Monday, 25 April 2022

Song of Blades & Heroes campaign games 2 & 3 The Sumerian town of Uuug vs the Hissinsyds tribe.


There's one who'l raise the tail n every army--.


Game 3 The Hissinsyds have started to gather in order to protect a river crossing when the Uuug approach.  



Hissansyds.  The warband is ready for war, but some will be Q5.  Leader is superior, so Q3 & C3-4 with add ons.

Leader 106
3 Warriors 96
8 Spear Warriors 192
5 archers 100
Total 494


Big Leader - Personality

Points 106

Quality 3+

Combat 3


Huge, Leader, Savage, Tough


Warriors

Points 32

Quality 4+

Combat 3


Big, Swamp Walk


Spear Warriors

Points 24

Quality 4+

Combat 2


Big, Swamp Walk


Archers

Points 20

Quality 5+

Combat 2


Big, Shooter: Medium, Stealth


Uuug.  The force is equipped and good morale, So Q4 C2 with most shielded javelin.

Leader is Q4/C2 mounted with no add ons.  As there is a call for a champion, one should be Q3 and good shot.  Probably a veteran.

Leader  50,
Champion 68,
8 shielded javelin 144,
8 unshielded javelin 88,
8 Bow 144
2 Sling 28. 
502

Uuug Straddle Car - Personality

Points 50

Quality 4+

Combat 2


Leader, Mounted, Shooter: Short


Champion - Personality

Points 68

Quality 3+

Combat 2


Dashing, Sharpshooter, Shooter: Short, Tough


Shielded Javelin

Points 18

Quality 4+

Combat 2


Shooter: Short


Unshielded Javelin

Points 11

Quality 4+

Combat 1


Shooter: Short


Bow

Points 18

Quality 4+

Combat 1


Shooter: Long


Sling

Points 14

Quality 4+

Combat 1


Shooter: Medium



Here they come, walking down the street-- Tony attacking.


Both sides send archers up the dominant hill.



Thrust forward by the sub commander this bit looks tidy, but the other flank not so good.



So far so good, but those archers streaming around the hill bodes ill.  Beware the streaming service of March.


First one up - 2 archers down, then a swarm--.



Nice formation!  But wot's this?  A gory death and mine flee from the hill!



"Get 'em up there fast!"


Damn, this line made sense when their flank was protected by the forces on the hill, now they're fluffy bits are a hanging in the wind, inviting to be bitten.  Fortunately they just get into contact. 





One brave warrior dashes forward.  Dice are rolled very, very badly.  I need a suitable duck of initiative.




If you've only got one, all a leader can do is move.


The brave warrior goes down, and my archers do surprisingly well.


Help arrives!



A lucky gory death & they reel back!



The champion comes in to kill knocked down by an archer.  There's heroic.


Starting to encircle, but the leader does a reform move and the emphasis changes!



Hero gets clobbered!


You're all doing very well!


Crap!


A gory death on my champion and the whole flank goes, chased by a ravening horde with point teeth & pointy teeth!




The leader is split between getting some order back & fighting the warrior!



Help is good, but don't turn around---



Meanstwhile on the other flank/rear, whatever- the archer makes an opening and the warriors dash for the sub commander.



It nearly worked!



The big boss comes in and cleaves to the clingons.  With the leader gone, the humans route!



Game 4 Uuug Send out your champion!  VS Hissinsyds. Raid.

Uuug  have advanced to a stream crossing and issued the challenge.  Now here's an interesting one! Battle of the Waywards I'll call it. Usually a morale break means doom, but this one - well, let's proceed.


I took the Uuug so I'm defending. My left is all unshielded javelin and archers, cntrolled by the sub commander, I'm a bit worried about the woods to my flank. Leader in the centre with 2 slingers and champion (they're most likely to use reactions) on the ford.


On my other flank 2 lines of shielded and the rest of the archers. 3 groups in command radius of the leader. My aim was to push across the river either straight across or on the road. I had considered setting up in a "T" on the road.


Tony's on the other hand, has 2 groups of spear, 1 group of archers and 3 higher quality warriors suitable for individual moves/reactions.



Thus we get to the starting positions. Set is just out of bowshot/eyesight.



A dash for the ford defended by the lone slinger.



The archers are out of command distance, so go tippy toe individually.



The champion defends the ford heroically but gets cut down all dramatic like.


So it IS possible!



Having learnt from last time, the warriors swarm all over the leader. Fortunately he's able to get some support and the attack is beaten off!


"It's coming through the trees!" The sub commander is caught between the archers in the trees (we moved some, so imagine) and the fight around the commander.
https://www.youtube.com/watch?v=GOlkRP6zNlY


The champion is up! HOW he survived-- now he's holding back the brutes as the last of the assault is dealt with.



Note the line sitting in the stream soaking their furry bits. I started getting them over right at the start and I just never managed it!




Ah good-




Now the champion, surrounded gets proper deaded all gory like. That was the reaction - now we have the actions.


The warriors swarm in and start killing stragglers.


Now my commander gets good rolls! He commands the archers who were outside of the route, they advance on the horde, pelting them with 2 on 1 & +1.



Now it's their turn to run from a gory death! a reform call works well.



Imagine if you will, more trees. An archer sneaking forward, for the first and last shot of the game, takes a reaction and a javelin goes down. It's a gory death! The flank goes with the sub commander getting 3 fails, so he disappears!





The horde is close to 50% - but now that group of archers is free to lend their weight on the flank. They dash in death or glory for the leader!


Alas! Another gory death! This time the big boss rolls bad, so with no command, they run. Although those archers are still out there. So sort of a victory for the humans.



I hope you enjoyed this. We will follow on this campaign, adding more now and then until we, um, stop!


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