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Vikings in 2013, the SAGA so far….

Last Thursday whilst in the starting stages of my ‘stomach bug’ I drove (rather than trammed it) down to the club and played 2 games of SAGA.  Those of you who didn’t notice, I had to evacuate the club pronto as my lunch was trying to evacuate me, so a 10 minute drive home to relief….

So what’s this post about?

Well, I picked up SAGA last year as an alternative rules system to play with my Viking models that I had bought to play ‘Clash of Empires’ campaign with at my local club…. which never happened as the Chap going to run it moved away.

SAGA Rules

So when he moved away I kind of dropped my Vikings, I had made around 20 of the Plastic Hirdmen (Gripping Beast figures) and based up all my metal figures (Crusader and Artizan), you can see more about this on some early posts.

When I found out that a local SAGA campaign was to start (and had players ready) I contact Matt who was running it and then signed up on the forum.

What’s SAGA then?  Well it’s a Skirmish history war game that uses some faction from the 8th to 11th century.  Lucky for me that’s the time we had Vikings living and warring here in England.

It’s written by Tomahawk Studio who don’t have an English website just yet…..

The main rulebook is not a huge book like Warhammer Fantasy as it has just 74 pages which tells you the rules, some history stuff, the factions, how to use the battleboard and finally heroes, measuring sticks and some Fatigue tokens.  So it doesn’t take long to read the rules and not that long to build an army.

That’s because it’s nice and simple.

Your Warlord is free (unless he’s a Hero – then it’s 1 point).

You Hearthguards are your best warriors, and you get 4 of them for 1 point.

You Warriors are your normal warriors and you get 8 of them for 1 point.

Lastly your Levies are, well just them.  You get 12 for 1 point.

Most games are played at 6 points, however they tell you to start with just 4.

Looking at the campaign rules on the club forum told me that we needed to create a 6 points army with a Hero.  Just before I left for the club I create my army and this is what I took:

  • Hero – Ragnor Lothbrok, King of Sweden and Norway – 1 point.

I chose this Hero because he allows all the units to move for free (see later) plus he also ignores 2 hits per unit, when he’s attacked.

  • Heathguards – 8 figures – 2 points

These guys were going to be the body guard of Ragnor.

  • Warriors – 8 figures – 1 point

The left flank unit

  • Warriors – 8 figures – 1 point

My right flank unit

  • Levies – 12 figures – 1 point

These chaps are the ranged unit for Vikings.  Seems the Vikings preferred the up close and bashing kind of war.

When I arrived at the club I started to sort out my models.  I’ve been a bit lazy (and busy) and I’ve not even undercoated these chaps yet so they look silver and plastic.  I found out I had just 8 Bondi Bowmen, yet needed 12 to make up the Levy unit.

Also I’m not that happy with the 8 bowmen I have, they’re too duplicated with 4 basic models.  So my thoughts post club were to buy some more from elsewhere, a look online shows that a few places do them, but Artizan Designs (who I have some of their models already) have some:

VIK004 – Viking Bondi with Bows

I also had problems making up the 16 Warriors as I have just 12 Bondi, so I mixed in some plastic hirdmen with them.  Therefore I need to double check and see how many more Bondi (Warriors) that I need.

Looking at Artizan Designs again I see that they do a Bondi pack that’ll do just right.

VIK003 – Viking Bondi with Hand Weapons

Plus I need some flags I think, so I’ll look around for them later – need to actually paint my models.

So back to what happened on the night.

Let’s say that I lost.  I lost both games with the first one being closer than the second.

First off I played Dave who was running a Jomsvikings army.  I didn’t know what Wrath meant, nor was it was used for but now I know.  It allows their best abilities to be used and only when you have enough points.

His army was:

  • Sigvaldi Strut-Haraldsson, Lord of Jomsborg – 1 Point

Sigvaldi is only allowed to take his best warriors into the battle, so that means;

  • Hearthguard – 20 figures – 5 points

Split into 3 units from what I can remember, 2 units of 8 and 1 with 4 who was his Heros bodyguards it seemed.

During the start of your turn you roll your SAGA dice.  The total amount depends on the units on the table.  You then take these dice and place them onto your battle board.  These are the abilities that you may use in this turn (you may leave them on the board for the next turn if you wish).  These abilities allow your army to do certain things.  In the case of my Vikings I have an ability called ULLR which allow me to re-roll any missed hits.

I needed this but didn’t notice it as I was still learning what was what.

Daves Jomsvikings have abilities that tell you to either remove some of your own models or allow his wrath to build which affected me on 2 turns, lucky I had some levies to spare.

Fatigue is also a very important part of the game.  Fighting or making 2 activations in 1 turn earns you fatigue.  Your opponent can use your fatigue to lower your armour, increase his armour etc.

In the end I lost, this was to the way I set up my units on the battlefield, to the way I used my battleboard (I was learning) and to the way my dice rolled and Daves did’  For example my Hero took on 1 Hearthguard and depsite the five attacks and using fatigue to lower his armour (I needed 3’s on a D6) he didn’t die.

But it was Victory points that mattered.  Counting up VP’s I think Dave got 23 and I got 13 I think.

My second game was against Garys Welsh.

The main difference here is that he had plenty of ranged attacks and mounted Hearthguard with his Hero.

His army was:

  • Maredudd ad Owain, King of the Britons – 1 point

This Warlord limits how many SAGA dice you roll in the 1st two turns, doesn’t have much effect upon Vikings but could seriously inhibit some other factions.

  • Hearthguards – 8 figures  – 2 points

4 of these were mounted and used alongside Mardedudd.

  • Warriors – 16 figures – 2 points

These were split into 2 units, so 8 per unit.  Both units had Javelins.

  • Levies – 12 figures – 1 point.

These guys were armed with slings.

Very basically I didn’t roll the terrain on this one, and it was the terrain that cost me as much as my dice.  When entering rough terrain your move is dropped to 4 inches, however the Welsh have an ability to drop that to 2 inches which happened.  They can also Taunt a unit, who then must have towards the nearest unit and of course my Hearthguard were taunted onto rough ground and then slowed.

Just to make matters worth I still had 6 Hearthguard that smashed into his Warriors (6 vs 8) and the end result was that I lost 2 Hearthguard and he lost 3 Warriors.  I was not impressed with my dice as I needed against just 3’s to hit and I had 15 dice!

In the end I couldn’t move my units up fast enough and his mounted unit made short work of my right flank, this battle was ended due to the 6th Turn finishing and my Warlord survived along with around half of my army.

Gary scored 13 VP’s and I scored 7.  Not the highest scoring game but I learned a lot on this one, and started to remember to use my Battleboard.

So that was it.

My plan for the next round in 2 weeks is to paint some of my Vikings – yes I know that’s impossible but that’s the plan, well here is the plan.

Tomorrow – glue up some shields that missed off and undercoat at least 8 of the Bondi.

During the week, paint these 8 bondi!

Easy, oh well, check back here and we shall see.

Cheers
Colin

 

 

 

 

 

 

For King Jorje! (A Relics battle-report – 350 points)

Greetings All,

This is the first in a new type of blog post that I am writing.  I shall be taking reports from some of the battles I do and this is the first.  Please post comments as to what you think and what adjustments you think I should make.  I know I need a better camera (or a more steady hand!).

So here it is, the 2nd Relics game I’ve had and the 1st Battle report i’ve ever written!

Enjoy!

“Company Sergeant Major Archadson looked across the fields watching the arrival of the Orcnar. He quickly barked orders to his own troops to assemble in a line and for his Markman to hide closer to their lines as he knew the onslaught would begin soon.  Moving to the middle of the line he held his sword aloft and whilst slowing pointing the sword to the approaching Orcnar he shouted “Move to war! Move for King Jorje!'”

What now follows is a recap of the events of that evening.

The picture below shows the two forces facing each other across the soon to be bloodied battlefield.  The Britanan forces are those closest to the bottom of the picture.  A breakdown of each force follows.

The two forces facing each other across the field.

Britanans (348 points) (starting from the left):

  • Trooper Company (9 models – 63 points – Squad)
  • Dragoon Company (4 models – 48 points – Squad)
  • Company Sergeant Major (24 points – Commander)
  • Grenadiers Company (3 models – 66 points – Squad)
  • Trooper Company (9 models – 63 points – Squad)
  • Royal Arcanum Guard (50 points – Commander)
  • Marksman (34 points – Independent) (Hiding in the trees on the right)

Orcnar (356 points) (starting from left of the picture)

  • Docga (2 models – 46 points – Squad)
  • Docga (2 models – 46 points – Squad)
  • Beorn (64 points – Commander)
  • Eotan Rifan (43 points – Independent)
  • Niwian (8 points – Commander)
  • Unmann (6 models – 84 points – Squad)
  • Niwian (8 points – Commander)
  • Grymann (3 models – 57 points – Squad)

Now with the two forces listed and show we commence to the goings on.

Turn 1

Britanans win the Initiative and decide to move first.

  • Marksman shoots at the Grymann.  Marksman have the Outrider ability and are always considered to always be in Command Range.  They have Unreliable of 2 meaning a 2+ needs to be rolled on a single d6 for them to act.  A 5 is rolled and so the Marksman may shoot.
    The Marksman have a Ranged score of 4 so that’s 4d6 dice to roll for a hit (any doubles are considered successes).  The Grymann have a Defence on 1 meaning you removed 1d6 from the attack so the Marksman has 3d6 to try and obtain a double.   The 3 dice are rolled and a 2, 4 and 5 are shown.  Using the Marksman’s Sharpshooter skill (increase any 1 dice score by 1) the 4 is bumped up to 5, meaning one hit and as Grymann have Damage of 1 then that’s one kill, first blood to the Marksman.

The Britanan Marksman hiding in the trees.

  • Grymann advance but are out of range for any of their attacks.
  • Britanan left flank troopers advance 4″ towards the far left Docgas.
  • Right flank Docgas advance 8″.
  • Dragoons advance 8″ towards the centre Docgas (that haven’t advanced).
  • Centre Docgas advance 8″ towards the Dragoons.
  • Beorn advances 6″ then performs a Howl ability which allows the Eotan Rifan advance 3″ for free.
  • Right Flank Troopers advance 4″ up the field.
  • Eotan Rifan advances 6″
  • Colour Sergeant Major advances 4″
  • Unmann start to advance with their 5″ movement
  • Guard Company advances forward toward the oncoming Eotan Rifan and Beorn.

Britanan Troopers and Dragoons advancing towards the Orcnar Docgra.

Britanan Grenadiers, Troopers and Royal Guard advance towards the Orcnar Eotan, Beorn, Niwian, Unmann and Grymann.

 

 

 

 

 

 

 

 

 

Turn 2

Britanans win the Initiative and decide to move first.

  • Marksman passes his Unreliability roll with a 3 and shoots at the Grymann.  The Marksman have 3 dice to roll for a hit.   The 3 dice are rolled and a 5, 5 and 6 appear.  No need to use the Sharpshooter skill so one hit and we have another Grymann casualty.
    Now that the Grymann are down to 1/3 of their starting Unit strength a Morale Test is required.  In Relics a total of 12 is required.  7 is rolled, add their Morale score of 7 and we have 14.  Take 1 away for 1/3 strength resulting in 13 which is a pass.
  • Centre Docga charge the Dragoons and achieve the 10″ distance between the two.  A pair of Docgas crash into the 4 Dragoons.  Docgra have a combat skill of 4 so 4d6 are rolled, an extra d6 is added for charging.  The Dragoons have 0 defence (so no dice are removed) meaning both Docga roll 5d6… 3 Dragoons fall.
    This causes the Dragoons to make a Morale Test and they fail!  The company of Dragoons are now Shaken.

The Docga make contact when they charge the Dragoon Company.

The result of the Docga charge leaving 3 Dragoons dead and 1 still alive!

 

 

 

 

 

 

 

 

  • Right Flank Trooper Company advances and fires at the Eotan Rifan.  The 9 Troopers are split into 3 groups of 3.  This allows their standard Ranged skill of 2 to have an extra d6 for each of the Ganged Up Troopers (2d6 in total).  Eotan Rifan has a Defence of 1 so that means 1d6 is removed for each group.  Troopers have an Unreliabilityof 3.
    • Group 1 rolls and 2 of the 3 may act, 2d6 are rolled (2d6 + 1d6 for the second trooper minus 1d6 for the Defence) and a double 2 is rolled, a hit!  The Eotan Rifan has Hardened 4 which allows it to ignore any hit on a roll of 4+ on a d6, a 5 is rolled, the hit is saved!
    • Group 2 rolls and 2 of the 3 may act, 2d6 are rolled and no doubles are rolled meaning a Miss.
    • Group 3 rolls and all 3 pass their Unreliability test!, 3d6 are rolled (2d6 + 2d6 for the second/third trooper minus 1d6 for the Defence) and a double 4 is rolled another hit!  The Eotan Rifan rolls against his Hardened 4 and another 5 the hit is once again saved!
  • The Grymann advance and are now in range.for their Special Ranged Attack.  This attack works better the more models in the firing unit, as they’ve only one model left, the unit just rolls 2d6 and fail to hit.
  • Royal Arcanum Guard moves up and casts his first spell of this battle.  He casts Distraction.  The distance between the Guard and the Unmann determines the drain for the spell, it’s a drain of 4 dice (leaving the Guard 3 dice left in his power pool).  All three of these dice are used and 2,4 and 5 are rolled.  As a roll of 5+ is required the spell is a success, the Unmann are now marked as being activated for this turn.
  • Beorn moves up another 6″ towards the Company Sergeant Major and the Trooper Company. It then uses Howl to move the Eotan Rifan up another 3″ towards the same targets and also moves in front of Beorn attacking as a shield for it.
  • Grenadier launch their Grenade attack and Gang Up.  The Company Sergeant Major applies his Rapid Fire ability which means the Grenadier automatically pass their Unreliability rolls.  He also uses the No! Like This! ability which gives the Grenadiers an extra Gang Upattack, meaning two groups of two Grenadiers.
    • Group 1 (2 Grenadiers) have 4d6.  They target Eotan Rifan who has a Defence of 1 which leaves them with 3d6.  A 4,4 and 2 are rolled meaning a hit!
    • Group 2 (1 Grenadier and 1 free Gang Up)  have 4d6.  They also target the Eotan Rifan and so have 3d6.  A 4,4 and 1 are rolled another hit!
    • The Eotan Rifan rolls against his Hardening 4 and fails both rolls with a 1 and a 2.  Eotan Rifan receives 2 wounds.
  • Eotan Rifan then takes umbrage and charges the Grenadier Company.  It rolls 3 on a 1d3 (making 9″ charge) and reaches the Grenadiers who were 8.5″ away.  It has 4d6 + 1d6 for charging against a 0 Defence Grenadier.  3,3,1,1,5 are rolled which means 2 doubles and thus 2 hits.  2 Grenadiers fall… (we made a mistake here and removed 2 Grenadiers – that shouldn’t have happened as they have 2 Damage each and so only one should have been removed).
  • Left Flank Trooper Company open fire on the approaching Docga!  3 Groups of 3 Troopers Gang Up and help each other.
    • Group 1 rolls 2 of 3 Unreliability rolls.  They shoot with 3d6 and a hit is scored!  The Docga makes a Hardened 5 roll and passes with a 6!  No wound.
    • Group 2 rolls 2 or 3 Unreliability rolls.  They shoot with 3d6 and a hit is scored!  The Docga makes a Hardened 5 roll and fails, it takes a single wound.
    • Group 2 rolls 2 or 3 Unreliability rolls.  They shoot with 3d6 and no hits are scored.
  • Those Docga then approached the Trooper Company.
  • Company Sergeant Major then loses his sense and charges the Eotan Rifan, he gets 3d6 to hit (3d6 + 1d6 charge – 1Defence) and rolls a 2,3 and 6, that’s a miss!
  • The Niwian moved forward.
  • The final Dragoon moves into combat with the Docga that destroyed them this turn and misses his attack.

Turn 3

Orcnar win the Initiative and decide to move first.

  • Right flank Docga charge the Left flank Troopers and crash into them!  5d6 (4d6 + 1d6 for charging) are rolled by both scoring 1 hit for the first Docga and 2 hits for the second.  That’s three dead Troopers.

Right flank Docga charge the left flank Trooper Company and 3 fall!

  • Royal Arcanum Guard moves up and casts Distraction on the Eotan Rifan,  All the power dice are needed for this but it’s a success and the Eotan is marked as activated for this turn meaning the Company Sergeant Major and the lonely Grenadier may live until the next turn.
  • The final Grymann advances further and attempts a Scream attack.  This affects the Marksman who now has to make a Morale Test.  A Morale Test requires a 12 or more.  The Marksman has a Morale score of 8 and rolls 11 on 2d6 meaning he’s passed.
  • Right flank troopers use their ranged attack on the approaching Beorn.  The Company Sergeant Major uses his Rapid Fire ability so the troopers automatically pass their Unreliabilityrolls.  3 Groups of 3 Troopers fire.
    • Group 1 roll 3d6 and get 1 hit.  The Beorn fails his Hardened 4 roll!
    • Group 2 roll 3d6 and get no hits!
    • Group 3 roll 3d6 and get no hits!
  • Beorn charges the Troopers that just shot at him.  On the charge he has 6d6!  Using his Ferocious ability (this allows you to re-roll any 1 dice) he gets 2 hits meaning 2 dead Troopers.
    Using the Blood Ceremony ability he is able to heal 1 point of damage taken this turn.  The Eotan Rifan’s damage was done last turn so many only remove the damage it has taken.  The Beorn is now fully healed.
  • Company Sergeant Major attacks the  Eotan Rifan but sadly misses as he has just 2d6 and rolls 1 and 4.
Company Sergeant Major attacks the Eotan Rifian

Launching himself at the hulking monster, the Company Sergeant Major fails to wound it whils the single Grenadier looks on after having his other comrades killed off it the previous turn.

Beorn charges at the Trooper Company that have just opened fire on him! He dispatches 2 of them on this charge.

Left Orcnar flank

The last Grymann approaches the Marksman whilst the Unmann and Niwian follow close behind.

 

 

 

 

 

 

 

 

 

 

 

  • Docga that were in combat with the single Dragoon continue their onslaught.  They each roll 4d6 and the first Docga misses and uses the Ferocious ability but still rolls no doubles.  The second Docga doesn’t make the same mistake.  On the original 4d6 a single hit is scored, Ferocious ability is used and that brings in a second hit!  The lone Dragoon is now dead, the Dragoon Company is no more.
  • The lone Grenadier walks into combat (he’s within 2″ of the Eotan Rifan so cannot charge) and on his 2d6 roll he rolls a 4 and 5, a miss.
  • Unmann moved up closer to the lone Marksman.
  • Marksman then shoots at the last Grymann (after passing his Unreliability with a roll of 3).  With the 3d6 a 4, 5 and 6 are rolled.  Using the Sharpshooter ability the 4 gets bumped up to 5 meaning a hit and the final Grymann falls.  The Grymann have been wiped out.
  • Niwian move closer to the Britanans but still behind the Unmann.
  • The Left Flank Trooper Company attack the Docga.  As they’re in combat there’s no need to roll Unreliability(who wouldn’t fight for their lives in hand to hand?).  The Troopers are down to 6 Troopers and so group up in 3’s for the best odds.
    • Group 1 roll 4d6 (2d6 + 2d6 for each Gang Up attack) and score 1 hit!  The Docga makes its Hardened 5 save and passes with a 5!
    • Group 1 roll 4d6 (2d6 + 2d6 for each Gang Up attack) and score 1 hit!  The Docga makes its Hardened 5 save and passes with a 6!

Turn 4

Britanans win the Initiative and decide to move first.

  • Royal Arcanum Guard moves up and attempts a shot on Beorn.  He has 2d6 and misses.
    He then casts King’s Anger on the approaching Unmann.  Choosing carefully 1 (of the 7) power dice are discarded for the Drain value of the spell.  Then 3 power dice were used for the spell success.  The 3d6 were rolled and 1,1 and 6 came up, a success!  As only 1 success was rolled, the Area of Effect is 3″ radius (6″ diameter).
    Looking at the template used, both of the Unmann (they are classed as Independent so are hit as so) are within the Area of Effect and both Niwian are as well.

    • 3d6 are rolled against Niwian 1 and 2,2 and 5 are rolled, the first Niwian falls to the spells effects.
    • 3d6 are rolled against Niwian 2, these are 2, 3 and 6 so no hits.
    • 7d6 are rolled against the Unmann – (the Spell allows 2d6 + 1d6 for each full unit member, so the larger the unit…) 2 hits are rolled and so 2 Unmann are removed as they have 1 Damage score.

    Finally he tries to cast Distraction upon the Eotan Rifan but due to the distance 2 dice are removed from the 3 remaining power pool.  Leaving 1d6 for a success roll and a 2 was rolled, the spell wasn’t successful.

The King’s Anger spell caused a 6″ diameter AoE. Under which all of the Unmann and both Niwian units were caught.

2 Unmann and 1 Niwian killed in that spell blast.

 

 

 

 

 

 

 

 

 

 

  • Unmann move up on the Marksman but due to the Marksman being in difficult terrain they are not able to charge and reach him.
  • Right Flank Troopers moved into close contact with the Beorn.  There are 7 Troopers so group up in 3, 3 and 2.
    • Group 1 has 3d6 (2d6 Combat score + 2d6 Gang Up – 1 Defence) and roll zero hits.
    • Group 2 has 3d6 (2d6 Combat score + 2d6 Gang Up – 1 Defence) and roll zero hits.
    • Group 3 has 2d6 (2d6 Combat score + 1d6 Gang Up – 1 Defence) and roll zero hits.

    The Beorn roars with laughter.

The Marksman safe inside the woods watches as the Unmann approaches – soon after this picture was taken another Umann lays dead.

The Troopers attacked last turn move into combat and try to kill the monster that is if front of them.

 

 

 

 

 

 

 

 

 

  • Beorn then returns the hurt.  5d6 are rolled and only 1 hit is scored, 1 more dead Trooper.
  • Marksman makes his Unreliability roll (6) and then shoots at the very close Unmann.   Rolls 3d6 (Unmann have a Defence of 1) and rolls 3,4 and 5.  The 3 is bumped upto to 4 using the Sharpshooter ability and that’s 1 dead Unmann.
    They are now down to 50% unit size in this round thanks to shooting as so are required to make a Morale Test.  Looking at this they have a base of 7, they are not supported (as Britanan’s are closer) so are at -2 for that, they’re not in Command Range so -2 for that.  An 11 is rolled, 11 + 7 = 18 – 4 = 14.  A success as 12 is required.
  • The Eotan Rifan then attacks the Company Sergeant Major.  It has 4d6 and rolls 3,3,4 and 5.  Using the Brutal skill a single dice may have the score increased by 1.  The 4 then becomes a 5 making 2 hits in total.  The Company Sergeant Major has 2 Damage and is therefore the latest casualty.
    When a Commander dies, all units within its Command Range that are not in range of another Commander need to pass a Morale Test.
    The Right Flank Troopers are within range of the Royal Arcanum Guard and do not require a roll.  The single Grenadier is not so he must do.  He has a base Morale of 9 and a 9 is rolled making a total of 18.  He has -1 applied due to being in combat, -1 for being below half original unit strength and -2 for not being in command, so 18-4 = 14 which means he succeeds as that’s above the 12 required.
  • That very brave Grenadier goes to attack the Eotan Rifan but misses.
  • The right flank Docga in contact with the left flank Troopers attacks them.  Each Docga has 4d6 and the first rolls 1 hit (after a Ferocious re-roll was made), the second rolls zero hits even with the Ferocious re-roll!
  • The Troopers return the attack and split into 2 groups, 1 of 3 and 1 of 2.
    • Group 1 rolls 4d6 (2d6 + 2d6 Gang Up and 0 Defence of the Docga) and roll 1 hit, the Hardened roll is failed!  That’s 1 hit landed.
    • Group 1 rolls 3d6 (2d6 + 1d6 Gang Up and 0 Defence of the Docga) and roll 1 hit, the Hardened roll is failed!  That’s 2 hits landed and one Docga is removed as a casualty!

    The Docga then require a Moral Test as they’re 50% or below of the original unit strength.  The Docga has a base Morale of 7 and 2d6 are rolled… a 4!  That’s 11 and not enough even without the -1 for being in combat applied.  The last Docga is Shaken.

Turn 5

Orcnar win the Initiative and decide to move first and things are not looking good for the Britanans!

  • The Unmann change focus and charge the Royal Arcanum Guard!  They number 3 and so Gang Up meaning 4d6 are to be rolled (4d6 + 2d6 Gang Up – 2 Defence).  The dice roll 1,1,3 and 5 a single hit!  The Royal Arcanum Guard has 2 Damage and so takes the hit.
  • That very brave Grenadier once again goes to attack the Eotan Rifan and hits!  The Eotan Rifan rolls his Hardened 4 and rolls a 2 and takes the hit!  That’s 3 hits against him now and he’s dead!  The Grenadier looks smug.  (It was at this point I noticed I should still have another Grenadier due to them having 2 Damage each).
  • The smug look of the Grenadier doesn’t last very long as the Docgas that finished off the Dragoons 2 turns ago have made it within charge range of him and do so…. they get 4d6 each and between them land 2 hits killing off that Grenadier.

The Docga charge and collide into the Grenadier who doesn’t last long after their opening attacks…

The activation marker is all that remains of the Grenadiers now.

 

 

 

 

 

 

 

 

 

  • The lonely Marksman succeeds his Unreliability test with a 4 and shoots at the final Niwian.  He has 3d6 (4d6 – 1 Defence) and rolls 3, 5 and 6.  Using Sharpshooter that 5 becomes a 6.  The Niwian falls dead from the hit.  Both Niwians have now been removed.
  • Beorn attacks the Troopers.  With his 5d6 he rolls just 1 hit, using his Brutal ability that becomes 2 hits.  The Troopers are now down to 4 which is 50% of less of original unit strength, Morale Test time!  A roll of 7 is made which added with the base Morale of 17 is 14.  The modifiers are -1 for being in combat and -2 for no support.  That’s -3 meaning the total is 11, the poor Troopers fail and are now Shaken.
  • On the left flank the Troopers attack the single Docga and split into 2 groups, 1 of 3 and 1 of 2.
    • Group 1 rolls 4d6 (2d6 + 2d6 Gang Up and 0 Defence of the Docga) and roll 1 hit, the Hardened roll is failed!  That’s 1 hit landed.
    • Group 1 rolls 3d6 (2d6 + 1d6 Gang Up and 0 Defence of the Docga) and roll 1 hit, the Hardened roll is failed!  That’s 2 hits landed and the Docga is removed as a casualty!  That unit of Docga are no more.
  • Orcnar player has no units left unactivated.
  • The Trooper Company in combat with Beorn give it another go after seeing their fellow Troopers (well hear them) remove the Docga.  As this unit is Shaken they may not Gang Up and are reduced to 1d6.  It’s not possible to roll 1d6 and get a double so you’re allowed 2d6 but you need to roll a double 3,4,5 or 6.  The Troopers go around in turn and between them only one hit is scored but the Beorn gets a 6 for its Hardened 4 roll.

Turn 6

Britanans win the Initiative even though the Orcnar get a +1 to Initiative due to having less units than the Britanans.  The Britanans decide to move first to see if they can defeat Beorn…

  • The Marksman succeeds in his final Unreliability roll with a 4 and takes a shot at the pair of Docga that are approaching the Troopers near him.  He rolls 4,5 and 6 and bumps the 4 upto a 5.  (It should have been 4d6 as the Docga have 0 Defence).  The Hardened 5 roll is failed with a 3 and so the Docga take another hit, that’s 2 hits now and so a single Docga falls dead.
    A Morale Test is now required. A 5 is rolled and this doesn’t look good as that’s 12 in total without the modifiers so that means the Docga is Shaken and has to fall back, 1d3 + 4″directly away from the Marksman.  A 1 is rolled so that single Docga moves 5″ away.

The lonely Marksman takes aim at the Docga, the Beorn continues his bashing of the Trooper Company and the Unmann continue their fight with the Royal Guard!

  • Docga is activated and moved and a Morale Test is re-taken.  This time the roll is 9 which is a success (9 + 7 base Morale – 1 50% or less).
  • The Royal Arcanum Guard splits his power dice and tries to cast Distraction on the Unmann on him and Reinforced Stitching on the Troopers near him.  He fails both spell success rolls!
  • Beorn then starts to lay some hurt on the Troopers.  With his 5d6 he manages to score 2 hits, that’s 2 more Troopers dead, they’re now down to 2 Troopers.
  • The 2 Troopers activate and roll to hit Beorn.  One of them rolls a double 2 but that’s not a hit when you have 1d6.  At the end of their activation they must make a Morale Test as they’re Shaken (to see if they recover).  They fail the Morale Test and are still Shaken.
  • The Unmann attack the Royal Arcanum Guard and using Gang Up they get 4d6 (4d6 + 2d6 Gang Up – 2 Defence) and get 1 hit!  That Guard now has 2 hits and so becomes the latest casualty.
    As the Royal Arcanum Guard is a Commander all units within his 8″ Command Range must make a Morale Test.
    The Troopers in contact with Beorn make a Morale Test and fail!  As they are Shaken they are removed as they run off screaming hoping their stitching lasts!
    The Marksman is cool as something in the freezer for a week and brushes off the Morale Test.

The Trooper Company are running off the field, the Unmann have killed off the Royal Guard and the single Docga goes after the only Britanan unit left on the field that’s not the Marksman…an Orcnar win.

That is it.  The final Troopers left the field after throwing in a hand-stitched towel in the direction of the Orcnar.

Here we have the casualty pile for the Britanan and Orcnar forces.  The Britanan pile is quite large!

The collection of Britanans that had to leave the field mainly due to ‘death’.

The various Orcnar dead on top of their data sheets.

 

 

 

 

 

 

 

 

It was a great game, looked like the Britanan’s were going to lose a lot quicker when the Dragoons vanished, but they fought back and the Kings Anger spell is very powerful.  The Marksman also took out 5 models on his own, more than any other unit!

The Orcnar had Beorn.  He needs to be removed as quickly as possible, it’s very hard with it’s ability to heal itself so a lot of hurt needs delivering in one round.

This is a long post so i’ll sign off now.  If you’ve not played Relics you really must.  The Britanan and Orcnar are two easy to learn factions, even easier if you don’t want to use magic.

I’ll be playing more games of this and so am looking for more opponents so drop me a comment below (based in Sheffield, UK).

Cheers
Colin