12/29/2010

WHAA Big Battle

Warrior Heroes Armies and Adventures is a ruleset for skirmishes, but it also contains some rules in case you want to play a big battle ala Warhammer Fantasy Battles or Armies of Arcana. So today I decided to try those rules for the first time, and then I gathered all my 10 mm minis and quickly arrayed them for battle. I made four units for each side and deployed them randomly.

Orc deployment from left to right: one unit of orc warriors Rep 4 AC 2, another unit or Orc warriors with a standard, one unit of Black Orcs with two Trolls in it, and one unit of Orc archers in the wood.
Altengard deployment from left to right: one unit of arquebusiers Rep 4 AC 4, one unit of infantry Rep 4 AC 5, one unit of allied Mirholme warriors Rep 4 AC 5, and finally one unit with four knights Rep 5 AC 6.

The battlefield with the Orcs on the right and men on the left.
On the first turn only Altengard activates and moves forward all its units. On the next turn only the Orcs move and the first unit are the archers who advance and then charge instead of firing as they all are frenzy. The arquebusiers shoot them and one Orc dies and two retreat but the rest charges, killing more than half of the unit in one go, and exterminating it in the following turn.
Then the unit of Black Orcs charges the Altengard infantry, killing most of them as well.
The Mirholmen is the only unit which holds heroically against the Orcs, treating them on equal terms.
The last unit of Orcs tries to charge the knights but in the last moment stops and the charge is failed.
In the last turn the knights are finally charged, being killed two of them and the other two routed. The rest of the Altengard army dies except the warriors from Mirholme, but I finished the battle here as they were outnumbered by four to one and its situation was hopeless.

Four were the main causes of the Altengard's defeat: first they did not have any standards and consequently most of the soldiers routed instead of only retreating. Secondly, excepting the Mirholmen, all the human units were outnumbered. Third, The Humans had bad luck rolling for activation and could only stand and see what was happening, whereas the knight being capable of activating a couple of times due to their Rep, failed all his charges and stood still watching the Orcs coming at them. The fourth reason was that all the Orcs were Frenzy and this give them the extra edge they needed to win all the melees.

WHAA Big Battles works perfectly to simulate WHF style battles; melee is deadly and the game is fast.
I think I am going to use WHAA BB as a bridge between WHAA skirmishes and Rally Round the King for mass battles, for my Campaign of Einar.

6 comments:

  1. Wow, that was quick, bloody and rough on the Altengard army. Great stuff. :-)

    We were thinking of doing the same as you and using the BB rules as a bridge between the two rules sets. The only question will be deciding when and how to relate WHAA units to RRTK stands. Any thoughts?

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  2. That's a good question. I guess it depends on the quantitiy of figures in each body and of the numbers of bodies in the army, but I haven't thought about it yet.
    I was going to reread Montjoie! rules as I think there were some rules to go from skirmish to command whole armies...

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  3. Great BatRep. I look forward playing heroic fantasy again (for the moment I'm deep in SF games). One year ago I played a few games of WHAA before falling in 5150. All THW are such a fun !

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  4. I recently ordered figures to GZG, 15mm.co.uk and Critical mass and I'll be starting some 5150 games as soon as paint them all.
    THW rules are great, especially for solo play.
    Cheers,

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