Friday 28 July 2017

Chaos Warbands - AAR 10th Jan 2003

Another gem from the past. (my opinion)

At Denis Jackman's suggestion the club was running a Chaos Warband campaign GW rules similar to Necromunda as the result of a battle affects the warband's development.

This was my After Action Report.

They Shall Not Pass

Dork Flumas - Black Pudding Boys (Mark Foulds) stood by the small alter he’d created in honour of Khorne a simple pike forced into the ground, the oldest skull, the first he’d taken, now clean of flesh was mounted on the central spike and he’d learned that it stared towards danger. He carefully positioned the misshapen head of the semi-intelligent animal his men had just eaten on the small pile of skulls, which surrounded the base of the spike. One day the pike would be hidden from view and he would be a great warrior.
As Dork turned to leave he caught the movement of the skull as its sightless sockets stared towards the west, quickly gathering his men he charged off to see who was intruding upon his domain.
From his position between the clumps of trees Dork watched the strangers lined up in front of him seventeen in all in a line running North to South. There were two groups of three marauders on the northern flank, five chaos hounds, then the leader on horseback, sunlight glinting of his shield and five Chaos warriors on the southern flank their mutated arms were barbed and fanged like second weapons, formidable opponents.
For a moment he though to let them pass, but knew Khorne would not favour such an act. He sent four of his warriors to the north the enigmatic chosen one holding a position behind them; the second group of four warriors went south whilst he followed, close enough to support either group.

Skull Crusher - Head Hunters (Tim Foulds) was moving east towards the ruined town of Wurldege, it was rumoured that there were men for hire living there. It was imperative that he got there quickly before they left, or worse were hired by someone else. As he moved through the blighted land he sensed the increased magic of sacred ground and moved eagerly forwards, this would be the sort of ground a band would call its own. There was rumour of a small band of men here. For a moment he toyed with the idea of killing their leader so that they would join him, but he knew they would not. Unless he defeated each and every one of them they would reform around one of their own, make him the new champion. He prepared his men putting them in a line himself placed in the centre. They would charge through, each man for himself and regroup at the town. Looking around he gave the signal and the Head Hunters advanced.
Head Hunters Turn one.
The Head hunters marched forwards the marauders towards a small wooded hill, the warriors moving north in front of a small copse, whilst Skull Crusher surrounded by his pack of chaos hounds cut south west to move around and down the southern flank. Skull Crusher didn’t want a protracted fight today he had to get to Wurldege by tomorrow evening.
Black Pudding Boys Turn one
Calling upon the chosen one to move southwards in to the woods to cover the centre, and commanding the Warriors in the north to go into the tree covered hill in front of the marauders. Dork Flumas moved south sending his other warriors into woods from where they could ambush the enemy leader or his chaos hounds.

Head Hunters Turn two
Both groups of marauders charged up the hill into the woods to attack the four chaos warriors who awaited them, The five chaos warriors, mutated arms snapping and flexing rushed into the small copse against the chosen one. Meanwhile Skull Crusher swung north cutting behind his warriors and to the west of the hill where the marauders were slogging it out with the warriors. He smiled grimly, the feint had worked, half the enemy force was out of touch and with luck those warriors would not get a fight today
Being in cover the four chaos warriors attacked the marauders two attacking each group. The flail smartly mashed the brains of one marauder and the mace did equal service in the to the other group. The marauders failed to hurt the warriors and the great weapons failed. One group of marauders decided to leave the battle whilst the others stayed on to fight.
Meanwhile the chosen one flashed his two weapons and neatly decapitated two trees much to the amusement of the chaos warriors who unable to retain their mirth failed to hit the chosen. None the less outnumbered as he was the chosen decided to fall back and tripped whereupon the warriors overran his position and found themselves within strike distance of Dork Flumas.
Black Pudding Boys turn 2
The careless charge of the chaos warriors had brought them within range of the Dork Flumas and his warriors in the southernwoods; who all charged in two reaching the target. Between them they kill one of the invading warriors and suffer no wounds, chaos warriors hold firm and all closed in for the next phase.
On the hill the marauders take down a chaos warriors the heavy weapon knocking him to the ground. Both sides determine to slog it out.
Head Hunters turn 3
Turning in his saddle Skull Crusher watches as his men hold of the enemy warband and gallops on to the east for his rendezvous, his will forcing the chaos hounds to lead in case any more enemy block his way. The two fleeing marauders rally and watch as their fellows are cut down.
The melee of warriors in the centre results in a wound on the leader, but all fight on determined to fight to the end.
Black Pudding Boys turn 3
The three knights on the hill are unable to stop the escape of the mounted group and charge into the rallied marauders who disable one warrior. All are steadfast and fight on.
In the centre the ‘Great Baker God’ affects the melee and nothing happens!
Head Hunters turn 4
Skull Crusher races on towards the board edge and stops 3” away, he had hopped to end the battle but all must fight another round of combat.
The marauders kill another chaos warrior; his companion can’t believe I tand stays to seek revenge.
In the centre the ‘Great Baker God’ still holds sway.
Black Pudding Boys turn 4
Oh shame the two marauders remove the last chaos warrior.
But in the centre Khorne comes to Dork Flumas’ aid and together with his warriors they kill two chaos warriors, the rest sensing failure turn to run but are cut down by the leader and his men.
Head Hunters turn 5
Skull Crusher leaves the eastern table edge and the battle is over.

Black Pudding Boys report.
Well Skull Crusher and his Head Hunters may have won the game but Khorne was not impressed, he didn’t even get his sword out! I had lost four warriors and a chosen and they all recovered though I will be speaking severely to the chaos warriors, being taken down by marauders for Khorne’s sake, as for the chosen, less topiary and more skulls.
A fun battle and it shows how much I need a fast unit. But I gained two favour points and got to roll on the advancement table where I rolled the Mark of Khorne! (Well what else did you expect me to roll????) This gives me frenzy and an extra attack.

Head Hunters report
Gained four favour point and the displeasure of Khorne, when I rolled for recovery I rolled two ones and had to use two favour points up to save two of my chaos warriors. On the other hand my leader rolled on the advancement table and gained +1WS, he must have spent the evening practising!

Conclusion

A number of lessons learned, most importantly that the rules need some clearer interpretation. All of us need to sit down and think about the situations that have occurred and how we have resolved them. Then we need to create house rules that can grow as our games continue. There is a certain element of conflict between using our men as units (regiments) or as skirmishers.


Mark's Black Pudding Boys

Tim's Head Hunters


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Reading this now in 2017, I wonder how differently I'd play the game regarding units/skirmishers given the wide range of rules that now exist. 
I believe using the Frostgrave rules concept with each band of men under a captain would work well, the captain able to take four men rather than one.

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