Post by LilNewbie on Feb 26, 2010 17:57:19 GMT 1
SWLion and I played an SBH game last night using a scenario he adapted from the DDM Miniatures rulebook called Prowling Marauder (I'll post the scenario later). We played using units from the DDM lists that SWLion has been working on (while I finished the LotR army lists ) We both came to the game with pregenerated Good and Evil warbands of 400 points (200 point personalities) and used the All Out Battle rules for setup (as stated in the Prowling Marauder scenario). I won the roll for attack/defending choice and chose to have SWLion be the defender and also rolled that I would be using the Evil Warband.
(Please excuse any bluriness in the pictures)
Here is the board at the start of the game. SWLion did a good job of placing terrain from the terrain pool and then setup his warband first:
The evil warband moves on the field ready to start:
A note on the terrain: We played the forests and ruins as rough terrain and the pond as impassable (the water part only). The hills were normal terrain but count as rough while going up the elevations (going down is normal).
The Prowling Marauder rolled was a Dire Bear and it would be entering on the Attacker's Left side.
First round: The Evil Warband moves up into and around the ruins while the Good warband postitioned a little but failed to move far due to a bad group activation roll. The Dire Bear seemed to hunger for Orcflesh as SWLion won both Marauder control rolls.
Second Round: The Skullcrusher Ogre has enough of the Dire Bire and knocks it senseless but can't finish it up due to some activations difficulties. The rest of the Evil Warband continues to skirt the ruins leaving one lone Orc Warrior picking flowers near the start zone. The Good guys move forward and start spreading out trying to get some ranged shots on the nearest Orc.
Third Round: The Skullcrusher Ogre eventually dispatches the bear (the bear's skull will look good hanging off his belt) and the Evil warband starts to move forward to get into range of the Good guys. A Dire Boar is rolled as the next Marauder and it decides that the Elves look tasty. Bad decision by the Boar as it is taken out by a combined ranged volley from the elves and then a quick killing stroke by the Barbarian. The next creature rolled is a Dire Ape and it starts to move toward the bad guys but has second thoughts and goes after a lone Elf Archer near the pond. The Orc Archer is killed by a shot from the other Elf Archer.
Fourth Round: The Evil Warband has a bad turn and barely activates anything. And has a few of their big hitters knocked down by some good rolling from the Good guys. BUT the Good Warband loses an Elf Archer to the Dire Ape and then the Dire Ape moves into the fallen Half-Ogre that had just been rattled by the attack of the Skullcrusher Ogre. The Elf Wandmage tries to entrance the Skullcrusher Ogre several times but the Ogre is in full bloodlust mode now and pays no attention to the silly hand-wavings of the elf. The Evil Leader is surrounded by three good guys and only survives by his Heavy Armor.
Fifth Round: The Evil Warband gets a lucky Gruesome Kill on one of the Good Guys which also takes the Good Warband down to half. Several of the good guys decide they have had enough and flee or are dispatched by their opponents as the try to leave combat. The Dire Ape is finally taken out by the Skullcrusher and he adds another skull to his collection. The Evil leader is knockdown during his turn and barely survives again by his Heavy Armor when attacked by the good guys on their turn. A Dire Boar is rolled for the next Marauder and it makes straight toward the flower-picking Orc in the center of the battlefield.
Sixth Round: The Evil Warband has some bad activations and does very little to the Good Warband. The flora-inspecting Orc manages to rattle the Boar on their initial contact. The Good Warband positions and attempts to take out the Evil Leader but fails to damage him again even with him being on the knocked down (his sacrifices that morning seem to be paying off).
Seventh Round: The Evil Leader recovers and attempts to remove the presence of the Good Leader but fails to do antyhing. He is attacked again by the two remaining good guys and gets knocked down again. The Boar recovers and attacks the flora-orc and manages to get pushed away from him...must be the aroma of daisies that does it.
Eighth Round: The Evil Leader recovers again and takes out the Good Leader which causes Warforged Bodyguard to run. The Leader fails to do anything the Bodyguard (WBG) as he leaves combat. The remaining Evil forces follows him and attempts to surround him. The Boar decides that the Warforged looks like an easier target and goes after him also.
Ninth Round: The Ogre Mage attempts to mystify the WBG but he just shrugs off the attempt. The Skullcrusher and the WBG fail to hurt each other but the Boar gets knocked silly by the WBG.
Tenth Round: The end is near as the WBG gets pummeled by the Skullcrusher Ogre and the Evil Warband decides to roast the wounded Boar in a victory party.
This was a great game and the Good Guys had the Evil Guys on the ropes twice with their attempts at taking out the Evil Leader but he is a one tough guy and survives each attempt. This was the third time we played this scenario and we really like how the Marauder adds an unknown dimension to the game.
(Please excuse any bluriness in the pictures)
Here is the board at the start of the game. SWLion did a good job of placing terrain from the terrain pool and then setup his warband first:
The evil warband moves on the field ready to start:
A note on the terrain: We played the forests and ruins as rough terrain and the pond as impassable (the water part only). The hills were normal terrain but count as rough while going up the elevations (going down is normal).
The Prowling Marauder rolled was a Dire Bear and it would be entering on the Attacker's Left side.
First round: The Evil Warband moves up into and around the ruins while the Good warband postitioned a little but failed to move far due to a bad group activation roll. The Dire Bear seemed to hunger for Orcflesh as SWLion won both Marauder control rolls.
Second Round: The Skullcrusher Ogre has enough of the Dire Bire and knocks it senseless but can't finish it up due to some activations difficulties. The rest of the Evil Warband continues to skirt the ruins leaving one lone Orc Warrior picking flowers near the start zone. The Good guys move forward and start spreading out trying to get some ranged shots on the nearest Orc.
Third Round: The Skullcrusher Ogre eventually dispatches the bear (the bear's skull will look good hanging off his belt) and the Evil warband starts to move forward to get into range of the Good guys. A Dire Boar is rolled as the next Marauder and it decides that the Elves look tasty. Bad decision by the Boar as it is taken out by a combined ranged volley from the elves and then a quick killing stroke by the Barbarian. The next creature rolled is a Dire Ape and it starts to move toward the bad guys but has second thoughts and goes after a lone Elf Archer near the pond. The Orc Archer is killed by a shot from the other Elf Archer.
Fourth Round: The Evil Warband has a bad turn and barely activates anything. And has a few of their big hitters knocked down by some good rolling from the Good guys. BUT the Good Warband loses an Elf Archer to the Dire Ape and then the Dire Ape moves into the fallen Half-Ogre that had just been rattled by the attack of the Skullcrusher Ogre. The Elf Wandmage tries to entrance the Skullcrusher Ogre several times but the Ogre is in full bloodlust mode now and pays no attention to the silly hand-wavings of the elf. The Evil Leader is surrounded by three good guys and only survives by his Heavy Armor.
Fifth Round: The Evil Warband gets a lucky Gruesome Kill on one of the Good Guys which also takes the Good Warband down to half. Several of the good guys decide they have had enough and flee or are dispatched by their opponents as the try to leave combat. The Dire Ape is finally taken out by the Skullcrusher and he adds another skull to his collection. The Evil leader is knockdown during his turn and barely survives again by his Heavy Armor when attacked by the good guys on their turn. A Dire Boar is rolled for the next Marauder and it makes straight toward the flower-picking Orc in the center of the battlefield.
Sixth Round: The Evil Warband has some bad activations and does very little to the Good Warband. The flora-inspecting Orc manages to rattle the Boar on their initial contact. The Good Warband positions and attempts to take out the Evil Leader but fails to damage him again even with him being on the knocked down (his sacrifices that morning seem to be paying off).
Seventh Round: The Evil Leader recovers and attempts to remove the presence of the Good Leader but fails to do antyhing. He is attacked again by the two remaining good guys and gets knocked down again. The Boar recovers and attacks the flora-orc and manages to get pushed away from him...must be the aroma of daisies that does it.
Eighth Round: The Evil Leader recovers again and takes out the Good Leader which causes Warforged Bodyguard to run. The Leader fails to do anything the Bodyguard (WBG) as he leaves combat. The remaining Evil forces follows him and attempts to surround him. The Boar decides that the Warforged looks like an easier target and goes after him also.
Ninth Round: The Ogre Mage attempts to mystify the WBG but he just shrugs off the attempt. The Skullcrusher and the WBG fail to hurt each other but the Boar gets knocked silly by the WBG.
Tenth Round: The end is near as the WBG gets pummeled by the Skullcrusher Ogre and the Evil Warband decides to roast the wounded Boar in a victory party.
This was a great game and the Good Guys had the Evil Guys on the ropes twice with their attempts at taking out the Evil Leader but he is a one tough guy and survives each attempt. This was the third time we played this scenario and we really like how the Marauder adds an unknown dimension to the game.