The Battle of Wizards Crossing

Having a free Sunday I wanted to play through a scenario that will be familiar to most, ie a small force holding off a much larger force in a single ‘choke point’, I was going to call this ‘500’ as the smaller force would only have 500 points available to it, as it turned out the smaller force came to 540 points and ‘540’ doesn’t have the same ring 😀

The forces:-

Empire            Cost Standards Cost Undead                  Cost Standards Cost
Wizard 45 Ring of Magic 30 Tomb King 130 Orb Of Majesty 30
Hero 80 Liche Priest 90
Halberdiers 45 Shielding 50 Liche Priest 90
Skirmishers 25 Skeleton Bow 35
Knights 110 Battle 50 Skeleton Bow 35
Xbow 55 Skeletons Brown 30 Fortune 30
Hellblaster 50 Skeletons Blue 30 Sword of Cleaving 10
Skull Chukka 85
Bone Thrower 65
Bone Thrower 65
Liche Chariots 110 Might 10
Liche Chariots 110 Destruction 10
Carrion 65
410 130 940 90
Total 540 1030
% 52.43 190.74

As you can see the Undead (attacking) force is almost twice the size of the defending Empire force.

The Battle of Wizards Crossing

Objectives:

Empire – Hold the Bridge

Undead – Take the Bridge and move at least one unit off the northern edge

Game length – Variable, 1-5 on turn 6 roll a D6 on a 1 or 2 the battle ends on 3 or more the battle continues, on turn 7 on a D6 roll of 1, 2 or 3 the Battle ends on 4 or more it continues until the end of turn 7.

Special:-

  1. While the Empire Wizard is in the Tower his command and spell-casting range is unlimited.
  2. The river is un-crossable except via the bridge (flyers excepted)
  3. The following Empire units start the game in fortified positions
    1. Hellblaster
    2. Halberdiers, once driven back the barricade is considered destroyed.
    3. Crossbow
  4. The Single stand of Halberdiers in the Castle is the ‘Tower Guard’ and may not leave the Castle and is fortified
  5. The trees to the east of the village form a forest – cavalry may not enter, blocks line of sight.
  6. The trees south west of the river represent an orchard, cavalry may not enter, blocks line of sight
  7. Units starting, moving only on and ending their movement on a road add 10cm to their move.
  8. Undead start first.

Turn 1.

Undead.

Command.

With a wave of his hand arcane lights flashed and the Liche King, Xavier the Corrupt, issued his first command and the Skeletons moved forward.

He then sent the Carrion in support of the Skeltons and finally move one of the Chariot units forward.

Shooting..

The Skeleton bowmen to the west of the road scored 2 hits on the Crossbowmen on the other bank but the Bone Throwers failed to hit so no casualties.

On the east side of the bridge the other unit of Skelton bowmen and the Skull Chukka opened up on the Hellblaster destroying it!

Combat.

The Skeletons and Halberdiers Clashed on the Bridge with the Skeletons loosing one stand but the combat Drawn.

Empire.

Command.

With no movement needed our Empire hero, Gawain, just tried to steady his troops.

Shooting.

The Empire Wizard, Waldo the Great, used his ‘Ring of Magic’ to automatically cast ‘Ball of Fire’ on the Carrion the spell also engulfed the Skull Chukka. Alas the winds of magic failed and the spell just fizzled out!

The Empire Crossbowmen faired much better scoring 3 hits on the opposing Skeleton bowmen removing one stand.

Combat.

No combat was initiated.

Turn 2.

Undead.

Command.

The Carrion ‘homed back’ to the Liche King to be ordered to support the attack on the Halberdiers holding the bridge.

Shooting.

The Skull Chukka fired at the Halberdiers scoring2 hits, the Skeleton Bowmen on the east bank fired scoring 1 hit that bounced off the Halberdiers armour.

The Bone Throwers on the west bank failed to score any hits but the Skeleton Bowmen scored 2 unsaved hits removing the Skirmishers!

Combat.

The Skeleton warriors once again surged forward scoring 2 more unsaved hits while taking  2 in return. The Halberdiers 2 hits together with the 1 carried forward fron the shooting means that they loose 1 stand AND the combat and are driven back 2cm while the barricade is removed!

Empire.

Command.

The Halberdiers use their own initiative to charge the Skeletons on the bridge. Gawain follows up onto the bridge in support.

Shooting.

Waldo the Great once again launches ‘Ball of Fire’ against the Carrion and Skull Chukka  scoring 2 and 1 hit respectively but removing no stands

The Empire Crossbowmen open up once again on the Skeleton Bowmen again scoring g3 hits and removing a stand.

Combat.

The Halberdiers manage to inflict 1 unsaved wound on the Skeletons driving them back 1cm.

Turn 3.

Undead.

Command.

The Carrion once again ‘Homed back’ to be again ordered to support the attack on the bridge

Shooting.

The Bone throwers and Bowmen fired at the Crossbowmen without effect.

Combat.

The combat on the bridge saw the Skeletons inflict 5 unsaved hits while receiving just 1, forcing the Halberdier unit and Gawain the retreat into the Carrion and are thus destroyed!

Empire.

Command.

Waldo signalled the Crossbowmen to pull back from the river

Shooting.

Waldo failed in his attempt to cast ‘Ball of Fire’, the Crossbowmen target the Carrion on the bridge scoring2 hits but failing to remove a stand.

Combat.

No combat.

Turn 4

Undead.

Command.

The Carrion ‘Homed Back’ and were targeted towards the Knights, the Skeletons were ordered over the bridge, but the Chariots failed to move when ordered.

Shooting.

No shooting as no units are in range.

Combat.

The Carrion charged into the Knights and scored 3 unsaved hits while receiving 4 in return 1 being saved. The combat is a draw with both sides loosing 1 stand and the combat continues. The next round saw the Carrion inflict 2 unsaved hits while the Knights managed 5! The Carrion loose 1 more stand and are driven off.

Empire.

Command

Both the Knights and the Crossbowmen move into contact with the Skeletons by initiative.

Shooting.

Waldo successfully casts ‘Ball of Fire’ at the Bone Throwers removing 1 stand.

Combat.

The Knights and Crossbowmen inflict 3 unsaved hits for just 2 in return forcing the Skeletons to loose 1 stand and retreat 3cm

Turn 5.

Undead.

Command

The Liche king failed his first command roll so there is no movement.

Shooting

The Bone Thrower and Bowmen Fired at the Empire Crossbowmen but failed to hit.

Combat

No Combat.

Empire.

Command.

The knights used initiative to move into contact with the Skeletons and Waldo Failed his first command roll!

Shooting.

None

Combat.

The Knights inflict 5 unsaved hits while receiving none destroying the remaining Skelton stand and moving into contact with the following unit.

The next round of combat saw the Knights inflict 3 unsaved hits for one in return, removing 1 Skeleton stand and forcing the others back 2cm.

The Knights decided not to follow up.

Turn 6

A 2 was rolled ending the game with the Empire still in control of the bridge and the winner!

In hindsight I should have made the position on the bridge ‘defended’ not ‘fortified’ and not had the ;Wizard in Tower rule – he could have done just as well ‘on the ground’.

I was happy with the Empire gameplay and would probably not change much if I fought the scenario again as for the undead, when the Halberdiers were cleared from the bridge I should have pulled them back and let the chariots loose on the knights – but then again that’s hindsight, Oh and lets not mention failing to even attempt the ‘Raise Dead’ spell – Oh come on!!  😀

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