Sunday, 12 October 2014

SOBH solo play Assault on the Necromancer (Pic heavy)

The assault by the Dwarven Lord Nemath and his truest followers on the foul lair of the Necromancer Morash.

There are some scenario specific rules which I will outline as they first occur.

360 Pts

Lord Nemath
Q3+ C2
Combat Master, Heavy Armour, Hero, Steadfast

Mage-Engineer Leko
Q3+ C2
Combat Master, Heavy Armour, Magic user, Steadfast, Good shot, unerring aim

Master duelist Beloc
Q3+ C2
Combat Master, Heavy Armour, Hero, Steadfast, Shooter medium, Good shot, unerring aim

Shield bearer Karnak
Q3+ C2
Combat Master, Heavy Armour, Hero, Steadfast

The forces of evil!

Necromancer Morash
Q3+ C2
Evil, Necromancer, Immortal, Combat master, fearless, steadfast, terror

Guard of the river pass Cypha
Q3+ C2
Evil, Ghost blade, Immortal, Combat master, fearless, steadfast, terror

Glowing Zombies (x9 maximum at one time)
Q4+ C1
Rabble, Fearless, Gregarious

The table

The two obelisks of power can be used as spawning points for the zombies provided the Necromancer is upon his evil hand tower.
He needs one action to raise D6 zombies at one of the obelisks.
He can only raise from his casualties, excess rolled for are lost.
He can only raise for one action once a turn,
He can also give group orders within one long of each obelisk including after spawning a group of zombies.

To deactivate a obelisk the Mage needs to be within one short of it and use between two and three actions, for each action he rolls 1D6, if the total equals or exceeds 10 it is deactivated.

Cypha will only engage enemies who come within one long of his start point by the crossing point.

Our intrepid warriors start near to the furthest obelisk.

Far from the evil tower.

The Necromancer wins initiative and unleashes his first 5 zombies on the band before they move an inch.

The other four begin to move up the table as well.

A long view, a bleak start for our heroes.

Luckily the rabble zombies are no match one on one and the first 5 are wiped out with ease.

Which is just as well as the other are closing in.

Sensing a need to cut down the enemies options the band rush the near by obelisk, slaying the newly spawned zombie.

The Lord goes to hold back the onrushing horde whilst Beloc provides covering fire both ways.

Alas the Mage despite using three actions still only totals 8 not enough and Morash raises another 5 zombies right on top of them, things look bleak for Karnak.

Against the odds Karnak slays four of them during the combat with the help of his fellows.

A turn over prevents the Mage again and another 6 zombies appear to finally overwhelm Karnak as he is cut to pieces.

Despite the loss of Karnak  Leko manages to roll enough and a cloud blocks the obelisk from Morash's grasp.

The survivors make quick work of the remaining zombies.

As the Lord leads the rush to the other end of the table.

Beloc also advances but too far and after killing a number of zombies he is eventually swarmed.

Nemath moves in to help as Leko advances to lend his abilities to the fray.

Alas Beloc is too overcome and ripped to shreds under the weight of zombies.

The remaining two of this band of heroes need to be quick if they are to gain victory from the jaws of defeat.

Cutting down the zombies they recover their fellows corpse.

Morash has not been idle and more and more zombies enter the fray.

Killing those nearest the Lord advances eager to end this evil

and promptly strays into the zone of Cypha who rushes out to challenge our Hero.

The first round brings no victor but by the following turn a number of zombies lend their weight

Some good support from Leko renders them down and lucky dice see Cypha stumble over their corpse.

Quick to take advantage Nemath uses his last action to slay Cypha whilst he is fallen.

Despite this set back Morash keeps sending in zombies

They target Leko

good dice sees both swarmed

Leko couldn't get more unlucky and is taken out!

With the ability to damage the obelisk removed Morash full of confidence moves in himself on Nemath

combat ensues

against all the odds Nemath prevails cutting Morash down,

Victory for the Dwarf Lord comes at a heavy price!

Have we seen the last of Morash and his zombie hordes....

Thursday, 9 October 2014

SOBH Solo quick play three way battle (Pic heavy)

I have been craving a SOBH game for ages and finally I had a free hour within which to get a game in.

I decided as it was just me and I wanted to get a interesting game in I would try a three way skirmish between 300pt warband using more figures than normal by having everyone except the leaders be rabble meaning they die on anything but a draw, as expected this made for a bloody fast battle.
I ignored the rabble must not be better than Q4+ for this game.

The Human force consisted of 299pts

Red shield leader - Q3+ C2
Heavy Armour, Hero, Leader, Steadfast 92pts

Red shield Troopers - Q4+ C2
Heavy Armour, Rabble, Steadfast 17pts

Purple Guards - Q3+ C2
Heavy Armour, Rabble, Steadfast 22pts

The Forest dwellers force consisted of 302pts

Pack leader - Q3+ C3
Big, Forester, Hero, Leader, 102pts

Warriors - Q3+ C3
Big, Forester, Rabble,  32pts

Hunters and Priestesses - Q4+ C2
Big, Forester, Rabble,  17pts

The Dwarf force consisted of 306pts
Dwarf Lord leader - Q3+ C2
Heavy Armour, Hero, Leader, Steadfast 92pts

Dwarf Axe men - Q3+ C2
Heavy Armour, Rabble, Steadfast 22pts
Dwarf Gunner - Q3+ C2
Shooter Long, Good Shot, Unerring aim, Rabble, Steadfast 42pts

I kind of felt the forest dwellers have an edge but felt these would be interesting opponents.

The Dwellers as you would expect enter from the woods, whilst the Dwarfs and Humans enter on opposing edges from the Rockies.

The first turn began with all the sides advancing towards the crossing point.

 The Humans decided to engage the Dwarfs straight away

 An interesting skirmish developed

 The dwellers advance seeking to take both sides in the flank whilst they are occupied with each other

 The use of rabble makes combat lethal with most combats ending in a kill

Humans and Dwarfs take major losses before the dwellers are even engaged

 Only the Dwarf Lord prevents a total massacre

The Dwellers full of confidence engage the nearest enemies

Sensing the danger the Dwarf Lord rushes in to engage the first warrior before more of his band die.

The Human force attempts to double up and make numbers count against their larger foes

If the Dwellers could stop rolling unlucky turnovers they could have wrapped this game up by now.

At high cost the dwellers start taking losses

The Warrior is taken out by some fancy concentrated Dwarf shooting

The Lord takes the fight to them cutting down a priestess

Not to be outdone the Human leader cuts his way in over the bodies of his men

Another falls to his sword but by this time he is the only Human left standing

More excellent shooting from the Dwarf gunners, the only members left in the Dwarf band apart from their Lord.

The opposing leaders put their differences behind them and engage the dwellers

As more dwellers fall the pack leader advances.

The dice appear to be with the Human leader however even with this it is only enough to knock him down.
And the very next chance he is back to his feet and another pack hunter has joined the fray

Just as it all looks over some excellent dice and luck with the turnovers sees the Pack leader knocked down again and then finished off whilst floored! This causes the surrounding pack to take moral tests which they mostly fail fleeing back into the woods.

Caught up celebrating his victory the Human leader fails to notice the two dwarf gunners have moved up and with one volley they take him out the game.

The Dwarf lord and his surviving two gunners take the victory and celebrate with casks of ale.

A very fast but very enjoyable game, think using so many rabble may be a bit over the top but it did allow for me to use lots of models and have a large engaging battle.

Hopefully start getting more battles in again to share.