Wednesday, 23 October 2013

Mighty Armies Campaign Game 5

My two nephews, Orc and Goblin, came over today to continue our irregular series of campaign games for Mighty Armies. We're slowly putting together a nice set of simple campaign rules, and have now introduced favoured units, random events and attrition.

The attrition rules are simple. Each leader can raise as many armies as he likes. Each turn that an army fights it has to be paid for in Gold equal to it's AP cost (usually 44). This represents wages, tribute, the cost of ingredients to keep undead troops animate or dead rats and shiny things for the Lizardmen (who love their bling). After each battle replacements for the the lost troops then also have to be paid for in the same way, or the AP cost of the destroyed units are deducted from the available pool in the next battle as reserves are drawn in to fill the ranks. After each battle the winning side also gains plunder and loot equal to 1d6 x 10 Gold. The losing side gets nothing. In addition to the two villages that generate 20 and 10 gold each, each lair now also generates 20 Gold per turn.

I've drawn up a simple random event table, and once each turn the players roll on it to see what happens:


Omen from the Gods: Your priests receive a fortuitous omen from the gods. You get three re-rolls to use in any of your battles this turn, and instead of automatically routing you get to choose if your army breaks when it reaches 50% strength.
Mercenaries: Two stands of Dwarven mercenaries (standard troop types only, no special abilities) offer to join your side for a share of the spoils. You can recruit them for double their AP cost to fight in any one battle.
Scouts: Your advanced scouts have found important information about your next battlefield, giving you a tactical advantage. After army setup you may move one of your units by 3 inches in any direction.
Healer: A healer offers to join your army for one of your battles. Once, when a unit is destroyed, roll a die. On a 4-6 that unit is instead moved back to your base-line. May not be used on flying units.
Struck Gold. One of your mines discovered a rich vein of ore this turn. Gain 10 Gold.
No event
Famine! One of your villages is stricken by plague and produces 10 Gold less than normal. If you have no villages left, you lose 2 AP from the next battle.
Plague! For the first battle this turn your troops fight at an additional -1 in for the first three turns
Bad Information! On your first turn of the first battle you get 2 MP less than the rolled number. If you roll a 1, you also lose 1MP from your roll on turn 2.
Deserters! Some of your units have fled. You have 2 AP less for your first battle this turn.
Raiders! You must fight off an additional attack from raiders this turn. They will have a 40p army with no flying units or spell casters and will attack the closest un-invaded territory to your HQ. Any unengaged army can be used to fight them off. If you are beaten, that territory produces nothing this turn.

I've also created a turn tracker with different seasons on it, so we can start to do some interesting things with weather if battles take place in the winter, for instance, or with gold for harvest time and planting in autumn and spring.

We rolled events for this turn and Orc, running the Barbarian Hordes, got a Famine. Goblin, running the undead army got Plague, and queried how undead troops could catch the plague. I suggested it could be an infestation of rats or bloodworms or a magical malaise that had come over the controlling necromancer. I got Bad Information - so not a great turn all round.

There are four battles this turn, as the campaign map below shows.

We fought Orc's Barbarians attacking the town (Alchemist), defended by Goblins Undead.

Both sides created their armies using 44 points and including flying units. This battle saw the d├ębut of some new units for both sides. The Barbarians had some Berserkers (Heavy Infantry, Horde, Fearless) and the Undead had a bone Chariot (chariot) and some Spectres (Heavy Infantry, Flying, Horde).

The battle lines were drawn up:

We ruled that the walled compound to the south could be entered and units placed inside, but the walls blocked line of sight and halted movement (as you had to climb over them. The round tower and the watchtower were impassible to all but flying units and the other building delineated an area of the town that blocked line of sight and was difficult going, so we'd just move them around as needed to accommodate units moving in and out of the town.

I've had a few people comment that the previous reports "helicopter view" wasn't the best, so I've tried to get a few more action shots this time. I won't do a full blow by blow account, but try and let the pictures show the sequence of events:

Skeleton scouts in the village.

The Spectres take flight and advance on the left flank, but the Barbarian Shaman binds one of them in place.

The bone beast moves up in the centre, as the Wolfpack advances on the Undead right flank.

The Spectres elect to leave the bound unit behind and continue their advance.

The Undead chariot decides to switch flanks, and races across the Undead rear area

Turn 3. The Barbarians have been plagued by low MP rolls, whilst the Undead have had good rolls. The Barbarian Berserkers are trying to engage the Wolfpack on the left, but their slow speed is hampering them, and all they can see is difficult terrain in front of them.

The Lich (general) moves up to support the bone beast and scouts in the village.

The Spectres charge the Barbarian shaman and rout him....

But are counter charged by the Barbarian King and his favoured unit of Bison Cavalry. They have the Shieldbreaker spacial ability, so get to roll two dice in the first round of combat. 

The Spectres lose a unit and are pushed back, just in time for the Shaman to blast them with a fireball.

Meanwhile, the Direwolf is charged by the Wolfpack. The Wolfpack is the Undead favoured unit and have Dragon Forged Lances (or claws, in this instance) giving them a +1 bonus to charges. They beat the Direwolf, forcing it to retreat, but their rampager ability allows them to follow up and move back into contact!

The Direwolf defends himself and routs the Wolfpack, killing one of them. He is then joined by the Barbarian King and Shieldbreaker cavalry to face the Lich. The Barbarian Shaman binds the bone beast and chariot in place, as the Beserkers slowly move into the village to try a rear attack. 

The Barbarians charge the Lich, but are driven back (terrible roll for the Barbarians, great for the Undead), losing a stand of the Shieldbreaker Cavalry. The Bone Chariot picks off the birdman who had been spotting for the Shaman. 

The Barbarians re-organise and prepare to receive charge, The Beserkers just aren't fast enough to get through the town in time to help.

Barbarians Rally, Bone Chariot snipes the Shaman and the Lich Rallies as the Beserkers amble through the village.

Barbarians decide to charge again, and are beaten back, again.  Berserkers emerge from the village, but are still too far away to help. The Barbarians only need to lose one more unit to rout.

The end.... surrounded on all sides and charged from the rear, the Barbarian King is defeated.
A bad day for the Barbarians, who fail to seize the town from the Undead. They also have to fight off an attack from the Lizardmen this turn. The undead gain 50 Gold from the victory, but also have to fight off the Orcs at the Town, and are attacking the Orcs at the Fletchers. Could be a costly round for them...

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