The Golden Leaf Inn

The Siege of Redwall

Battle for the Bridge
In this battle report, the retinue of Warbeak intends on crossing the River Moss to get to Redwall on the other side, to deliver invaluable information about the size of Cluny's horde.

Warbeak's Warning
After a recent reconnaissance mission, Warbeak took a retinue of troops made of Redwallers, Otters and a member of her own bodyguard to help destroy the bridges leading over the River Moss. However, Cluny knows there is only a paw full of bridges that lead across the river, and he is desperate to get one intact. If the Redwallers manage to destroy it, it might take Cluny days to find another crossing. And the delay would bye the Abbeydwellers time to gather their forces. And if Cluny were to get across the bridge, it'd give him opportunity to gain a foot hole into Mossflower, then he can call up the rest of his army.

Cluny's soothsayer (Eshin) has volunteered to lead the strike team himself. Gathering his charms and scrolls, Eshin sets out with a paw full of vermin and lead them to one of the last battered crossings. However, they get to it just in time to see the few regiments of Warbeak's retinue cross. Without thinking Eshin charges them. A mole team had already rigged the bridge for demolition, and it was imperative that the last unit crosses. The otter skipper orders the moles not to proceed with the demolition until they had dealt with the little problem.

Yet, not known to the Redwallers, Cluny has employed the services of a new and deadly weapon…the warpfire thrower.

"Even though the warpfire thrower was a new and practically untested weapon, it proved more than effective. However, in the face of this new threat, the Redwallers stood steadfast against the approaching force. Neither side were determined to give up the prize they so desperately fought for, that one battered crossing across the River Moss." - Historian's Comment

For this battle, I thought it would be appropriate to use the Battle of Bogwurst scenario (see page 207 Warhammer rulebook).

CAPTURE

Overview: In this scenario two forces are attempting to seize control of an important point on the battlefield. The generals do not know how soon they must capture the objective or how long they have to hold on to it, and so commit themselves fully to the attack from the start.

Armies: Both armies are chosen from the Warhammer army lists to an agreed points value (For this battle, up to 1000 points).

Battlefield: The objective is placed in the middle of the battlefield. This could be a treasure filled tomb, a keep, a village, hill or anything else you think appropriate to fight over (in this case a bridge).
Information taken from Warhammer Rulebook P.207

River current

Since a river is involved, I wanted to try a little something. The table below will explain everything.

River Current chart  
D6 Result Effect
1 No effect
2-3 Slight current-1 movement penalty
4+ Strong current-2 Movement penalty

Warbeak's retinue

WARHAMMER ROSTER SHEET               REDWALLERS
Models/units M WS BS S T W I A Ld Save Notes Points
Heroes                        
Warbeak 2 8 0 5 4 3 6 3 9 5+ Fly/ Aerial movement, 3D6 150
Sparra bodyguard 2 7 0 5 4 2 5 2 8 5+ Ld tests, Frenzy, Stubborn 95
Special                        
11 Otters 6 4 5 4 4 1 6 2 7 5+ Sword of striking, Halberd 225
Skipper 6 4 5 4 4 1 6 2 8 5+ Swim, Immune to psychology  
Characters                        
Brother Strange 5 3 3 3 3 2 5 2 7 None Dispel scroll, Microcosm 295
                      Talisman of protection/+6  
                      Ward save  
Brother Mace 5 4 4 3 4 2 5 2 7 None Great Mace, Enchanted shield 290
                      5+ armour save  
Core                        
17 Redwallers 5 3 3 3 3 1 4 1 6 5+ Inquisition cross/ +1 to hit 142
                      TOTAL 1197

Eshin's strike force

WARHAMMER ROSTER SHEET             Retinue of Cluny's soothsayer
Models/units M WS BS S T W I A Ld Save Notes Points
Character                        
Soothsayer Eshin 5 3 3 3 3 3 5 2 7 None Weeping blade, Skalm 335
                      Warpstone amulet  
Special                        
Warpfire thrower                        
Crew 5 3 3 3 3 1 4 1 5 5+ Counts as 1 wound creature 70
                      Heavy armour  
Core                        
15 Stormvermin 5 4 3 4 3 1 4 1 5 5+ Light armour, shields, 145
Champion 5 4 3 4 3 1 4 1 6 5+ Fell blade, halberds  
                         
15 Clanrats 5 3 3 3 3 1 4 1 5 5+ Light armour, shields, spears 170
                      Storm banner  
                         
                      TOTAL 720

Before the battle
Before the battle, David and I decided to generate some more terrain. So a hill was added to the battlefield. David chose Redwallers this time. When rolling for current effect in the river, he rolled a 3, which is slight current (-1 M penalty).

Magic
Since Brother Strange had the Microcosm he chose the Lore of Beasts and randomly generated the spells; The crow's feast (Cast on 7+),The oxen stands (Cast on 5+) and The wolf hunts (Cast on 9+).

I had chosen the Lore of Shadows and randomly generated the spells: Pelt of midnight, (Remains in play, Cast on 7+), Creeping death (Cast on 6+) Steed of Shadows (Cast on 4+) and Shades of death (Remains in play, Cast on 8+).

Deployment

Eshin Turn 1

The turn Sequence

  1. Start of turn
  2. Movement
  3. Magic
  4. Shooting
  5. Close Combat

Frank: Since Eshin's force is charging the bridge, it was natural that they go first. First of all, I tried to activate the storm banner, but it didn't work. I moved everything their compulsory movement except for the warpfire thrower. When Movement was complete, it was time for the fun stuff…Magic! A bit of a kick in the tail end for the first magic phase of the game. I wanted to cast the Pelt of Midnight spell on the Clanrats, and when I went to cast guess what happened? That's right, a double one, MISCAST, MISCAST, MISCAST!!!! When I rolled a 2D6 miscast penalty, Eshin suffered 1 wound.

Redwallers Turn 1

Dave: Point at Eshin and laugh! Ha-ha! For my movement phase, I moved my otters and Redwallers their compulsory movement while Warbeak and her sparra 18" flying swoop over the bridge and came to rest in the centre of it. For magic, I cast the wolf hunts spell on the otters, however the fist attempt failed. I then re-casted the spell with success and the otters moved a further 7" to the river.

Pelt of Midnight (Cast on 7+)
This spell can be cast on a friendly unit that is within 24" of the caster. If successfully cast, all subsequent shooting directed at this unit requires a six to hit. All weapons, which use a Scatter dice to hit, will scatter automatically when targeted at the unit.

The Wolf Hunts (Cast on 9+)
This spell can be cast on any friendly unit of cavalry, infantry, a chariot, a ridden monster, a monster on it's own or a swarm. The target must be within 24" of the caster and must not be engaged in close combat.

If successfully cast, the unit moves 2D6" inches closer to the nearest enemy unit it can see. If no enemy is visible then it will not move. If in doubt as to which enemy unit is nearest, the caster may choose, but must do so before rolling the distance.

Eshin Turn 2

Frank: With some luck, the storm banner was activated successfully. That meant that no creature could fly. I'd grounded Warbeak and her bodyguard, re-sult! With that, the stormvermin charged Warbeak and I moved everything else. If you believe that lightning doesn't strike in the same place twice, you are wrong! When casting Pelt of Shadows, I miscast again! What is wrong with me? This time it wasn't so bad, I just couldn't cast any spells this turn or the next for that matter. Close combat did give me some joy as the first front rank of the unit managed to wound Warbeak. But, having a greater I value than the Stormvermin, Warbeak and her bodyguard struck back., taking 3 stormvermin down.

Redwallers Turn 2

Dave: I moved everything towards what remained of the bridge. Just like Francis, I was going to push everything I had into the mission of capturing that bridge. For my magic phase I casted Crow's feast on the warpfire thrower, but this was dispelled. I attempted to recast the same incantation but that was also dispelled. With m otters on the other bank of the river, I cast my Wolf Hunts spell on the otters and moved in on Eshin himself. Close combat was a walk in the park for me! First of all, the close combat with Warbeak and the stormvermin was very satisfactory. With 4 attacks of Warbeak, only 2 hit and both of them wounded. They both failed their armour saves and two stormvermin lay dead at Warbeak's talons. The sparra bodyguard had 3 attacks, only 2 hit and both wounded and two more stormvermin dead! But that was nothing compared to what happened to Eshin. The otter came upon them with a terrible brunt. Out of the 10 attacks of the first rank, only 5 of them his and 4 of them wounded Eshin. The warpstone amulet that hung around Eshin's neck proved useless, as his lifeless corpse hewed to the ground.

Crows Feast (Cast on 7+)
Corvos the Crow's feast is a magic missile with a range of up to 24". If successfully cast, a murder of ravens mobs the spell's target and causes 2D6 S3 hits.

Eshin Turn 3

Frank: Everybeast ran away! All the units including the warpfire thrower turned tails and ran! The stormvermin didn't get far as the frenzied sparra cut them down in mid retreat. An attempted rallying failed and they all ran off the board. Cowards! Just because your boss died doesn't mean you can just run away!

Redwallers Turn 3

Hahahahahahahahahahahaha! Look at 'em run! The bridge is ours!

Yurr she cooms, yurr she doo, yurr she cooms, heave mole crew!

Dave: Ah, the smell of victory. Warpfire thrower? What warpfire thrower? Oh, that warpfire thrower that did sod all for the whole game! As for the gaming experience, I was happy that I had achieved my primary objective. And I thought it was totally brilliant that I won in the end. For me, the highlights were killing his army's general in one turn, I assaulted an entire unit and I achieved my main goal. I didn't see as much close combat as I thought I would but what can you do? Since it was my first game under the new rules/system of Warhammer I wasn't really bothered. It is actually an easier system to comprehend. Can't think of any lowlights in the game. Basically been a good day? Oo yeah!

I'm gutted! If I'd used my Skalm, I would've won!

Frank: What a completely pathetic display! Where did it all go wrong? Only the horned rat knows! My message to the deserters is hang your heads in shame! But this scolding is nothing compared to what Cluny is going to do when I explain our defeat to him. Now that the bridge has been destroyed, it might take us days to find a new crossing. The gaming experience for me was an enlightening one, it gave me the chance to see a portion of Cluny's army in action. And by the looks of things, I'd better give the army list and size more thought. Highlights? What highlight? Lowlights, Eshin dead, Stormvermin go splat and everyone else go bye-bye! Technically if I'd use my Skalm when Eshin got injured, he would've restored all his wounds and be able to fight back against the otters. Wait a second, Cluny, don't take your anger out on me. Please, no, Nooooooooooooooooooooooooooooooo! (Dramatisation may not have happened)