The
Night Queen at Torrosa
In late 1899 with the threat of Skaven growing more
pronounced by the day, the forces in the Tilean Capital of Miragliano under
Borgio the Besieger sought to secure the city and performed a thorough sweep to
ensure all rat holes were sealed and that there were no infiltrators
present. During their sweep, they
discovered the vampire covens of the Strigoi vampire Rametep Biscione and the Lahmian
Vampiress only known as The Night Queen.
It seems the two covens had been gathering strength, yet dueling with
one another for sole claim to the city.
Once they were located, it didn’t take long for the City
Guard and the paid mercenaries of the city to flush the vampires out and pursue
them across Tilea until they crossed into Estalia via the Taranto Pass.
Somewhere in Estalia
the covens diverged and went in search of a new place to establish
themselves. After bypassing the Estalian
Capital of Magritta, they crossed the Rio Tagos and came upon the town of
Torrosa in May, 1900.
Without a force large enough to directly assault the wooden
palisade surrounding the town, she spread her force thinly around it and began
a small siege. The garrison inside the
town sent a unit of Jinete Fast Cavalry east to Magritta for assistance. The fast horsemen had no problem riding
through the shambling Undead and out-running the Black Knights of the Night
Queen.
The Night Queen’s army began gathering supplies to build a
stone thrower. With this, they would
easily knock down the palisade and storm through the gap to take the town. On June 19, help arrived under the command of
Alfonso the Battler. It was only 1,000
points, which was less than the besieging force, but it was all that could be
spared from the Capital with Norse Raiders active in the area.
The weather became extremely hot and it appeared that the
Estalians were going to be handicapped even more, since their Knights of
Santiago, the large elite unit of heavy cavalry, couldn’t function in such
extreme heat.
Alfonso awoke pre-dawn on the 20th to a mild 63
degree morning but with steady wind gusts to help against the heat, so he
ordered the attack.
The Undead would have to be dispersed by noon before the
day got too hot. But at least the troops
could remain fully armored until that time hit.
The Scenario
This is a Breakthrough scenario from the WFB 6th
Edition rulebook with a bit of a twist.
The 1,170 point Vampire Counts force will be starting in a narrow strip
across the middle of the table, wedged between the palisade wall of the town
and their 390 point garrison, and Alfonso’s force of 1,108 points (since the
Jinetes are with Alfonso). The battle is
7 turns long, however, since the weather will prevent some (or all) of the
attackers from marching, the attacker may extend the battle to 10 turns. We are counting 1 turn as an hour, so Turn 7
marks noontime when intense heat will kick in and the troops will be
handicapped for the remaining 3 turns of the game. The objective is for the Estalians to have
365 points of their force in the besieger’s zone at the end of any turn
starting with Turn 7. Characters do not
count.
Since this is a campaign battle, there are several other
factors to consider:
1). Heavy losses by either side will not be acceptable and
as soon as one side sustains 25% casualties they will begin testing to see if
they break off the battle (better to live to fight another day).
2). The Stone Thrower under construction is on the
table. It does not function, but the
Estalians have the ability to destroy it during the battle if they don’t
believe they can achieve a victory.
Alfonso the Battler joined the
large unit of the Knights of Santiago just to the left of the road with 2 units
of handgunners ready to form up behind them once they jumped off. To the left of them, near the ruined temple
was the lone cannon. A unit of 20
swordsmen formed up in column on the road.
To the right of the Estalian line Idarin the Level 1 Alchemist joined a unit of duelists and the Jinetes
took the far flank (depicted in my army by Riders of Rohan).
Most of the Torrosa garrison
starts the battle in reserve since they didn’t know when the attack would come (and to make the sides even at the start of the game).
Desidirius, the level 1 light wizard took up a position on the wall awaiting
the rest of the garrison to mobilize. I
wanted to have his Dispel Dice in the game as early as possible even if the
Undead were out of range of his lone magic missile spell.
The rest of the garrison in
Torrosa consisted of Captain Benito on a Pegasus along with a unit of
crossbowmen and swordsmen. I would begin
rolling for them on Turn 2.
In the center of the battlefield, the Night Queen positioned her Black
Knights almost back-to-back with the rear-facing unit looking to head off any
units from Torrosa that come out to claim victory points late in the battle. In the center she placed two small units of
skeleton spears and a unit of 8 dire wolves on the far end with their backs to
the marsh.
The Night Queen herself joined
the forward-facing unit of armored centaurs (Black Knights).
Turn 1:
[Above]
Alfonso the Battler leads the Knights of Santiago into battle.
Since
the heat of the day was going to slow down some of the troops and the objective
was to occupy space in the middle of the table, most of the Estalian force came
marching toward the defenders. Deciding that most of the action was going to
take place out of range of his Burning Gaze spell, Desidirius chose to head for
the gate and leave the shelter of the town.
Other units of the garrison were sure to follow. Without much for
targeting, the cannon put too much powder in the gun and dramatically overshot
the catapult under construction; planting the ball in the ground before it hit
one of the houses.
With no immediate threat
coming from the town, Sarnovich the Necromancer turned his unit of Black
Knights around and, using the Book of Arkhan, started their advance around the
small wood to cut off the Jinetes on their left flank. All other units remained stationary as the
plan was to “catch” the advancing Estalians and charge their flanks with the
armored Centaurs (using Black Knights rules) and Dire Wolves. The Estalian
player let the Book of Arkhan go in order to dispel one attempt to Raise Dead
by Sarnovich and they used their lone Dispel Scroll on the other cast by the
Necromancer Ataman.
Turn 2: Temperature climbing until Turn 7 where units in heavy armor may not March. Gusty winds picking up that vary between turns
The heat slowed up the advance, but the Knights of Santiago were already
in charge range of the Undead line.
Alfonso dropped behind the formation to command the rest of the army
since Fear is ever present when fighting the Undead. The Swordsmen on the road reverted back to
their standard 5-man battle line. As the
duelists advanced for the woods, the Jinetes ducked around to the inside to
avoid the coming Black Knights. The handgunners also advanced to close the
distance to the Dire Wolves since long range fire would be precarious in the
gusty winds. Idarin the Alchemist fell back
from the advancing unit of Duelists to keep a line of sight on the flanking
Black Knights. However, with only 3 casting
dice vs. 4 dispel dice, his Distillation of Molten Silver spell was easily
negated. The cannon misfired and would
spend the next turn clearing the barrel to try again.
The armies began maneuvering for the coming clash. The Black Knights
continued their movement around the trees on their left flank and Sarnovich
dropped out so he could focus on raising more skeletons for the needed battle
line. The Night Queen also dropped out
of her cavalry unit and moved into the trees to block the advance of the
approaching Duelists or the Jinetes. The
Armored Centaurs advanced slightly along with the nearest unit of skeletons so
that the skeletons had room for more heads and the armored Centaurs could still
get their charge off without being blocked by the skeleton unit.
On the far right the Dire
Wolves formed up to get a flank charge on the advancing knights. Despite their advantage of 6 power dice vs 4
dispel dice, the Undead magic phase fizzled with no Raise Dead spells being cast
successfully and Vanhel’s Dance Macabre cast from the Book of Arkhan was
dispelled. The magical charge in the book was vanquished and it would no longer
be of service for the battle.
Turn 3: High winds. No long range missile fire from any weapon using Ballistic Skill; No March Movement; Flying at Half Speed.
To charge or not to
charge? The Knights of Santiago chose not to charge
the Undead line since they would be going it alone with no units in support and
at least 3 Undead units attacking on 2 sides. That crept closer, but waited for
the swordsmen to move up alongside to help protect their flank if it was
needed. With the Black Knights rounding the flank, the Jinetes pulled away and
turned to face them in anticipation of launching a volley of arrows, Idarin the
Alchemist moved back toward the wall and the Duelists headed into the trees
where they became visible to The Night Queen.
Captain Benito, the commander of the small Torrosa garrison arrived on
his Pegasus and was able to clear the palisade fence before the winds forced
him down while Desidirius trudged further into the houses that shielded some of
the Undead line. As before, the magic
phase was ineffective and the cannon was reloading.
The Night Queen laughed shrilly as she spurred her horse to charge the
Duelists as they entered the woods. Along the main battle line,
the Knights of Santiago were too tempting a target for the Undead, so charges
were declared by the Centaurs, Dire Wolves and a unit of skeletons.
The Undead were
permitted to cast Hellish Vigor on the Night Queen since she was already
striking first, so it was only a matter of rerolling misses this turn.
Otherwise Undead magic failed to produce a single skeleton to add to their
battle line.
Above: The aftermath of the fleeing knights and the
ending position of the units involved.
Rather than tying up his best unit in an overwhelming combat, Alfonso
ordered the Knights of Santiago to flee. This would expose the flank of the
Centaurs to a charge from the unit of swordsmen while repositioning the knights
to confront the Black Knights on the flank.
He wasn’t worried about the rest of his line since he was there to keep
them all in order. Never the less, the
Jinetes couldn’t hear his commands to stay as the Knights of Santiago came
trampling through, so they fled ahead of them.
The Night Queen made quick
work of the Duelists; felling 4 of them and causing the rest to break and flee
from the woods. She easily ran them down
as she fled and her charging pursuit forced the Knights of Santiago to flee
even further.
Turn 4: High winds. No long range missile fire from any weapon using Ballistic Skill; No March Movement; Flying at Half Speed.
With the failed charge by the Centaurs, the swordsmen were perfectly
lined up to charge their flank. Alfonso
considered charging in, but with no magical items, his role was primarily to
offer leadership to his men as they faced a fear-causing enemy. Therefore, he held in position. Things took a sudden turn for the worse, however, when the swordsmen failed their
fear test and would not charge the Centaurs.
Captain Benito charged the undefended catapult and spent the close
combat phase putting it out of action. This was a questionable move, since the
Estalians could finish it and add it to the garrison if they emerged
victorious. But, with the swordsmen
failing their charge and the Knights of Santiago fleeing, the battle was
looking precarious for the Estalians.
Luckily the Knights and the
Jinetes were able to rally before they left the battle. The Knights formed up on the smaller Black
Knights unit now directly ahead of them while the Jinetes took a position to
shield their flank (and the Alchemist) from a charge by the Night Queen.
Fortune is fickle and it
suddenly turned against the Undead. The
alchemist was able to successfully cast Distillation of Molten Silver on the
Black Knights, slaying half of the unit (3 of them). Suddenly charging the Knights of Santiago
wasn’t a palatable option. Although the
swordsmen cowered before the Undead Centaurs, the cannon found its range and
picked one of them off with a well-placed shot.
The Jinetes were unsuccessful firing at the Night Queen with a -2
modifier due to the howling wind.
The climax of the battle had arrived with the Undead declaring 3
charges. The Night Queen charged the
Jinetes, who stood their ground to shield the units Alchemist hiding behind them. The Vampiress was too close to allow for a
stand & shoot reaction, so they would hope for the best and pray to
Myrmidia that their fate would be different from those of the duelists whom she'd run down the turn before.
The Dire Wolves charged Alfonso who stood alone in the center
of the Estalian forces and the 4 remaining Centaurs charged the flank of the
swordsmen. The swordsmen still feared
the Centaurs, but they had the numbers so they wouldn’t flee from the charge.
Elsewhere, the rest of the Undead force rotated around in a
counter-clockwise motion with the skeletons advancing on the combat, Sarnovich
moving up behind them for support and the 3 remaining Black Knights returning
to find better odds (or for a necromancer to restore their ranks). Sarnovich was able to restore the Centaur to his unit in time for combat
and Ataman, who was in a skeleton unit, was able to raise 5 more to add to his
unit. These would be handy before
charging in on the swordsmen.
The craziness began in the Close Combat phase. The Night Queen and her steed only killed 1
of the Jinetes. In turn, they inflicted
a wound on her. Because they outnumbered
her, she lost combat by 1, sustained another wound and was eliminated from the
game! As the General and animating force
of the army, this would mean the Undead would begin to crumble and die away. It looked like the battle would be over as
the Estalians only had to wait for the magical instability to cut down their
opponents.
Things went just as badly for Alfonso the Battler, neither he nor the
wolves caused a wound, but because he was outnumbered he lost combat by 1 to a
fear-causing enemy; meaning he had to automatically break. As Alfonso attempted to gallop away, the
Wolves caught him and took him down before overrunning into a unit of
handgunners. Here we were, 4 turns in
and neither side had a General (although Captain Benito was still in command of
the garrison).
Things went a marginally better for the swordsmen who lost 2 of their
members to the charge of the Centaurs. They also broke from combat. Despite being on foot and the Centaurs being a faster unit, the swordsmen were able to stay 1 inch ahead of the Centaurs as they
raced across the battlefield. At the end of the turn, the Dire Wolves and Black Knights lost only one
each due to instability, but the unit of skeletons that wasn’t led by a
necromancer lost half of their number with only 5 remaining.
Turn 5: Continued High winds. No long range missile fire from any weapon using Ballistic Skill; No March Movement; Flying at Half Speed.
The Estalians led off with Captain Benito charging the dwindling
skeleton unit, which consisted of only 4 remaining skeletons. The swordsmen rallied and turned to face
another charge from the Undead Centaurs.
With only a pair of Black Knights hiding behind the copse of trees, the
Knights of Santiago set off to turn the flank and occupy the defender’s
deployment zone. At 340 points, this
would almost bring the Estalians the victory (365 were needed). The Jinetes
moved to flank the Centaurs if the swordsmen were able to hold out for a combat
round when they were charged again, while the Alchemist moved to the side to
ensure he wasn’t caught up in the next route, should one occur. The Estalian magic phase was ineffective and,
although the cannon was dead on target firing at the larger remaining skeleton
unit, the ball didn’t bounce and only ended up crushing one skeleton.
During the close combat phase, the Dire Wolves felled two of the
handgunners and, winning combat again, ran down the fleeing survivors as they
charged into the cannon. The Vampiress
might be gone, but the remnants of her army was continuing to inflict a lot of
damage on the Estalians.
At the start of the Undead
turn, instability only cost the army 3 skeletons and a wound to Sarnovich. Everyone else remained steadfast. As expected, the Centaurs charged again into
the hapless swordsmen while the two remaining Black Knights continued to move
around the copse of trees; keeping it between them and the large unit of Estalian
Knights. The remaining unit of skeletons was determined to protect the
deployment zone as the Estalians were starting to recognize their victory
conditions had to be met, but rather than get mowed down by the nearby
handgunners, they turned to face them in anticipation of a favorable charge.
Magic continued to be a
non-factor, which was having a larger negative impact on the Undead than on the
Estalians. Raising the Dead was part of
the Undead battle plan and without favorable Winds of Magic their battle plan
was falling apart.
In the close combat
phase, the Centaurs killed another 3 swordsmen who lost combat by one. Never the less, they still broke and fled
only to be run down by the Centaurs. This marked the third unit in the Estalian
relief force which would force a route roll at the beginning of their next turn
to see if they break off from the battle (a true gift for the struggling Undead
army).
The cannon crew fared better.
Against the wolves they lost 1 crewman, but killed 2 wolves, resulting
in a draw. They would live to fight on another turn.
Turn 6: The strong winds
reduced to a breeze temporarily, permitting missile fire at long range with additional -1 modifier.
Because this is a campaign battle, there is always the impetus for the
ranking commander on the field to withdraw from the battle when casualties get
too high. Better to live and fight
another day. With the Estalians reaching
that threshold and Alfonso the Battler gone, the leadership roll fell to the
champion of the Knights of Santiago who had a leadership as strong as their
departed commander. The Estalians passed
with a leadership roll of a 3 and the battle went on.
Captain Benito charged the
rear of the Dire Wolves in an effort to finally dispatch these nuisances.
They’d already cost Estalia their General and a unit of handgunners with a
cannon crew precariously close to perishing as well.
The Knights of
Santiago moved confidently into the enemy deployment zone and the Jinetes,
seeing their opportunity to join them and secure the victory, started around
the copse of trees keeping the Knights between them and the remaining enemy
units.
This whole time, Desidirius had been trudging out of the town against the wind, looking for his opportunity to contribute to the battle. He moment finally came. Sarnovich the Necromancer on his horse were within range and line of sight as Desidirius cleared the last house and he was able to slay the necromancer with his Burning Gaze spell.
[Above]
Desidirius the Light Wizard sees the end of Sarnovich the Necromancer (mounted
on the horse in front of the cottage).
For good measure, the
remaining handgun unit dropped 3 of the skeletons defending their shrinking
patch of land. Lastly, the Dire Wolves
killed another crewman, but Captain Benito was able to dispatch the rest.
Taking stock of the
situation, the Undead called the battle.
With the loss of their General, a necromancer and both units of Black
Knights being greatly reduced, they had nothing to uproot the Knights of
Santiago and remove them from their victory zone in the next 2 turns. The felling of the Dire Wolves prevented the
Estalians from making another Route Roll, which was the Undead's last chance at pulling a victory from the jaws of defeat.
Aftermath
The Night Queen and Sarnovich the necromancer never recovered during the
post battle sequence. Losing so much of
the force, the army was scattered and would never again threaten Estalia. For the Estalians, Captain Benito received a
field promotion to the rank of General (he was now a Lord Character) and given
command of Alfonso’s army to lead them back to Magritta for refitting. Alfonso was found on the battlefield and
fully recovered. For his efforts he was given Benito’s old post in command of
the Torrosa garrison.
Game Master's Note
This was the first battle
using my latest edition of solitaire rules and I am quite pleased with the
outcome. Even though I, as the Estalian player, was able to pull off a victory,
it really came down to passing that last Route Test, otherwise the outcome
would have been different. There were several places where I had to use the
“common sense rule” to move the Undead it what was an obvious decision, but I
feel good about not meta-gaming the outcome.
The Undead strategy had been to hold the Centaurs and Vampiress back and
execute a flank charge when the skeleton units were charged. Unfortunately, the Knights of Santiago made
it obvious that the strategy wouldn’t work if they got the charge off and since
they crept a little too close before the charge, Common Sense said to declare
the charge, which forced them back and almost off the table.
The MVP of the battle was
Captain Benito for securing the catapult, eliminating what remained of the
first skeleton unit and slaying the Dire Wolves before the killed off the
cannon crew and forced another critical Route Roll. In his honor I decided it was time to buy and
convert a Pegasus rider for my Estalian/Tilean armies because it bugged the
heck out of me every time I moved the model around when it was obviously an
Empire model with the Karl Franz back banner. It pays to be a winner!
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