slows me down.
I managed to get a charge off in the end. But it couldn’t get past the defensive abilities of the Pagans.

Results: Overall victory for my opponent but I got points for some secondary objectives.

And intense game to the end but 7 inflicted wounds in turn 1 was nothing I could come back from easily.  Their anti-shooting ability was especially unpleasant and they could shut down the game without using Great Winter. I made a big mistake in army composition by not running the cavalry lancers. The Rus are good at slowing the game down and surviving, somewhat like the Moors. The way to beat these durable forces is by focusing on scenario objectives. Killing all of them is way too much hassle. The cavalry lancers have a lot of attacks and could put the Rus Khagan in serious hurt after he mauled my Strategos. Ranged capability could be maintained by opting for bows among the Warriors squads.

I had a fun time during the entire game, my opponent was a great sportsman and I bet he was in some difficulties himself. He never faced Byzantines before and the Battleboard has a lot of hard to spot tricks. Freddy came from Denmark and we joked that the Danish reconquisita of Skåne was underway, one SAGA game at a time. He will arrange a team tournament in Copenhagen which I really look forward to play in.

Game 2 – Norse-Gaels – Champions of God

Norse-Gaels deployed and ready to ravage the lands.

Second game was against another Dane, he also used a Viking faction (noticing a trend here), the Norse Gaels. In this game switched out one of the Spearmen units to archers, to shoot as much as possible. I am quite scared of the Norse-Gaels, the do massive damage to anything they touch. However, Byzantines are strong in scenarios like this where I can castle up and go full DEFENSIOR. My opponent had:

Warlord (Dane Axe)
8 HG (Dane Axes)
12 Warriors (Dane Axes)
12 Warriors (Dane Axes)
10 Warriors (Dane Axes)

My strategy when dealing with Norse Gaels is killing all their Hearthguard as soon as possible and making sure the Warlord can’t trash my best units in a challenge. Their Hearthguard are particularly nasty because they win challenges easier and can make themselves hard to kill in combat. The Norse-Gael warriors can still do damage but are a lot more brittle in melee. They also need more support from the Battleboard to reliably win challenges.

Overview of our deployment. The angle on this photo is designed to make you seasick. I had the first turn so the mounted archers are deployed forward.

The game starts off by having my mounted archers doing massive damage in the first turn and my opponent pushing hard to catch on and even out the numbers.

My opponent tries to charge one of the Levy units. Byzantine shooting reduced his 12 man Warrior squad to 6.
The Levy survive the charge. I hoped to shoot the remaining 3 guys down. Charging is a bit risky as his Hearthguard will move closer to me.
All of my shooting fail to take the 3 Norse-Gael warriors down. My opponent charges the last Levyman, but he defiantly refuses to die. I don’t know why he did this, he should have charged my warriors. It looks pretty good for me, as he can’t really engage from this distance.
Which turns out to be wrong. His Hearthguard crash into the other Levy-unit but more importantly, the NG warriors completely wreck my archer unit. His hearthguard end up with two fatigue and I hatch a devious plan.
Through intense measuring and general Byzantine trickery, I send in the Strategos together with 10 spearmen supported by Strategikon and Support Archers from the nearby Hearthguard. My opponents Hearthguard wisely choose to defend.
But after I throw buckets of attack dice, the Norse-Gael Hearthguard are annihilated. The NG Warrior unit continue to cause damage but the Byzantines dominate game after this.

I lost the Levy and the Bowmen in this game. The Bowmen on foot are a brittle unit, if they fatigue themselves just once, their survival in melee becomes VERY difficult. Especially against opponents with Dane-axes. Should have used more spearmen here. My opponent was quite a fun guy, made great jokes but he was new to the game. He should have deployed his army centrally and avoid going around the forest. He also didn’t use the scary Norse Gael Warlord at all, who hung back with a 10-man warrior squad. Had he been closer to the front, he could have served some revenge for the Hearthguard.

Result: Win for me.

Game 3 – Moors – Into the Slaughter


The Moors prepare themselves to unleash a Ramadance of Death and Destruction. Bedouins on Camels take up position on the far left flank. The tokens on the table represent mission objectives.

Third game was against Moors led by Jonatan the tourney organizer. I didn’t expect an easy win because Jonatan is a very good SAGA player, only one so far who netted a win against Saracens led by Alex the One-Man Jihad. My shooting gives me a slight edge in this game that I have to exploit. I’ve also been playing the Moors a lot lately so knew the board well. The mission was to kill the enemy Warlord while being within M to one of 3 tokens placed along the central vertical axis running across the board. He had:

Moorish Warband
Warlord (mounted)
10 Warriors
6 Warriors
12 Warriors
12 Warriors
8 Beduins on camels

I move up quickly and start raining arrows.

The plan is to shoot as hell before they close in but I don’t do enough damage. Moorish combat capabilities are dependent on unit size, the smaller they are the weaker they get.

Unfortunately, as the lines close in, Friendly Fire makes shooting much riskier. We kind of charged each other back and forth, the Support Archers ability being incredible as it goes right past shooting reaction abilities.

The mounted archers destroy a Moorish unit who went after my Levy.
I stupidly went after the Bedouins and tried to reduce them in strength. Their shooting had killed all my levy. This left my warriors on the left flank in a vulnerable spot from the Moorish 12 man phalanx.
My left flank is rolled up and only one guy survives. Despite being showered by rocket propelled javelins from the nearby Beduins for almost every turn here on, he never fails a save. Ever. I spend a lot of combat power to destroy the 6-man unit guarding their Warlord. Their deaths cause widespread fatigue.
A Moorish attack reduces my second spearmen unit to two sad Greek dudes. The strength of my army can be compared to a wet paper-towel bag filled with poo. Except for the Hearthguard. They have a clear lane to the Moorish Warlord, successfully cast Support Archers on themselves and win me the game.

A hard fought game, Jonatan has not been playing the Moors much and I think he will do much better with them in the future. A mistake I made here was underestimating the Doubts ability, it led to my 4-man fatigue sink unit falling far behind. Moorish abilities make resting difficult so I needed those fellows further up the board to use Common Efforts. Jonatan joked that he let me win because otherwise I would get butthurt, take the models I borrowed to him and run home crying. All I can say is, it’s not within the realms of the impossible.

Result: Win for the Byzantines.

Game 4 – Crusaders – Battle for the Hoard

Even though he will never admit it, Fredriks Crusaders are well painted and are a fine looking SAGA army. They are in the process of being rebased here. Protip: use the same bases as Gripping Beast unless you hate generating attack dice.

Last game was Battle for the Hoard against the Crusaders run by Fredrik, some schmuck who spams the 40k articles around here. The scenario is about securing a central hoard token in difficult terrain. The army was:

Mounted Warlord
8 HG mounted
8 HG w dane axes
9 Warrior Spearmen
7 Warrior Crossbow men

In this scenario, the players start far from each other. The deployment area is within S from the table edge. My cavalry boys are too far away to to damage turn 1.

My standard plan against the Crusaders is to quickly reduce the Knights before they could unlock their entire board and do a heckin’ lot of damage. On the left flank, I intended one unit of Levy supported by Warriors to grab the hoard.

I move up slowly, most defensive abilities are prepped and ready to go. The Latins sit back and unlock the Pain Train side of their Battleboard.
In this crucial turn I only roll shields for SAGA dice, I was hoping to pull off Basileus and shoot a little. The Latin Pain Train can confidently blow the whistle for full steam ahead.
Latin Axemen charge into my warriors and wipe them out. I had defensive abilities stacked and take them out in turn. I did a hit and run with the mounted archers on the Knights but they laughed at me. By being a fucking idiot, I put my HG perfectly within S of the Levy.  MOM, STOP THE TRAIN I WANT TO GET OFF. MOM!!

In the next turn, the Crusader Knights charged the levy, wrecked them and then went after my HG. After they were reduced, I really struggled to do anything the game. I did manage to destroy all the Knights but my army was beyond ravaged. The Crusader Warlord and the foot sergeants, wiped the rest of my dudes out.

I made a lot of mistakes in this game with unit placement and didn’t support my army properly which my opponent was able to exploit. And even with good SAGA dice in the end, it was very painful loss as all my models were destroyed on the table. They are tricky to face the Crusaders, ideally you want to start near them, get the first turn and pick off some knights before they power up.  I should have been able to do so with my Hearthguard  but I put them too far back or put shit in the way. Second thing I will take away from this game is not to split the levy into 5+7 when facing this type of aggressive ultra violent factions. The small units get wiped out too quickly and the opponent can exploit that in the same turn to cause more headache. A proper 12-man levy unit takes more effort to chew through. It didn’t help me that Fredrik plays his Crusaders well, he has a good strategy for generating Virtues and manages his dice allocation skillfully.

Result: You can always count on latins to ruin all the fun. A big fat zero points for me.

Some final words

It was a good SAGA event, well run by Jonatan. It was fun to play against new dudes and their armies. The Danes who came over to game, were a super fun bunch to play against. I particularly liked their habit of picking up your “to hit dice” when rolling for defence, this allows for no errors.

Jonatans selection of missions, terrain and overall rules was perfect, in no game I felt disadvantaged by the scenario or board. The only thing that got a bit difficult was time, no game reached the end turn. It could be the schedule but I had one of the larger armies coupled with a complicated Battleboard. Need to work on a better army composition next time, right now it feels like I am running a warband with complex solutions to simple problems. When the different scenarios are factored in, the workload from all the micromanagement becomes simply too high. With two wins, I got in the upper half of the scoring table.

Out of 10 participants, the top 3 was:
1. Alex the One-Man Jihad (Saracens with Kilij Arslan)
2. Johan (Milites Christi with Raymond de Puy)
3. Fredrik (Crusaders)

Really hope SAGA takes off here, two tournaments planned so-far in the fall. Until next time.

Operation: Adamant Strike- Elysian Droptroops vs. Tau [40k 8th ed. battlereport]

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!”. 

A Tauros Venator engage an airborne Tau Commander in a ruined industrial zone.

Welcome back to yet another Warhammer 40.000 8th edition battlereport, this time between my Elysian 101st Light Drop company, and (parts of) Jacob’s Tau Farsight enclave! This was a Matched Play game between two 1500pt armies. We chose to play the ‘Retrieval Mission’ scenario and rolled off to start deploying four objective markers. Jacob won the roll off and placed an objective on top of the skyshield landing pad, I then placed an objective in the large ruin on the opposite corner of the table. Jacob placed the third objective a couple of inches from the center of the table, right in front of the smaller ruin, and I placed the final objective behind the red silo close to the overgrown vehicle wreck. Each objective is worth 3 victory points at the end of the game to the player who controls it, and additional victory points can be scored for ‘slaying the warlord’, drawing ‘first blood’ and securing ‘linebreaker’. Since I got to place the final objective I then chose the ‘Frontline Assault’ deployment map, allowing Jacob to start deploying his units, as per the scenario rules for setting up the game. Please note that the army lists we used were in no way optimized for competitive play, but rather made up of the painted units we used in our 7th edition armies. Therefore, some special weapons, options, and upgrades may seem odd or unjustified. As a final disclaimer, some photos came out a bit blurry due to some lighting issues during the game, but hopefully they’ll give a good enough picture of how the battle progressed. Enjoy!

Fredrik’s 1500pts of Elysian Droptroops (with Grey Knight support).

Elysian Droptroops Vanguard Detachment (3+1 Command Points)
Company commander: powerfist (Warlord)
Company commander
Command squad: 4x plasmaguns
Veteran squad: 2x plasmaguns, 1x meltagun 1x missile launcher, vox
Veteran squad: 3x meltaguns, shotguns, vox
3x Drop Sentinels: multimeltas, 3x HKM
3x Drop Sentinels: multimeltas
Officer of the fleet
Tauros Venator: twin lascannon, 1x HKM
2x Tauros assault: tauros grenadelaunchers
Droptrooper infantry squad: flamer, vox, krak grenades
Grey Knights Terminator squad: 1x Nemesis deamonhammer, 1x psycannon, 1x nemesis force falchions, 3x nemesis force halberds
Droptrooper heavy weapons squad: 2x heavy bolters, 1x missile launcher
Vulture: twin punisher cannons

Jacob’s 1500pts of Tau Empire.

Tau Empire Spearhead Detachment (3+1 Command Points)
Commander in XV86 Coldstar battlesuit: high output burstcannon, missile pod, stimulant injector, shield generator, multitracker
3x XV8 Crisis Battlesuits: 6x plasmarifles
3x XV8 Crisis Battlesuits: 6x burstcannons, 3x flamers
Pathfinder team: 7x markerlights, 3x railrifles, 1x recon drone w. burstcannon
1x XV88 Broadside Battlesuit: High-yield missile pods, 2x smart missile system, early warning overdrive, seeker missile, 2x shielded missile drone
1x XV88 Broadside Battlesuit: High-yield missile pods, 2x smart missile system, early warning overdrive, seeker missile, 2x shielded missile drone
1x XV88 Broadside Battlesuit: High-yield missile pods, 2x smart missile system, early warning overdrive, 2x shielded missile drone

After action thoughts
After beeing away from the hobby for a good twelve months this was the game to get me interested again. Not that I ever really lost interest in it, but there is a lot to do here in the world. The conditions were perfect: well painted armies, board and terrain, and of top of that a new edition. For me this was a walkthrough of 8th as well as a walkthrough of the new rules for T’au in 8th, very exiting! Overall, the match was a good one. My plan was to shoot with Broadsides, and make awesome surgical tactical teleportation strikes (place them on the board more then 9″ away from enemy unit and unleash hell) with my two teams of Crisis suits wherever they were needed. My first turn of shooting with my Broadsides made an impact. My commander used his ability Kauyon (giving re-rolls of to hit to friendlies within 6″), so nothing else was expected. To my Crisis suits all I can say is, YOU ARE ALL FIRED! As you probably have read I lost the game. But don’t feel sorry for me, this is the best part. The process of trying out new things (and throwing out the old), the creativity in list making, exploring new units and ways to play the game is what makes Warhammer 40k interesting to me. Losing a game is really boosting this. The T’au empire will be back for a rematch, that I promise you!

Well I’ll be damned! Another one in the loop for the Elysians! This game was very interesting, both in terms of the points increase from my last game (allowing me to take more unique units), and in terms of facing off against my most feared opponent – the Tau enclaves! When Jacob opened up with his 24 high yield missiles and 24 smart missile systems with re-rolls to hit I thought I was in for a bad day. And I sort was at an early stage as he cleared off a whole unit of infantry and my expensive sentinels. This forced me to position my reserve units to deal at least an equal blow back to the Tau, and boy they did. The overcharged plasmas on a cheap command squad with orders once again proved deadly by wiping out an entire unit of Crisis suits. And the Vulture? What’s not to love?! A beautiful model with a heavy damage output versus units of fragile and unsupported infantry. That strafing run on the building during turn 1 will be remembered for a long time. Even though the Elysians have gotten a whole lot better in this edition, I think the unit that made this victory possible was the teleporting Grey Knight Terminators who soaked up a lot of fire and really pressured his back line. Kudos for being awesome again termies… I’m really looking forward to playing again, and by then, lets hope we see some awesome mecha robots (read Riptides and Stormsurges) on the blog!

Raid on Aglaia IV – Elysian Droptroops vs. Eldar [40k 8th ed. battlereport]

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…

Close quarter firefights echo underneath the platforms of the Imperial colony.

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
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!

Moors versus Jomsvikings (SAGA Age of the Wolf)

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:

5 Hearthguard
4 Hearthguard
5 Warriors
6 Warriors

The Jomsviking assembled for glorious battle.

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 Warlord
1 Bard (Christian nobleman)
9 Levy Archers
11 Warriors
7 Warriors
8 Warriors (saxons)

The Moors together with some Saxons. Because of our house rules, my Warband had a Bard in this game, represented by the Christian nobleman on the armored horse. To get some sweet post-battle effects, it was paramount he survived.
The Jomsvikings deploy in a tight formation on the left flank. In this way, they would avoid the nasty abilities of the Moorish board. But this allowed my Saxons to advance unopposed over the bridge. I need to secure the left flank quickly though.

Early Turns

The Jomsviking dreng, eager for battle, are the first unit to cross the bridge. My opponent also played the Northern Tempest the first turn. This time, I really wanted my levies to fire off 5 shots so I gave him the Wrath.
Saelred the Saxon, preferring to fight for the Charred Men from the south over the ferocious viking pagans, leads his men dutifully across the bridge and secures the other side.  The rest of the Moorish Warband scrambles left to challenge the fearsome northern mercenaries.
The Moorish volounteer warriors steel themselves before the coming storm. As my opponent usually has the activation blocking Punishment up, I can’t use Song of Drums to activate everything. However, the fact that I roll 7 dice and have a bard allow the Moors to move quickly.
The Levy close in to fire at the bridge while the rest of the Moorish Warriors move in as a reserve.
But even with 7 dice is not enough to move the Warband and stack up abilities to fight in combat. I decide to wait for my opponent to make the first assault.
My opponent doesn’t engage yet but moves up his Warband further up. The Moorish Archers shower the Jomsvikings with arrows but fail to make a dent.
Since the jomsvikings have some Wrath up, they get access to their powerful rightmost column. However, my Moorish phalanx is prepared with dice on all the combat abilities. My opponent plays Dance of Steel a lot this game,  granting the Jomsvikings extra armor. He then shouts praises to Odin and attacks.
And it is a disaster for the Jomsviking drenge. The muslims fight with skill and faith, but also by rolling very good attack and defense dice gained by the Fury of Swords ability. A strong melee ability to play on large units of spear men.
The Jomsviking hearthguard are a lot tougher and force the Moors back. With Dance of Spears played, I reduce our casualties. Being true to their Viking tradition, the Jomsvikings easily remove fatigue gained from combat. Any counter attack will be costly.
I roll two 6s and decide to play the Betrayal ability first time ever. If I took over the Dreng, I could crash them into his hearthguard nearby. Of course my opponent opts to put 3 fatigues on King Fury, the Jomsviking Warlord. My other dice are spent on defensive abilities and resting.

Late Turns

My Moorish spear men and the Jomsviking hearthguard fight again. I deny my opponent some activations, giving him more wrath. Hopefully, I would be able to destroy the Jomsviking vanguard before it is reinforced.
My Moorish Spear men crash into his weakened warrior unit and cuts them down. Al Battal Ghazi unsheathes his sword and charges the fatigued Jomsviking hearthguard on his own. I even bought an extra attack dice. But this time he is an african’t and does little damage.
The Moors are attacked again by the Jomsviking Hearthguard. My Levies dropped one of them before, but they still slay 5 of my men.
The fearsome Jomsviking assault leaves my 11 man warrior unit with only 2 fighters left. However, my opponent suffers from some terrible luck here as my 2 fighters survive another round of combat. The Jomsviking Hearthguard are angry enough to sit on +1 armor in their turns, but my dice are rolling a lot of sweet 6s.
The Moorish archers aim more carefully this time and bring one of the Hearthguard units down. The bard has fallen behind way down to be of any use.
And a final charge from the righteous believers finishes the last Jomsviking Hearthguard. King Fury shouts insults on the bridge before he turns back. Unfazed, Al Battal Ghazi offers a silent prayer as his victorious forces control both bridges.

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.

Never trust a mercenary! WHFB 8th Edition Battlereport #1 Empire vs. Dwarfs

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…

As both armies marches onto the battlefield, the mercenary general takes the initiative and begins the first turn of the game!
As both armies marches onto the battlefield, the mercenary general takes the initiative and begins the first turn of the game!

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
1 Steamtank

Dwarf army
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 Cannon
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!

The Second Clash (SAGA Tournament AAR)

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:

The Byzantines assembled and ready to kick some pagan and latin ass.

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

The Lord of Jomsborg, Sigvaldi Strut-Haraldsson leads his fearsome warriors against Byzantium.

I got to face the winner from the last tournament with his army of invincible Jomsvikings. It consisted of:

Jarl Sigvaldi
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.

I gained a lead from the beginning by controlling more quarters but my Warlord was exposed. The archers on the left flank were previously destroyed and came back in.
I held the cavalrymen back to secure quarters and score points. I couldn’t reach Sigvaldi without making two moves which would dull them in combat.
As the brutal Jomsvikings close in from two sides, the Byzantine Komes faces a very desperate situation.
In the last turn I tried a desperate charge but to no avail. However, victory was secured victory on mission points. The barbarians wrecked my warlord though.

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

Travelling all the way to Byzantium,  Guthred son of Helgi finds no sour dough rye for his Smörrebröd and declares war on this cursed southern land and all her inhabitants.

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:

1 Warlord
8 Hearthguard
8 Hearthguard with Daneaxes
4 Warriors
12 Warriors

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.

The Byzantine Komes and the Anglodanish Jarl face off in the middle.

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 Danes surge forward while the Byzantines sit back and shed fatigues from Trapped. The Anglodanes roll well, dish out fatigues like crazy and my Komes gets very tired. I avoid punching the Jarl until the axe wielding Huscarls are taken down.
The Anglodanish press forward into the Byzantine shield wall. Not happy with the bowmen in terrain. They couldn’t impact the game later on. My cavalry is slightly out of position from where I want it to be.
Here the luck turns for the danish. My shooting reduces the Huscarl axemen in half and the Levy defeat a couple in the coming close combat. The Jarl has attacked my Warlord and slammed 4 wounds into him, while taking one.
The axe wielding Hearthguard are taken out by my Spearmen with Strategikon from the nearby cavalry. The Archers take a huge toll on the other unit of Huscarls. Things look grim for my opponent.
The nooze is tightening. All I have to to do now is to move the spearmen up and support the cavalry with Friendly Shields. However time is running out.

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..

It turns out to be a dead ender comedy skit, I only manage net 2 wounds. All of the Danes were expended either blocking my movements or as extra wounds to their Jarl.
The Jarl looks on as the Byzantines argue among themselves about whom should get what bodypart mutilated.

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!

Result: 0-3.

Game 3 – Crusaders – Champions of God

The Crusaders march through Anatolia but fail to salute a local Byzantine Strategos properly. Such behavior cannot be permitted and the incensed noble sends his men to teach the arrogant latins a lesson.

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.

The flat piece on the left is actually a small Wood with trees momentarily removed. My plan was to shoot the crusaders until they engaged or died.
And here they come, by unlocking Fortitude their most deadly virtue ability, the Knights  hit like trains. They slam into my 7 man Levy, who with a bit of luck, survive reduced to a man.

My opponent held off his close combat abilities waiting for my inevitable counter attack.

I get lucky with activation dice and throw every stick, stone, spear and arrow at the knights. With 5 left, I send my cavalry in with Friendly Shields loaded up. But not before using Basileus to move the spearmen up.
I only manage to kill two knights. The crusaders unlock the full might of their entire Battleboard  by turn 3, by rolling only two dice for virtues each turn.
My opponent actives the entire army from the Siege and hits my cavalry and the Levy. De Bouillon leads the charge personally. My cavalry is almost destroyed but I manage to wipe out the knights!

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..

I use Common Efforts and Strategikon and slam my Warlord with his armored horse into Godfrey de Bouillon. With 10 attacks and two fatigues in my favor, the famous Norman lord was knocked out. The Byzantine Komes was then able to return to Constantinople, tell his Saga, snag an heiress and never had to work again.

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.

Closing thoughts

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.