Battle Reports October 2004

1. The Siege of Turumzabar

(Orcs vs Dwarves)

 

2. Green Gully Runs Read

(Good vs Evil)

 

3. Organ Guns or Mortars:  Battle 1

(Dwarves vs Plains Elves)

 

4. Organ Guns or Mortars:  Battle 2

(Dwarves vs Plains Elves)

 

 

 

Organ Guns or Mortars?

 

This battle report covers the first Vis Magica battles held at Murphy's Heroes (Delft, the Netherlands). We've had a few games of Vis Bellica, which rekindled the ancients wargaming flame after a few years of hibernation. When Vis Magica came out it corresponded with a serious investment on 15mm fantasy within the club, and made for an obvious purchase.

 

Although this report is written from the point of view of the elven commander, it could be suspected of bias. However, since elves are the suppreme, perfect, beings, this suspicion would be completely unfounded.

 

First experiment

 

Cast of characters: 

 

Dwarf Artillery Force, Testing Division:  Dick Bax 

Plains Elves Northern Border Forces:  Derk Groeneveld 

 

Dwarf Artillery Force, Testing Division 

 

Artillery Guildmaster (subgeneral), with under direct command: 

  • 1x organ gun, experimental medium artillery, veteran

  • 1x mortar, experimental mediuym artillery, veteran

  • 3x spotters for ultra high precision long range artillery (level 1 void mages) 

Grey Mountain Brigade 

  • 1st Grey Mountain Regiment, Elite CO HI, Shield 

  • Grey Mountain Scouts, Veteran OO MI, Shield, Light dart (throwing axe) 

  • 1st Grey Mountain Crossbow, Veteran OO HI, Crossbow 

  • 2nd Grey Mountain Crossbow, Veteran OO HI, Crossbow 

Grey Mountain Worker's Militia 

  • 1st Grey Mountain Socialist Militia, Veteran OO LI, Two-handed weapon 

  • 2nd Grey Mountain Socialist Militia, Veteran OO LI, Two-handed weapon 

  • 3rd Grey Mountain Socialist Militia, Veteran OO LI, Two-handed weapon 

  • 4th Grey Mountain Socialist Militia, Veteran OO LI, Two-handed weapon 

 

Plains Elves Nothern Border Force 

 

For background refer to the plains elves army list in the files section of the visbellica yahoo group.

 

Border warden (subgeneral) with under direct command:

  • 1st level mage, fire magic 1st level mage, void magic 

  • Mounted hero with elven bow

Green Star Mounted Rangers brigade

  • Mounted Rangers, Veteran OO MC, Elven Bow, Lance 

  • Mounted Rangers, Veteran OO MC, Elven Bow, Lance 

  • Centaur Allies, Average SO LC, Mounted Bow 

  • Centaur Allies, Average SO LC, Mounted Bow Green Star 

Dismounted Rangers brigade 

  • Rangers, Veteran OO LI, Elven Bow, Heavy Spear 

  • Rangers, Veteran OO LI, Elven Bow, Heavy Spear 

  • Rangers, Veteran OO LI, Elven Bow, Heavy Spear 

  • Border Archers, Veteran SO LI, Elven Bow 

  • Border Archers, Veteran SO LI, Elven Bow 

Aerial Scout Screen; commander is first level fire mage

  • Pegasus Scouts, Veteran SO MC flying, Elven Bow, Shield 

  • Pegasus Scouts, Veteran SO MC flying, Elven Bow, Shield 

 

The scenario Intelligence reveals the dwarf artillery guild is field-testing two prototype weapons, a "mortar" and an "organ gun". Unfortunately they have chosen our plains as the location for this. In order to stop them a ranger force intercepted them well outside the plains, still in human-claimed territory. The dwarves seem to be supported by some very long range weapons guided by some tubby dwarfs with signal flags. Our scouts have observed the dwarves setting up camp on the other side of a small wooded area, and forces have deployed to overwhelm them (The elves had a 26 vs 3 points scouting advantage)

 

 

The Battle

 

Deployment resulted with the dwarves deploying their artillery in the centre, the militia on their left flank, and the grey mountain regiment covering the artillery and right flank. The elves cunningly deployed a fake leader base on the right flank, the dismounted rangers in the middle, mounted rangers left, obscured behind woods. On the far left was the aerial screen. 

 

In the centre, elvish troops advance until within longbow reach, while the dwarf militia advance through rough terrain towards the fake leader. Still hidden behind the woods, the elvish cavalry and pegasi advance (as leader bases). 

 

Artillery opens up on the rangers, tearing through the skirmishing archers. A duel ensues at long range between the dwarven crossbows and the dismounted rangers and archers. The elves have the advantage through sheer numbers. 

 

When the fake leader base is revealed, the dwarven guild master realizes his error. The order is given to the grey mountain regiment to pull back, whereas the militia scramble to reach the dismounted rangers. 

 

At this time, centaurs and mounted rangers burst through the woods, the pegasi trailing on their left flank. Artillery nearly annihilates one of the border archer units, which retires shaken. Similarly, fire from the massed longbows reduces both crossbow units to shaken. 

 

The elven fire magic helps both keep casualties inflicted by the dwarves down, as well as increase the damage inflicted. So far, the dwarven artillery spotters fail to make an impression with their scientific approach to void magic. The grey mountain elite neatly follow their orders and turn around to retire. Which leaves their rear exposed to skirmishing centaurs.

 

 

The centaurs realize this must be their moment of glory, and charge the rear of the dwarves (after their orders are changed to Attack).  They manage to rout the dwarves, and are about to pursue when they are given the good news by two batteries of artillery firing at short range. They are nearly wiped out to a man, turn tail and rout.

 

Due to the heavy casualties already taken by the front dwarven units, their line is crumbling and about to rout. The elvish foot rangers are suffering, but in a significantly better shape. The elves, grinning ear to ear, send in the pegasi to finish the whole thing off. Waving frantically with his arm to signal his troops forward, the pegasus leader suddenly realizes flying lessons might have come in useful, as his steed is turned into pink mist by a well aimed salvo of the dwarven long range ultra accurate artillery. Failing miserable, he is turned into geography. 

 

Still, the elven cavalry is about to finish things off when the lunch bell tolls, and agreement is reached that a victory was had. Although short tubby guys might disagree, victory was obviously for the elves. Especially since the dwarves abandoned the field.

 

Elves: 1, Dwarves: 0

 

Second Experiment 

 

Cast of characters: 

  • Dwarf Artillery Force, Testing Division:  Dick Bax 

  • Plains Elves Northern Border Forces, with tribal reinforcements:  Derk Groeneveld 

  • Random Humans With Attitude:  Michel Montfrooi

Dwarf Artillery Force, Testing Division 

 

Artillery Guildmaster (subgeneral), with under direct command: 

  • 1x organ gun, experimental medium artillery, veteran

  • 1x mortar, experimental mediuym artillery, veteran

  • 3x spotters for ultra high precision long range artillery (level 1 void mages) 

Grey Mountain Brigade 

  • 1st Grey Mountain Regiment, Elite CO HI, Shield 

  • Grey Mountain Scouts, Veteran OO MI, Shield, Light dart (throwing axe) 

  • 1st Grey Mountain Crossbow, Veteran OO HI, Crossbow 

  • 2nd Grey Mountain Crossbow, Veteran OO HI, Crossbow 

Grey Mountain Worker's Militia 

  • 1st Grey Mountain Socialist Militia, Veteran OO LI, Two-handed weapon 

  • 2nd Grey Mountain Socialist Militia, Veteran OO LI, Two-handed weapon 

  • 3rd Grey Mountain Socialist Militia, Veteran OO LI, Two-handed weapon 

  • 4th Grey Mountain Socialist Militia, Veteran OO LI, Two-handed weapon 

 

Plains Elves Nothern Border Force 

 

For background refer to the plains elves armylist in the files section of the visbellica yahoo group.

 

Border warden (subgeneral) with 1stlevel void magic, and under direct command:

  • 2nd level mage, air and fire magic 

  • Foot champion with elven bow and heavy spear

  • Mounted hero with elven bow

Green Star Mounted Rangers brigade

  • Mounted Rangers, Veteran OO MC, Elven Bow, Lance 

  • Mounted Rangers, Veteran OO MC, Elven Bow, Lance 

  • Centaur Allies, Average SO LC, Mounted Bow 

  • Centaur Allies, Average SO LC, Mounted Bow 

Green Star Dismounted Rangers brigade, with 1st level fire mage

  • Rangers, Veteran OO LI, Elven Bow, Heavy Spear 

  • Rangers, Veteran OO LI, Elven Bow, Heavy Spear 

  • Rangers, Veteran OO LI, Elven Bow, Heavy Spear 

  • Border Archers, Veteran SO LI, Elven Bow 

  • Border Archers, Veteran SO LI, Elven Bow 

Aerial Scout Screen; commander is first level fire mage

  • Pegasus Scouts, Veteran SO MC flying, Elven Bow, Shield 

  • Pegasus Scouts, Veteran SO MC flying, Elven Bow, Shield 

  • Pegasus Scouts, Veteran SO MC flying, Elven Bow, Shield 

Tribal Archers regiment

  • Tribal Archers, Veteran OO LI with Elven Bow 

  • Tribal Archers, Average SO LI with Elven Bow 

  • Tribal Archers, Average SO LI with Elven Bow 

Unicorn Cavalry Regiment, leader as 1st level air mage

  • Unicorn Cavalry, Average SO LC, Elven Bow, Lance (representing unicorn's horn) 

  • Unicorn Cavalry, Average SO LC, Elven Bow, Lance (representing unicorn's horn) 

  • Unicorn Cavalry, Average SO LC, Elven Bow, Lance (representing unicorn's horn) 

Random Human Nuisances 

 

Unfortunately I don't have the list for the humans, but think Normans:  some heavy cavalry knights, some longbow archers, some crossbows.  Also both fire and void mages.

 

The Scenario 

 

The dwarves, after an unconclusive first experiment, decided on a second field experiment. This time, the help from some random humans was enlisted to provide security. The elves received backup from the tribes, as this constituted a more significant threat. 

 

Again the dwarves are massively outscouted, and have to deploy first. The dwarves deploy the grey mountain troops around the artillery, on a hill in the centre. On the right flank the humans, the militia on their left. The elves in turn deploy on the right flank, mounted rangers extreme right, foot rangers centre right, tribal archers centre in a wood. The unicorn cavalry was sent on a cunning outflanking move yto arrive in turn 5. The aerial screeen was deployed behind the tribal archers.

 

 

The Battle 

 

The elves advance on the right flank, mounted rangers leading. The tribal archers advance to the forest line to immediately take heavy fire from the artillery. Taking off, the pegasi take off with one clear target, the very artillery that's wreaking havoc on the tribal archers. 

 

On the dwarven side, chaos seems to reign as the humans are ordered to change flanks to face the elven cavalry. Next turn the elven longbows are within reach of the dwarven militia and start to inflict damage. Fire magic is proving useful in maximizing the damage done. Vexed, the militia advance in two columns, rear militia units bracing the front.

 

Meanwhile, pegasi swoop across the artillery without seeming to inflict serious damage. The presence of three flying units however manages to create utter chaos in the dwarven centre. Several attempts to affect elvish leaders with void magic is countered by the elven mage, while some of the elven fire magic is countered by the single human fire mage. 

 

Finding the flank of the human longbows exposed, a unit of pegasi swoops in and seriously injures the longbows, breaking them in the second round of melee. The dwarven militia charge the skirmishing archers, but fail to reach the rangers. Taking arrows at short range from front, and flank, they are quickly melting away. 

 

Meanwhile centaurs advance to skirmish with the human knights. They however fail to make much of an impression. Another unit of pegasi swoops over the artillery, again however not inflicting serious casualties. It manages to end up right in front of the artillery, facing the artillery with their tails. A spate of 6-s, and the depletion of their void magic results in one of the dwarven artillery spotters suffering a freak accident, tripping and accidentally breaking his neck. 

 

As the unicorns arrive, the pegasi rout the longbows. Only to get charged in their flank. This is bad news, and the pegasi rout. The pegasi in front of the artillery find out a close range salvo up the rear is NOT a pleasant experience at all, and flee. 

 

On the right flank, however, an enthusiastic charge by the foot rangers smashes through the militia in front of them. The human knights charge the centaurs, who evade. The end result is a somewhat unfortunate position, with foot rangers on their flank, and mounted rangers to their front. 

 

Time did not allow for the battle to be fought to conclusion - due to player inexperience with the rules. The rules themselves play fast enough. The overall result was another victory for the plains elves, with the dwarves having to spike the guns and run with their beards between their legs.

 

Elves: 2, Dwarves: 0

 

Overall Impression 

 

Vis Magica is a very interestion addition to Vis Bellica. It retains the fast flowing mechanisms of Vis Bellica, and manages to catch the fantasy flavour quite nicely. The magic system works well, and being entirely effect-based it allows for any kind of "explanation/special effect" to be chosen. As some elf might have said, "Any magic advanced far enough might resemble really advanced technology". Like the dwarvish "void magic" artillery spotters. 

 

Some confusion did arise from the way Vis Magica was transcribed from Vis Bellica, but nothing that cannot be addressed in the online amendments. Overall, the battles were fun, fast flowing, and whet the appetite for more.

 

Derk Groeneveld 

Photo's copyright Michel Montfrooi

 

 

 

 

The Siege of Turumzabar

Part One

 

Cracking battle last night in which an orc horde attempted to swarm the last outlying fortress of a dwarf city while the dwarves endeavored to rescue the garrison and its important noble.

The garrison deployed first. The orcs deployed second.  The relief force, aided by an initial 12 points of water magic, then chose which table edge they would come in on.

1.  The relief force did not make it onto the board until turn 3.  This left the garrison seriously outgunned by orc fire magic and fireball after fireball ripped through the ranks of the dwarven archers.

2.  The giant spiders were able to advance and climb the walls with ease but sadly never got to fight anything because the dwarves were, by that point barreling out a sally port as the orc battering ram hit the main gate.

3.  The relief force arrived and barreled into the back of the orc host, attacking from the point furthest from the behemoths. The initial use of water magic on the EHI was inspirational with the little balls of steel zooming into the uruks like a maglev train.  There then followed a vicious battle with the main orc host hurling levy unit after levy unit into the dwarves and bearing them down by sheer numbers. The light company of battle spaniels (wargs) performed well but died in droves.

4.  With the bar verging on closure, we called time and reviewed the field. The dwarven noble had been able to escape with 75% of the garrison (the warg-rider Light Company being preoccupied elsewhere).  The dwarven relief force had been somewhat mauled but had inflicted more casualties than they inflicted. Had the game continued a few more turns and the behemoth units finally made it across the battlefield, it might have been a little less pleasant for the sons of Durin.

 

Probably a draw overall, with the results of this battle affecting the next one:  the Seizing of the Gates.

 

My thanks to all the players who really got into the spirit of things.

Thurlac

 

Sam adds:

I was in command of multitudes of battle spaniels most of which were pretty well bashed up by the end. I managed to lose 3 units and have two more shaken whilst only causing about 5 hits on some dwarf axemen.  The dogs with riders and pointy sticks (think canine commandos) even managed to rout a griffon.  The battle was good fun with lots of dead wolf types decorating the flank and barbequed dwarfs in the castle. It was just a pity that the gimp-ogre never got into combat!

 

 

 

 

 

Green Gully Runs Red

 

Citizens!

 

News has just arrived that Green Gully, home of the glorious Green Gully Hackers Bloodbowl team, was invaded by the forces of the evil Dark Elves and their minions! This promised to be a bloody clash.

 

To see the Good army sheet, click here.  To see the Evil army sheet, click here.

 

The battle took place on the flat bottom of Green Gully, featuring woods and the main town. The sides of the table mark the walls of the gully which are mined by the dwarves.

 

Either army would be defeated once half of its total units have been destroyed or routed.

 

I was the defenders, and deployed with the elf archers in a wood and the Dwarves and rest of the elves forming a line with more dwarves and the elf cavalry in reserve. The humans would not be arriving until turn 6!

 

The bad guys thundered forward, hitting my Dwarves with the Orcs, Chaos Knights and a mammoth. The Dwarves hung in there, but steadily crumbled under the pressure. They did manage to destroy one wolf pack and rout some Orcs and the Drow HC. The Dwarf leader was in the thick of the fighting and got wounded many times (made worse by Void magic and made better by Earth magic).

 

The Drow crossbows slowly shuffled into range of my elf archers and started trading shots with them - outnumbered 2 to 1 my elves started to suffer.

 

Then the Knights arrived! Three mammoths moved to head them off while the last dwarf unit was crushed by giants and a mammoth and the chaos knights (with the evil commander) had the final showdown with the Elf HC (with a leader and the army commander). They put up a brave fight but it was hopeless - with 1 Strength remaining the Elves broke, ending the game (more than half of the good army was routed or destroyed).

 

Green Gully will run red for many days.

 

Conclusions

 

Very entertaining game. The magic was great, fast to use effective without dominating the game. Looking forward to more! Oh, and it only took about two and a half hours to play.