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Warhammer Old World - Goblins vs Empire, Batlle of The Hilly Hill

"Oi, where's the rest of the army?" Stumpy Jason turned round to the musician Thumpy Jason.
"We's only playing 1000 points!"
"Oh right. But why are there more Empire 'ooomans than us then?" the Goblin Wolfrider capatin pondered.

Mort and I met up for a game of Warhammer Old World. I chose my Goblins, with only 1000 points. This led to me taking a unit of spears, with the army standard, a unit of archers, a spear chucker and some wolf riders. A level 1 mage, my general on a giant squig and Stumpy Jason rounded out my selection. I was tooled up with magic standards and characters, so half my points were tied up in characters.
Mort had two units of mounted pistolliers, a spear unit, two detachments , one of handgunners, one of halbardiers, and a small unit of knights. Two characters were embedded in his spears and one pistolliers, and a mage strode forwards with the halbardiers.
My wolves and general went left, archers, spears, bolt chucker and Weird Jason the mage on the hill for safety.


Stumpy Jason and the wolfboys headed up the hill, while Big Jason the boss eyed up the Imperial line as his space-hopper squig bounces forwards.


Two units of pistolliers, with added veterans and captains, plus a fireball from Mort's mage killed half the wolf boys in one shot! Being Gobbos they promptly broke and fled!


Thankfully, Big Jason was able to shout at them and rally them! However, Big Jason was hit by a fireball (you'll spot a theme here) and shot to pieces by the pistolliers. Turn 2 and dead C-in-C. Typical. The Wolf riders did get a charge into one unit of the Pistolliers, wiping them out.


Their pursuit, took them past the second unit of pistolliers. Who easily passed their panic test, and were ready to deal with the wolfie threat b y turning round and blasting it.


Turning round and causing enough shooting hits to casue the unit to run again, straight off the opposite table edge.
This left an issue for the rest of the army as the strike wing had departed. The boltchucker had not hit a thing, and the Gobbos archers shortbows were somewhat outranged by the handgunners. The Imperial mage also was throwing out fireballs like they were going out of fashion, snmashing great lumps out the spear unit     (7 hits in a turn), while the handgunners peppered the archers with relative impunity (well, we killed two). The bolt-thrower did finally hit and kill a knight though.

The next fireball slammed into the spears, doing 10 wounds, and it would have broken them if it had not been for the army standard bearer. The archers took more shots from the handgunneres, dropped below 25% also pamicked, as Gobbo archers are prone to do. They rolled a 12 for their rout move, and legged it straight off table, panicking the spears, who had had enough, and followed the archers off the back of the world. Leaving only the artillery crew..

So, I caused 85/1000 on Mort, he caused 954/1000 on me! Being the only thing I had left on table was the Boltshooter, who were wondering about their lot in life.
Mort's star units were his mage, who never riolled less than 11 on 2d6+1, which I could not dispel and his pistolliers who helped polish off my wolfboys.

I think next time more wolf riders or spider riders to see off the pistolliers. Drop the giant Squig and let the C-in-C walk. Maybe a couple of dispel scrolls. Possibly a dice that can throw a hit? Rematch soon, maybe something that can hit at range and fight, like High Elves.

Comments

  1. It did feel a bit one sided at the end. Roll on the Elves, I now have 16 Ogres!

    ReplyDelete

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