Sunday, 10 February 2019

Game 108 - Forces of Nature - 2019/02/10

Greetings!

I played my third game of 2019 against my most regular opponent, Jeff. We played that game prior to CanCon 2019 and Jeff wanted to test some of his ideas before he would submit the final army list for the event.

Jeff decided to choose Forces of Nature this time, which looked like a big change in comparison to his Night Stalkers army. Although my previous game against Ed was also versus Forces of Nature host, this army was completely different in terms of composition. It is yet another example how well Kings of War game is designed that it allows such a variety, even in the frame of the same faction.

We played at 2250 points per side and here are the details of the army list Jeff brought to our game:

Forces of Nature - Army List

6 Fire Elementals, Horde, Large Infantry, Crushing Strength (2), Shambling
- Beast of Nature,  Monster, Crushing Strength (2), Breath Attack (10)

6 Fire Elementals, Horde, Large Infantry, Crushing Strength (2), Shambling
- Beast of Nature,  Monster, Crushing Strength (2), Lightning Bolt (6)

6 Fire Elementals, Horde, Large Infantry, Crushing Strength (2), Shambling
- Forest Warden, Large Infantry, Hero,  Crushing Strength (2), Pathfinders, Nimble, Vanguard, Surge (3), Inspiring (Forest Shamblers only), Drain Life, Inspiring Talisman
- Hydra, Monster, Crushing Strength (2), Regeneration (5+) 

3 Forest Shamblers, Large Infantry, Regiment, Crushing Strength (1), Pathfinders, Shambling, Vanguard
- Forest Warden, Large Infantry, Hero,  Crushing Strength (2), Pathfinders, Nimble, Vanguard, Surge (3), Inspiring (Forest Shamblers only), Drain Life, Griffin Banner
- Hydra, Monster, Crushing Strength (2), Regeneration (5+)  

Wardens Watch - Formation

3 Forest Shamblers, Large Infantry, Regiment, Crushing Strength (1), Pathfinders, Shambling, Vanguard, Speed 7
- Greater Earth Elemental, Monster, Crushing Strength (3), Shambling - this unit is not part of the formation
 
3 Forest Shamblers, Large Infantry, Regiment, Crushing Strength (1), Pathfinders, Shambling, Vanguard, Speed 7
- Forest Warden, Large Infantry, Hero,  Crushing Strength (2), Pathfinders, Nimble, Vanguard, Speed 7, Surge (3), Inspiring (Forest Shamblers only), Drain Life
- Greater Earth Elemental, Monster, Crushing Strength (3), Shambling - this unit is not part of the formation

This army has a lot of tough elements and the whole menagerie of Monsters! It should not surprise me, however, as I already learned about Jeff's style of designing the army lists. This one had hordes of Large Infantry, instead of the hordes of regular foot soldiers. But the rest of the army was comprised of units that together added to the versatility of the force and its ability to deal with different threats.

In general, it had 15 elements, all of them scoring and with a combined Unit Strength of 23! The army is also comprised of Defense 5+ units only, with the exception of Greater Earth Elementals which have Defense 6+. While this army may looks slow in advance, it is fast enough to get to the fight with the opponent. It favors grind match where his defense, Crushing Strength and high nerve should prevail. What is more, Drain Life will be very helpful in defeating the enemies and healing some of the damage done already. 

What I have noticed abut the armies based around hordes of large infantry, however, is that they may not cover the width of the battle field as efficiently. In particular without fliers of their own they may adapt more compact formation. Perhaps that is where my chance would be. 

I also kept experimenting with my army list and this time I chose a formation myself, Kings Champions:
 
Outcasts - Army List

3 Drakon Riders, Regiment, Large Cavalry, Thunderous Charge (1), Crushing Strength (1), Fly
- 5 Silverbreeze, Troop, Cavalry, Nimble, Bows
- 5 Silverbreeze, Troop, Cavalry, Nimble, Bows
- Drakon Rider Lord, Hero, Large Cavalry, Crushing Strength (1), Thunderous Charge (1)


3 Drakon Riders, Regimen, Large Cavalry, Thunderous Charge (1), Crushing Strength (1), Fly

- Army Standard, Hero, Individual, Inspiring

3 War Chariots, Regiment, Large Cavalry, Thunderous Charge (2), Bows
 - Elven Prince, Hero, Infantry, Crushing strength (1), Wings of Honeymaze

3 Forest Shamblers, Regiment, Large Infantry, Crushing Strength (1), Vanguard, Pathfinders
3 Forest Shamblers, Regiment, Large Infantry, Crushing Strength (1), Vanguard, Pathfinders

20 Palace Guard, Regiment, Infantry, Crushing Strength (1)
20 Palace Guard, Regiment, Infantry, Crushing Strength (1)

Kings Champions - Formation

10 Stromwind Cavalry, Regiment, Cavalry, Thunderous Charge (2)
10 Stromwind Cavalry, Regiment, Cavalry, Thunderous Charge (2)
- Elven King, Hero, Cavalry, Crushing Strength (1), Melee 2+

All units in this formation are Headstrong.

By comparison, I had  15 elements as well, but only 12 scoring and the combined Unit Strength was 19. The difference did seem that big this time and I hoped I would be able to put up a decent fight. Especially with some hard hitting elements that could strike from afar, such as Storm Wind cavalry and Drakon Riders.

At the same time I also knew patience is a virtue and with a bit of shooting I may have a chance to eliminate a target or two. Which is always helpful. 

Terrain

Terrain details.
 
Deployment and Scenario

Deployment of the Armies.

This time we got Invade as scenario. The challenge thus would be to first, hold the army that likes the war of attrition in its own half of the battlefield. And second, not to lose too many units in the process so that I have enough to invade with. 

Despite the scenario, I deployed a bit further away because I didn't want to fall into a trap where my units are charged turn 1. With Wardens Watch formation giving Forest Shamblers the ability to vanguard and then charge up to 14 inches, I preferred to avoid that. Even if it may be risky for the owning player, it can potentially slow my army down. And I'd rather carry the fight to the enemy in this scenario.

As it happened, the formation deployed on my left flank. I decided to go with a shooting center flanked by Palace Guard and Storm Wind. In this way I could project a threat nicely and be in position to counter attack as well.

Drakon Riders were on the flanks as usual. Forest Shamblers were to advance together, also benefiting from the presence of faster cavalry units on both flanks.

The aim was to inflict some damage with the shooting, while outflanking the more compact enemy formation. I wanted to advance patiently but strike when the opposing army was about to enter my half of the battle field. 

Deployment after Vanguard moves.

Outcasts - Turn 1

Elven army advance.

Elven army advanced to get the shooters into positions. Due to movement and cover the target, Forest Shamblers, were not damaged badly. 

All units were carefully maneuvering, not to get too close to the enemy just yet.

Forces of Nature - Turn 1

Forces of Nature advance through the center.

Enemy Forest Shamblers attacked early, aiming at the War Chariots. The damage was not high but it stopped the Elven unit from shooting or potentially attacking as well.

The rest of the force advanced steadily through the center of the battle field.

Outcasts - Turn 2

Attacks on the flanks.

Elves decided to attack on both flanks in order to contain the enemy there and allow other units to maneuver without a threat of being intercepted.

War Chariots and Palace Guard counter attacked and routed first enemy unit.

Forces of Nature - Turn 2

Forces of Nature counter attack.

Forces of Nature send some counter attacking units immediately. Greater Earth Elemental hit with the fury and Drakon Lord could not hold his ground against such a ferocious attack.

Forest Shamblers attacked Palace Guard but elite Elven infantry held fast. So did Forest Shamblers fighting for Elves on the center right. 

Outcasts - Turn 3

Enemy Forest Shamblers are routed.

Elves intensified their attacks, especially that some plans did not come to fruiting. Drakon Riders on the left flank charged Fire Elementals in order to stop them from joining the fight nearby. That helped Storm Wind cavalry and Palace Guard to get rid of the Forest Shamblers.

Another Palace Guard regiment attacked the Beast and prepared to hold against the counter attack. Last but not least, Forest Shamblers routed the last enemy unit of their enemy counter parts.

Forces of Nature - Turn 3

Fire Elementals fail to rout their enemies!

The fight continued as armies committed more and more units to the melee. All hordes of Fire Elementals attacked Elven units but surprisingly, only those in the middle, assisted by Greater Earth Elemental, managed to defeat the opposing regiment.

Edit: Please note that I also lost War Chariots due to shooting attack. I realized I didn't mark it properly on the diagram. My apologies for any confusion caused.

Outcasts - Turn 4

Elves gain an advantage!

Elves attacked more vigorously after poor performance of the enemy Fire Elementals.  Drakon Riders on the left defeated the unit on their own! Second unit in the center was also routed by the combined attack of Storm Wind and Palace Guard. Nearby Beast of Nature was also hunted down by the Elven knights.

Only the simultaneous attack by Forest Shamblers and Drakon Riders failed to rout their enemies. However, it was still quite a powerful blow delivered by the Elven army.

Forces of Nature - Turn 4

Powerful Counter Attack.

Forces of Nature still had a lot of powerful units ready to fight and sent some monsters in this time. As a result, Elves lost Drakons and Shamblers on the right flank.

At the same time, Palace Guard and Storm Wind cavalry were stopped in their advance.

Outcasts - Turn 5

Elves continue attacking.

Elves continued attacking and Drakon Riders together with the King managed to rout enemy Fire Elementals. One Storm Wind cavalry regiment maneuvered around the enemy while the other tried to hunt down the Beast. However, deprived of their lances they could not accomplish this task.

Forces of Nature - Turn 5

Monsters start invading Elven territory.

Forces of Nature kept sending more Monsters to invade the enemy territory. Greater Earth Elemental defeated Palace Guard this time, while Hydra took over and kept Elven cavalry busy.

Outcasts - Turn 6

Last Elven attack.

Unfortunately for Elves, they lost the momentum and some of their units were blocked on their half of the battle field. They needed a lot of luck to rout many enemy units and managed to defeat only wounded beast of nature.

Forces of Nature - Turn 6

Successful invasion by Forces of Nature

Forest Wardens and four Monsters managed to successfully invade Elven territory, defeating Elven Knights in the process.

Remaining Elven units withdrew conceding defeat to the Forces of Nature.

Summary

Turn-by-turn animation summary.

After-battle

Many thanks to Jeff for another great game! I felt I was really close to win this time but it was not to be in the end. There were too many scoring units left and I could not transfer my own to the enemy territory.

I looked at our game again and while there are simply too many things that could have gone differently or could have been done better, I decided to focus on my decisions and moves in turn 5. I believe that turn was crucial to the end result of the game, after very lucky and successful turn 4.

In that turn I had a dilemma how to proceed. With all the Monsters at large, it was hard to avoid being flanked if I was not careful. However, I had to do something in order to defeat those that already entered my half of the board.

I believe I made a crucial mistake by not attacking Greater Earth Elemental that has just wavered my Palace Guard. I was concerned, that even with the flank attack I may not inflict enough damage. Also, it looked like I am going to expose the rear of the unit to the attack of the second Greater Elemental. 

However, I could still cover the Storm Wind with Silver Breeze cavalry and even shoot at the Forest Warden while doing so. If I got lucky, I would have even routed the annoying hero. But that was not the main gain here. If I attacked Greater Elemental from the flank, I had a chance to rout it. That would have been very important gain. With 32 attacks, hitting on 3+ and doing damage on 4+, I should have done decent damage. Even if I didn't rout it, there would be a choice to make for Jeff. He could attack PG and destroy it. But then, Storm Wind would attack again with full bonus from Thunderous Charge. Or, he could attack the Cavalry, that had much better chance to survive such counter charge. And then face the attack from Palace Guard.

At the same time I should have added the King to the fight against the Beast. With a few more damage points I had better chance to rout it too.

These two actions alone would have given me a chance to defeat two enemy elements sitting in my half of the battle field. And perhaps save one more regiment to fight a bit longer. It was important to keep attacking the units that were scoring and I failed to do that in 5th turn. Then my units were not in the good position to get rid of them and the attack lost momentum.

It is not a guarantee that this would have been enough to win the game but I believe it would have made it much closer for sure. 

Thanks for reading!

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