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Author Topic: Tactical Exposition Game 1: Civil War Rothgar's Faith, Steel & Gunpowder  (Read 29311 times)

Offline Holy Hand Grenade

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Tactical Exposition Game 1:  Civil War
Thread for Tactical Discussions with General Rothgar


This Tactical Exposition Game (TEG) is a modification to our popular Tactical Decision Game (TDG).  In this game, forum members will be able to sit "table-side" to two of our experienced forum members-  Rothgar and Zif. 

Empire normally doesn't face itself on the field of battle-  but there is some benefit to seeing two different list building philosophies go head-to-head.

Just like in a TDGs, a TEG will be a way to explore Empire strategy and tactics as a forum.  The goal is to share ideas and learn. 

This thread is for those that want to see Rothgar's strategy, tactics, and decisions.  You can freely look at both Zif's and Rothgar's threads...but please respect the separation.  Don't discuss things here that you read in the other thread.


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

The description of the terrain, the scenario, the lists, and how deployment went down can be found in The Community Thread.

Note:  I am using an internet dice log to make the rolls.  If you want to see the log, register for an account on https://dicelog.com/logdice and join Dice Log 244.

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

Rothgar has a cavalry-based list with lots of 1+ AS.  He has a total of 4 cannons on the field with 2 GC and 2 STanks.  His primary hammer is a decent sized Demi block backed by WAltar buffing love and Lvl 4 Light Wiz with Shem's, Pha's Protection, Banishment, Birona's Timewarp

Here is what the board looks like:





Rothgar-  please explain your deployment strategy, any adjustments you had to make, and what your priorities are Turn One.

Here is the dicelog for the 1st turn roll:

[11] 13-03-28 18:17:00 EDT
Zif roll for 1st turn
1d6
6

[12] 13-03-28 18:17:30 EDT
Rothgar roll for 1st turn (gets +1)
1d6
4

Zif’s 6 beats Rothgar’s 5.  Zif gets the first turn.

As we all know, this was a critical roll because of the upcoming arty duel.

I don't know about you-  but I can't wait till the bullets and cannonballs start flying!
 :::cheers:::
HHG
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline Holy Hand Grenade

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Okay Rothgar, here is Zif's first movement phase.





Zif's luck with the diceroller continues in the magic phase:

[13] 13-03-29 08:11:30 EDT
Zif Winds of Magic
2d6
5 + 5 = 10

[14] 13-03-29 08:13:12 EDT
Zif channel roll
1d6 = 6
1: 1 ... failure
2: 6 ... success

 [15] 13-03-29 08:14:26 EDT
Rothgar roll for channel
1d6 = 6
1: 5 ... failure
2: 2 ... failure


Zif rolled a 5 and 5, channeled one, and one for the Hurri= 12 PD.

Rothgar did not channel and gets 5 DD.

12 PD versus 5 DD

Zif is cranking up his first spell now.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline Holy Hand Grenade

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Alright brother-  Zif starts with a 4 dice boosted Pha's Protection.

[16] 13-03-29 08:56:54 EDT
Zif 4 dice boosted Pha's Protection
4d6
4 + 3 + 3 + 6 = 16


16+4= 20.  Successfully cast.

Rothgar-  let me know what you want to do for dispel.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline rothgar13

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Well, he's put me in a rather tough spot early with that Magic phase rolling. Not a whole lot I can do about that, except maybe snipe the Wizard Lord... :icon_twisted:

Either way, Pha's is the "must not let through" spell in the current Magic phase, IMO, so I think I'm going to go ahead and put all 5 DD on it. If he gets another spell I don't like off, I guess I'll just burn my Scroll - he can't roll like this forever, right?

Also, HHG, I just realized that (a) my Witch Hunter doesn't seem to be in the picture, and (b) I have not declared an Accusation target. I'd like to do that (the Wizard Lord, obviously).

Offline Holy Hand Grenade

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Also, HHG, I just realized that (a) my Witch Hunter doesn't seem to be in the picture, and (b) I have not declared an Accusation target. I'd like to do that (the Wizard Lord, obviously).

He is in the Archer unit.  I haven't created separate icons for the characters-  but I will if they move out of units.

[17] 13-03-29 11:47:27 EDT
Rothgar 5 dice dispel roll on Pha's
5d6
6 + 4 + 2 + 5 + 1 = 18


18+4=22.  Dispelled.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline Holy Hand Grenade

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Zif casts a 2 dice Banishment from the WAltar on the east Archer unit.

[18] 13-03-29 12:01:02 EDT
Zif 2 dice Banishment
2d6 >= 4
4 + 2 = 6 ... success


I assume you will let it go.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline rothgar13

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Sure, let that one go. My Archer Detachment is probably toast, but my Ld bubble is up, so I'm not worried.

Offline Holy Hand Grenade

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Banishment kills all 5 Archers.

Archer det make Panic test.
Halberds make Panic test.

'Nilla Knights just over 6 inches away, don't have to test.

I can post the dicelog, but I don't want to clog up the thread with a bunch of lesser rolls.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline rothgar13

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Just the cliffnotes are fine, HHG. Thanks. :)

Offline Holy Hand Grenade

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On a boosted Birona's Timewarp on 6 dice:

[24] 13-03-29 14:06:45 EDT
Boosted Birona's Timewarp
1d6
1: 2
2: 5
3: 4
4: 6
5: 2
6: 6

2x6s = IF.  Wiz is in the forward east corner of the archer bunker-  ranges all the units from the west HBVG to the GC.

[25] 13-03-29 14:09:41 EDT
Zif's Wiz Miscast
2d6
3 + 6 = 9

[26] 13-03-29 14:10:38 EDT
Wiz to wound roll
1d6 >= 2
1 ... failure

 
Magic phase over.

Sorry Rothgar, Zif has been on fire so far!
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline Holy Hand Grenade

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Failed to mention in the last post-  the Arch Lector takes a Str 6 hit also from the miscast, which is negated by his Charmed Shield.

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

As far as shooting-

The north cannon takes a shot at the War Altar-  12" away from the back of its southwest corner.

[28] 13-03-29 14:43:48 EDT
North Cannon first roll
1d6
3

[29] 13-03-29 14:44:06 EDT
North Cannon bounce roll:
1d6
1

So-  the cannon goes 6 inches and then bounces 2 inches.  It hits a Demi but won't reach the WAltar.

[30] 13-03-29 14:46:58 EDT
Cannon wound roll on Demi
1d6 >= 2
3 ... success

[31] 13-03-29 14:47:15 EDT
Cannon # of wounds:
1d6
4

Demi dies.

Note-  dicelog rolls 32-36 are ignored.  At first I thought the WAltar was hit, but 8 inches didn't make it.

Second cannon shot.

[37] 13-03-29 15:02:37 EDT
2nd Cannon shot first roll
1d6
4

[38] 13-03-29 15:02:56 EDT
2nd cannon bounce roll
1d6
6

So...the second cannonball goes 8 inches and then sticks in the ground.  Nothing hit.

H1 fires 5 shots at the Knights.  1 arrow hits, fails to wound.

H2 fires at Roth's H1.  No effect.

Arc 1 fies at Roth's H1.  No effect.

Working the end of turn graph now.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline Holy Hand Grenade

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Overall Zif you had a strong first turn.

The gold stars are the units effected by Birona's Timewarp.





Rothgar, you are up.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline rothgar13

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That was a bit rough, yeah. But it could have been worse - losing one Demigryph in a 5-man unit isn't an insurmountable loss, and the Archers are expendable by definition.

OK, HHG, here's my unit-by-unit plan, with a couple of contingencies:
1. STanks - generate 5 Steam Points. Provided I get them, the one to the left will be aiming to crash into that Spearmen unit (3 Steam Points), whereas the one on the right should be angled such that it can shoot at either cannon (just 1 Steam point), and hopefully the Helblaster as well.
2. Knights (left) - I want them to march up to the left of the Wizard's Tower (trying to use it as cover from his Helblaster).
3. Demigryphs - move them forward a bit, angling them such that their left flank is covered by the Wizard's Tower (I'm tyring to create a firing lane for my Great Cannon on the left to his Great Cannon on the left).
4. Halberdiers - walk 2" back, I don't want to be in combat if I can avoid it right now.
5. Archer Detachment - reform to 5-wide, walk 2" back along with the Halberds.
6. War Altar - Have it sit next to the Halberdiers after they move back, facing toward zif's forces.
7. Knights (right) - By zifnab's Greatswords, I'm assuming the Anvil of Vaul does not impede our movement? Given that, I just want to move them sideways a bit so that my Great Cannon (right) will have a firing lane at either of his Great Cannons.
8. Archer unit (+Witch Hunter, Wizard) - move this unit behind the Halberdiers - I should still be able to see his Wizard's unit.
« Last Edit: March 29, 2013, 10:04:14 PM by rothgar13 »

Offline Holy Hand Grenade

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Okay-  will start working it.  I will post a graph here for you to bless when I am done.

The Anvil doesn't impede movement, but it will impede LOS as it is a hill.

Both STank generates steam, no issues.

STank 1 can move forward 10 inches.

STank 2 can move forward 5 inches.
« Last Edit: March 29, 2013, 10:31:47 PM by Holy Hand Grenade »
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline Holy Hand Grenade

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Alright Rothgar, tell me what this does for you.

Tank 2 is the orange line.  I could aim him towards the north cannon but not the south one-  he would have not made it past the Knights, staying one inch away.

Couldn't fandangle the left cannon to get a shot on the south cannon either- due to the Demis and everything else in the way.  But the red line shows a sweet shot that might hit the Hurri, the HBVG and some GS to boot.

Blue cannon could target the west HBVG, the WAltar or hope for a long bounce over the GS, possibly hitting the Hurri as well.


If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline rothgar13

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Beautiful. Thanks, HHG! :::cheers:::

Offline Holy Hand Grenade

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To start the magic phase:

[49] 13-03-29 22:49:06 EDT
Rothgar T1 Winds:
2d6
2 + 1 = 3

[50] 13-03-29 22:49:51 EDT
Rothgar channels:
1d6 = 6
1: 2 ... failure
2: 2 ... failure

[51] 13-03-29 22:50:28 EDT
Zif channels:
1d6 = 6
1: 6 ... success
2: 3 ... failure


So....3 PD to 3 DD.  The Winds died away for you Rothgar!

What do you want to cast?
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline rothgar13

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Yuck - bad magic phase. Put everything on a boosted Pha's, then. I don't expect it to pass, though.

Offline Holy Hand Grenade

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A 3 dice boosted Pha's.

[52] 13-03-30 07:49:56 EDT
3 Dice boosted Pha's
3d6
1 + 5 + 2 = 8

8+4=12, successful cast.

While I am waiting on Zif's dispel response, start thinking about the targets you want me to hit in the shooting phase Rothgar....and the order of fire.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline Holy Hand Grenade

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[53] 13-03-30 08:20:47 EDT
Zif 3 dice dispel on Pha
3d6
2 + 6 + 6 = 14

Definitely dispelled.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline rothgar13

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All right, here are my targets and order of fire:

1. Great Cannon (left) at Helblaster (right).
2. Steam Tank (right) at Great Cannon (top) (Steam Cannon, 3 SP).
3. Great Cannon (right) at Great Cannon (top), or at War Altar if Great Cannon has been destroyed.
4. Steam Tank (left) at Spearmen, I guess (Steam Cannon, 2 SP).
5. Archer units at Archer detachment in front of Halberdiers, if possible.

Hope this works!

Offline Holy Hand Grenade

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I assume 10 inches off the back of the base of your targets for most shots?

Zif would have hit the WAltar with both shots had he done this.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline rothgar13

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Yes, sir. 10" from the back of the base, if possible.

Offline Holy Hand Grenade

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We realized on the other thread that the Hurri generates magic dice-  so it also takes a Str 6 hit from the miscast.

The Hurri took a wound.

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

1. Great Cannon (left) at Helblaster (right).

Dropped cannonball right in front of the Greatswords, hoping for a bounce to the Hurri and HBVG.

[55] 13-03-30 09:52:37 EDT
Left Great Cannon at GS, Hurri, HBVG first roll
1d6
1

[56] 13-03-30 09:53:02 EDT
Left GC cannonball bounce:
1d6
3

Hits 3 GS and the Hurri, barely misses the HBVG!

Kills 2 of the GS.

[58] 13-03-30 09:59:10 EDT
Wound roll on Hurri:
1d6 >= 2
4 ... success

[59] 13-03-30 09:59:35 EDT
# of wounds on the Hurri:
1d6
2

Hurri takes 2 more wounds.  Has 2 remaining.

2. Steam Tank (right) at Great Cannon (top) (Steam Cannon, 3 SP).  Shot is 10 inches from back of cannon.

[60] 13-03-30 10:13:52 EDT
STank cannon on north cannon:
1d6
4
 
[61] 13-03-30 10:14:58 EDT
Wound roll on north cannon:
1d6 >= 2
3 ... success

[62] 13-03-30 10:15:10 EDT
# of wounds on north cannon:
1d6
6

The cannon makes an 8 inch direct hit.  North cannon destroyed. 

3. Great Cannon (right) at War Altar.  Shot 10 inches from the back of the WAltar:

[63] 13-03-30 10:19:03 EDT
Right GC cannon on WAltar:
1d6
2

[64] 13-03-30 10:19:23 EDT
Right GC cannon bounce roll:
1d6
2

The cannonball travels a total of 8 inches, hitting the AL & WAltar.

[65] 13-03-30 10:20:05 EDT
Roll to wound Arch Lector
1d6 >= 2
6 ... success

[66] Ignored.  Accidentally rolled to wound before the Ward save.

[67] 13-03-30 10:21:52 EDT
Arch Lector Ward save:
1d6 >= 4
6 ... success

[68] 13-03-30 10:22:15 EDT
Roll to wound the Altar:
1d6 >= 2
1 ... failure

So-  the Arch Lector made his Ward save and the shot failed to wound the Altar.

4. Steam Tank (left) at Spearmen. (Steam Cannon, 2 SP).

The shot hits 2 Spears, kills only 1 Spear.

5. H1 Archers at H2 Archers.  No hits.

Working final graph up now.

 :::cheers:::
HHG
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline Holy Hand Grenade

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Here is the end of turn graph:





Would like some more comments/participation on both threads!  Talk to the Generals!
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker