October 16, 2018, 08:38:17 AM

Author Topic: test battle report, Dogs of War vs Empire 1500pt  (Read 635 times)

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Offline Apocolocyntosis

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test battle report, Dogs of War vs Empire 1500pt
« on: April 02, 2018, 10:42:46 PM »
Partial bat rep to test things out. Dogs of war utterly massacred by Empire.
(white blobs are just 20cm command range checkers)

Empire Army, 1500 points
Warmaster Revolution
----------------------------------------------------------------
 135 -  3 Halberdiers
 195 -  3 Handgunners
 110 -  2 Crossbowmen (crossbow symbol, but looks a bit like a mining pick this zoomed out and jpg'd)
  70 -  1 Flagellants
 380 -  4 Pistoliers
  50 -  1 Helblaster
  85 -  1 Cannon
 130 -  1 Steam Tank
 125 -  1 General
 160 -  2 Hero
  60 -  1 Wizard
     -  1 War Altar (15)
----------------------------------------------------------------
1500 - 16/8


覧覧覧覧覧覧

Dogs of War Army, 1500 points
Warmaster Revolution
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 180 -  3 Pikemen
 110 -  2 Crossbowmen  (crossbow symbol, but looks a bit like a mining pick this zoomed out and jpg'd)
  65 -  1 Handgunners
  90 -  2 Swordsmen
 105 -  1 Ogres
 220 -  2 Dwarfs (axe symbols)
  60 -  1 Marauders (cutlass symbols)
 220 -  2 Knights
  85 -  1 Galloper Guns
 125 -  1 General
 240 -  2 Hero
     -  1 Griffon (80)
----------------------------------------------------------------
1500 - 15/8



Deployment


T1, Dogs go first, then empire, we managed 3 blunders between us, including the Empire steam tank killing its commander, -1cmd rest of game. Dwarfs get shot by cannons, losing a stand and getting pushed back a way should not have been in column!


T2
Empire move up. Cannons shoot the ogres back to where the dwarfs where, pistoliers ride up and kill a knight, driving them back

Dogs then fail to activate most things and their knights lose a charge against pistoliers (no image), losing their stands, honour, and griffon hero in the processes.

something happens, can't remember what:


The Dogs finally manage to move their centre up, but it gets messed up by drive backs from handgunners and a bit of volley gun over a couple of turns. A couple of confused units being left behind and people making way all over

Dogs manage to get 3 hits through the steam tank armour with shooting in 1 turn but that's not enough to achieve anything.

Dogs a doomed but decide to charge with what they can, losing the attack against the handgunners by 1 due to heavy support.


Empire then line up all their artillery to shoot down the line of the retreated pikes and dwarfs, annihilating the pikes with 13 hits onto just 2 stands, then destroying the dwarfs with flagellants and a retreat directly into the handgunners.


Dogs kill the hellblaster with a couple of crossbow shots, for their only unit kill of the game. Dwarfs have 6 out of the 8 kills needed to break the Dogs, and dogs surrender/go to bed.




« Last Edit: April 02, 2018, 10:57:15 PM by Apocolocyntosis »

Offline Geep

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Re: test battle report, Dogs of War vs Empire 1500pt
« Reply #1 on: April 03, 2018, 04:46:56 AM »
Thanks for the report.

Did you make this in Vassal? If so, which mod? Thanks

Offline Apocolocyntosis

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Re: test battle report, Dogs of War vs Empire 1500pt
« Reply #2 on: April 03, 2018, 08:57:18 AM »
Yep, it's your revision (I think) of EA with a folder of 20*40s snuck in at the end.
Our first WM game was pairs of epic stands placed touching each other in vassal ... Which was horribly cumbersome especially if the formation made a turn! (And the bikes in the ea mod armt on 20*40 either).

Offline Geep

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Re: test battle report, Dogs of War vs Empire 1500pt
« Reply #3 on: April 04, 2018, 02:58:57 AM »
It's interesting to see how well you've managed to get everything lined up- I'd like to look into that mod to see what's been done. Did you find a solution for good turning? I know, in theory, what needs to be done to have measured turning arcs, but never could get the programming right.

My own Warmaster extension for Vassal has been on hold for a few years now, just due to time. It's also hit the damn photobucket problem, so at some point I need to shift the images around. Regardless, if you're interested this thread should have all my files:
http://www.forum.specialist-arms.com/index.php?topic=6419.60

Offline Apocolocyntosis

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Re: test battle report, Dogs of War vs Empire 1500pt
« Reply #4 on: April 04, 2018, 04:23:19 PM »
Ah! I knew i'd seen a warmaster vmod at some point years ago, but was unable to find it (although asking here would have been the smart choice). Thanks for the links but the one for the base game appears to be dead?

My modifications don't do anything fancy and i've not tried programming anything smart. Only change outside of adding new tokens has been the addition of a second thread.
 The lining up is just that each unit has formation/stand number as layer options: 3 in line, 2 in line, single stand, 3 in column, 2 in column, single stand, varied on ctrl1/2 to add or remove stands from the unit.
I started off just with single stands and it was tedious to move them all and redress the unit after turning now that's only an issue at the brigade level. Some units are still single stands, im slowly making them all formationable-units, although I just mucked up all the cavalry with over-size selection boxes so need to backtack. (Had a look at trying to get vassal to group elements for turns, didn't look promising/possible).

It's basically the least effort way I could get WM into the EA vmod so we could play at short notice. Started just with blank long and short edge stands we could label and now I add a couple more icons after each game we play as needed I don't have the patience to represent every unit in every list, hence the block and basic icons.

thanks for all you work on the vmods!
« Last Edit: April 04, 2018, 04:25:18 PM by Apocolocyntosis »