Author Topic: Umenzi - Hawkshold 2000 Terrain, Total Warfare  (Read 393 times)

Kevin

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Umenzi - Hawkshold 2000 Terrain, Total Warfare
« on: May 25, 2017, 02:30:06 PM »
After a bit of a hiatus, Blakely and I played a game yesterday, each taking the other's faction from the most recent Championship Tournament.  Pretty straightforward Total Warfare game with each of us making a terrain veto.  The terrain we got more-or-less sectioned the map off into three separate battles.

Oh, I normally spot her 100 points, but she was a gentlewoman and told me to go ahead and play a 1908-point army I'd made.





Set Up and Strategy

Hawkshold, left-to-right:

Scouts behind Spearmen, Spearmen, Greatswordsmen, Greatswordsmen, Militia behind Greatswordsmen, Greatswordsmen, Swordsmen.  Four units in the middle of her line which could take anything but Chosen, and faster but still solid units on the flanks, and a Militia acting as backup where my line was strongest.  What's not to like?


Umenzi, left-to-right:

Spearmen, Shamans behind Worthy, Spearmen, High Priests behind Initiates, Chosen, Atlatlmen behind Worthy, Berserkers.

My goal was to have the Chosen, High Priests, and Atlatlmen all hit the same unit.  The High Priests were deployed early in the middle so that they could go to either side.  It was a mistake to put them so far back, as we'll see later.




Moving In

Units fan out and move forward.  A couple things to note.

The Hedges make the central battlefield 3-wide, and the flanks 2-wide.  Realizing things were too narrow on the left to get a pinch, Blakely's Scouts went forward in front of her Spearmen to do what they could.

In the center, both my weaker units are on Hold on location targets.  Normally it would be suicide to have such a light unit (104-point Initiates) next to my best one, but I could count on the hill in the middle to slow down her already-slow unit.




Charge of the Light Brigade

(A few turns later.)

On the left, Scouts rammed into my holding Spearmen and went into the red.  They held but were finished off the next turn.  The two damage you see on the Shamans are them healing the Spearmen back up most of the way.

Using CAs, I pulled my light units in the center back slightly, so they have not yet been engaged-and-slaughtered by Greatswordsmen.  The jig us up next turn, though.

The Umenzi-Death-Trio (Chosen, High Priests, Atlatlmen) went to work on Blakely's Greatswordsmen.  My mediocre dice made up for her lack of good blue cards, and on the first turn my High Priests were out of range to Death Curse, but they still took down the Greatswordsmen in 3 turns, the Atlatlmen doing the last point.

I get lucky on the right.  My Worthy's life expectancy vs. Greatswordsmen isn't great, but one unit that did not get Bravery was the Swordsmen.  They routed & died on the second turn of combat when put into the yellow, and now my Berserkers were looking at a tasty pinch if the Worthy could hang on one more turn!





Courage!


On the left, Worthy and Spearmen hurt each other, the Worthy dishing out a bit more than they take.

In the center, my lighter units are finally engaged and hurt.  But the Spearmen pass their rout check and I play Devotion of Courage on the Initiates to auto-pass.

Chosen finish off the Militia!  Sadly, the adjacent Greatswordsmen are out of their front arc.

On the right, my Worthy who are facing Greatswordsmen go into the yellow and get my other Devotion of Courage card.

The two damage on the Atlatlmen is from Devotion of Transference cards.




One Flank Won

Left to right:

Spearmen move in on my lighter-and-slightly-wounded Spearmen.  I'm not looking forward to this fight.

Blakely throws a 16 on a rout check, so "Bravery" does the Spearmen no good and off they go!  At least they survive, which would prove  useful later.

My Spearmen are about spent vs. her Greatsworsmen, but  they've put in 4 damage, which may make a difference later.

Initiates get some blue card love and avoid going into the red.  If they can hang on one more turn I'll get a pinch!

Chosen turn to face the Greatswordsmen.  High Priests throw a Death Curse and end up Disrupted.  :-\

Greatswordsmen fall to the Worthy-Berserker pinch, with Atlatlmen throwing in the very last point of damage.




Too Little, Too Late

Blakely has a good turn!  Left to right:

Her Spearmen one-shot my Spearmen after mine blow 2 rout checks.

Spearmen are rallied, with Blakely cleverly turning them obliquely to keep my Worthy out of range...and position my Worthy to get hurt.

My lighter units are finished off.  Initiates sadly ran when they went into the red.







Endgame / White Flag

On the left, my Worthy find themselves surrounded on 3 sides.  They engaged and finish off the Spearmen who had routed earler, but the angle meant they'd be engaged in the rear.   

The one piece of good news on that flank is that, thanks to the hedges, my Shamans are able to huff it out of there.  (My turn is coming up next in the last photo), so they'll sit off somewhere throwing lots of Blesses & Hexes and, if not pursued, will make it back to their allies and start healing.

Chosen flank the Greatswordsmen.  The Greatswordsmen had Higher Ground, but were hitting back with one less die and also were taking Death Curses and Atlatl shots, so that ended as expected.  (Thank you, Chosen, for not routing when you hit the yellow.)

Blakely conceded at this point.  She was down to 2 units, with the heavier one having 4 damage.  Meanwhile, I had a total of 6 units on the map, and my Chosen would be healed up to full by the time they re-engaged.


---------------

Victory to the Umenzi

Blakely had the right army, but on the wrong map.  The hill in the center prevented her heavy units from engaging until the game was half-over.   The layout of the battlefield also prevented her from getting good use from the Scouts.  If you don't factor in the cost of the Scouts, my army was heavier then hers, and its superior-but-not-overwhelming weight prevailed.  But still a solidly-played game overall. 

MVPs

Hawkshold:  This one's a slam-dunk.  It's got to go to those Spearmen on the left who one-shotted my Spearmen and then hit my Worthy in the rear.  Too bad their allies on the other flanks did less well.

Umenzi:  The High Priests were on the way to winning it until they blew a Disruption check (needing a 13) and cost me 2 CAs, so I'll give it to the Atlatlmen.  They threw the killing point twice, saving my heavier units painful attacks, and were positioned to do even more in the endgame.  Plus with Devotion of Transference they took it for the team, twice!  :)  Honorable mention to the Berserkers who killed the Swordsmen and then pinched the Greatsworsdmen.  They don't get the award because their attack dice were pretty lame--the Swordsmen just routed at the wrong moment.


Good game, Blakely!
« Last Edit: November 01, 2017, 09:04:56 AM by Kevin »
However beautiful the strategy, you should occasionally look at the results. - Winston Churchill

RushAss

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Re: Umenzi - Hawkshold 2000 Terrain
« Reply #1 on: June 29, 2017, 11:35:06 AM »
I slap on the hand to me for not replying to this sooner.

First of all, I often times hate playing on this map.  It always feels like it splits the battle into separate compartments.  Of course there's the masochistic part of me that enjoys the challenge.

Maps like this really encouraged our decision to make Greatswordsmen a 3.5" mover.  I respect he unit having a weakness, but having your main basher unit stuck moving at 1.75" for significant parts of the game just plain stinks and it happens often.  Greatswordsmen wouldn't even cross my mind when preparing for this one.  I very likely would have downgraded all Greatswordsmen in this case and done my best to upgrade the Scouts to Knights.  That's not a knock on Blakely, that's a knock on Heavy Infantry type units moving like slugs   ;)

Man, how did you manage to get both Devotion of Courage cards by that point in the game?  That NEVER happens for me!
"Art as expression, not as market campaigns
Will still capture our imaginations"
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