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Mermerant - Pigryn (2025, may, 28)

We utilised armies that were three-quarters the size of previous ones to see if a smaller force would be effective, and we deployed them with a deeper battlefield in between, resulting in narrower deployment zones with less breadth, keeping flanks free of troops.

 

----- SETTING UP GAME AND ARMIES -----
  • Players set up the terrain (140 cm wide and 120 cm deep)

We jointly placed some terrain.

  • Roll for game length: 3 + amount of an average die (D6A) roll (2-5) Rounds.

I  rolled 4 on the D6A (averaged d6) so it would be a 7 turn game.

  • Players determine Showup initiative (SI); winner picks table side.

I rolled highest and decided on side.

  • Starting with (SI) looser, Players place (D6A) of their Unit Cards face down, according to Unit rules (Deployment Zone is from their edge 15 cm (7,5 on this table)  into the field). Continue rolling and placing till all units are fielded.

On this narrow table we had troubles due the 7,5 cm deployment zone and decided to broaden deployment 10 cm to each flank.

I rolled 4...

Peter rolled 4...

So we placed the rest of our unit cards and I rolled 2 for Reveal & Toggle...

Peter rolled 2 for Reveal & Toggle...

Then I rolled 4 and we revealed and toggled the rest. Peter swapped a Sword and Shield unit with a cavalry one, and I swapped my Packmaster with the Big Spears.

Then we lined up models.

  • If using Magic, Player(s) roll for Shards.

I still hadn't included any msagic.

 

----- PLAYING THE GAME -----

ROUND 1 :: PHASE 1

  • Unit Type Chits (UTC) for a player’s existing Units are prepared for random picking (placed in a cup/bag).

All UTC was placed in our cups.

Still having champions with command level 3 in all my core units as can be seen by the die numbers. I decided to give the Banner 1 so it could move uphill and linger. 2 to my Packmaster so it could advance, kept 1 1 for the General and gave 2 to my Helbardiers (quite foolish as they allready had 3 - enough for move and march and.. shortly thereafter we decided that double MOVE or MARCH disallowed CHARGE and HOLD).

Peter rolled D3's for all his Core units with champions having Inspirator trait (1, 1, 2, 2, and 3. Then distributed most of his generals OAT's to his auxiliary missile cavalry and slingers, and he distrubuted the generals to his missile units.

4 was rolled  for Unit Type Activation and we both picked 4 random from our cups, and as I revealed mine Peter hept his face down... we had a laugh, as this was new. But, we decided to go for it, so from now the reactive player don't reveal his UTC's before the initiative winner had completed his drawn UTC's.

I drew 3 CORE and an AUXILIARY and advanced with my only aux, the Packmaster and went for outflanking with my big-hammers.

Then moved my heavy armoured shielders up center and flanked it with some big-spears.

 

Peter drew 4 COMMAND and to my luck he had rolled quite low on the Inspirators, so it was a quiet advance  of Pistonall's heavy knights, Bouef and his Grütenwald bowmen, Von Öl and his Ölstadt blades, and Hagbrod van Klink' and his group.

 

 

ROUND 1 :: PHASE 2

2 was rolled  for Unit Type Activation and we both picked random from our cups. I picked 2 COMMAND and moved my Army Banner uphill and advanced the general towards the rocks to support the Packmasters advance.

Peter drew a COMMAND and a AUXILIARY and advanced his general and Pistons Pebblemen -renowned slingers of several battles.

 

ROUND 1 :: PHASE 3

4 was rolled  for Unit Type Activation and we both picked random from our cups.Peter advanced Eric and his knight errants of Maraquil and his auxiliary Bluesun horsemen - done two of his missile units stood at HOLD.

I picked 2 CORE and advanced the helbardiers up to support the sword and shielders, and the spears up to support the flank at the rocks.

End of Round 1...

 

ROUND 2 :: PHASE 1

  • Unit Type Chits (UTC) for our existing Units was prepared for random picking by placing in our cups

 

Peter rolled 1, 2, 3, 2, and 2. And distributed his OAT's to the missile core and auxiliary units.

Still having champions with command level 3 in all my core units as can be seen by the die numbers. I decided to keep 1 at the general, give some to the Packmaster and boost my Hammers.

 

2 was rolled  for Unit Type Activation and we both picked random from our cups.

Peter won initiative, kept it, and drew an Auxiliary and a Command UTC.  And then he nocked arrows and placed pebbles - delivering wounds to my Pigryns.

 

I drew a core and an auxiliary, so I advanced big hammers and the packmaster.

 

ROUND 2 :: PHASE 2

We rolled 4 for UTC's. - as I had some plans for a melee with the big hammers, i wasted to discuss Line of sight to my banner. But we agreed the forest was so high it blocked vision even though the banner was on hill level 2.

Peter advanced both his Sword and shielders, slingers, and the General

I advanced my helbardiers to take some of the rain that had serverely damaged my sword and shielders.  Advanced and readied the big-hammers for net rounds charge. Advanced Packmaster and general to support the flank.

Phase 2 endview...

 

ROUND 3 :: PHASE 1

We rolled for inspirators, and distributed OAT's. then rolled 3 for UTC's,

I won initiative and charged with my big-hammers -and despite the brace sword and shield humans countercharged.

The Pigryns insane strength and reach with them hammers -pulverised the foes in one single giant bashing. So much for the additional OAT's they had been given...

Then my sword and shielders charged the longbows and killed all but two.

 

Peters other unit of sword and shields charged my sword and shielders, but only managed to kill one.

Then his archers ran off and fired at my central helbardiers.

Then he charged with Pistonall's heavy knights at warhorses... and eradicated my helbardiers totally.

 

 

 

ROUND 3 :: PHASE 2

We rolled for inspirators, and distributed OAT's. then rolled 4 for UTC's,

Peter advanced his Knight errants towards center, and fired with his slingers and missile cavalry.

More to come...

 

ROUND 4 :: PHASE 1

We rolled for inspirators, and distributed OAT's. then rolled 3 for UTC's, and Peter won initiative.

Drawing  2 command and 1 auxiliary I knew it was game over for the Pigryns...

His Pistonall knights wheeled away and charged my spears.

His knight errants charged and destroyed my big spears.

Finally his pebble-swingers shot the last big-hammer to death.

As such this was it... A blast of a game, and some things to consider.

 

There are some slight errors I think, but its far too late for proper porrfreading now.that I will fix it tomorrow.

Here is an overhead view of the battle report.

----- SETTING UP GAME AND ARMIES -----

The Mermerant player toggled a cavalry knights unit with an infantry sword and shield unit, and the Pigryn player toggled an infantry great-hammer unit with an infantry beast handler unit.

 

----- PLAYING THE GAME -----