The siege of Ostenhofen pt6

A ~~Savage Worlds~~ Warhammer Fantasy Battles mashup.

Brief Summary: In the previous part, the company managed to escape the undead, and get out of Ostenhofen and reach the village of Westenhofen and find help there. The undead set up their foothold at the main gate of Ostenhofen, while the Orcs launch their final attack on the Keep.


Army points:
Empire Points: 2283. (695 remain from the Iron Tower battle and 1587 remain for 2nd and 3rd battle).
Empire Relief Points: 3000
Orc Points: 4244. (685,5 remain from the Iron Tower battle and 3302 remain for 2nd and 3rd battle, 256,5 are fled units).
Orc Relief Points: 2000
Undead Points: 8000

It’s going to be 3 battles of 800 Empire vs 1600 Orc points. 2 more are remaining.

For the White Tower battle, the Empire Roster must include (at least part of) the surviving roster from the battle at the walls from pt2. It makes no sense to change rosters at whim. The Orc Roster can be changed since any survivors from previous battles, may have been engaged in the combat against the Empire Relief force.
If any imperial forces from the roster are not used in the White Tower battle, then they must be included in the battle of the Northern Walls.

The surviving roster from the battle of pt2, included 3 Crossbowmen, 18+Sergeant Halberdiers and 17 Handgunners.
The 3 Crossbowmen may have been part of the battle of the Iron Tower, so I won’t care about them.
But I will use the surviving Halberdiers and Handgunners in this battle.

Again, I need to ask a few questions to the Oracle before starting the battle.
Q: Are the walls deep enough for two ranks of troops?
A: Yes.
Q: Is there a gate to the White Tower?
A: False Presupposition. The gate isn’t on the tower, but on the Southern Wall.

Battle of White Tower
Empire Roster:
18 Halberdiers with Halberd and Light Armor, in the White Tower, 162 Points. Champion with Pistol and Heavy Armor 35 Points.
20 Handgunners with Light Armor, 200 points. East Wall.
Bolt Thrower on White Tower Roof, 40 points.
20 Archers with Longbow, 160 points. South Wall.
20 Spearmen with Shields, 140 points. South Wall Gate.
Total: 737 points.

Orc Army Roster:
So this is the goblin army. For variety and keeping things interesting, l won’t give any orcs to this roster.
Since we had forest goblins with spiders in the previous battle of pt2, I will go with that main theme here as well.
20 Forest Goblin Spider Riders with Spear and Shield, 220 points, with Forest Goblin Champion with Spear and Shield, +21 points with Spider Banner Standard +35 points
20 Forest Goblin Spider Riders with Spear and Shield, 220 points, with Forest Goblin Champion with Spear and Shield, +21 points with Standard +10 points
30 Forest Goblin Archers with Short Bows, 90 points
30 Forest Goblin Archers with Short Bows, 90 points
30 Forest Goblin Spearmen with Shields, 105 points with Champion +17 points and Standard +10 points
10 River Trolls, 650 points
Forest Goblin Big Boss Riding Gigantic Spider: 83 points
Total: 1572 points

The battle will last: 6 turns
Initiative won by Empire
Starting combat distance: 5d6″: 16″
Combat edge: +12″=28″


Turn 1:
Empire:
The Bolt Thrower (2) shoots at the Trolls (10): Hit: Wounds: D4 Wounds: 4 Wounds: 2 Wounds Regenerated.
The Archers (20) shoot at the Spider Riders (20+1) with the Banner: 9 Hits: 5 Wounds: 1 Save: 5 Goblins Dead.
The Handgunners (10/20) shoot at the Spider Riders (20+1): 6 Hits: 3 Wounds: No Save: 3 Goblins Dead.

Goblins:
Animosity: 4,5,2,2,1: No Animosity
The Forest Goblin Spider Riders (15+1) move 7″ closer to the White Tower.
The Forest Goblin Spider Riders (17+1) move 7″ closer to the East Wall.
The Forest Goblin Spearmen (30+1) march 8″ closer to the South Wall.
The River Trolls (10) move 6″ closer to the South Wall.
The Forest Goblin Warlord Golurtz moves 5″ closer to the White Tower.
The Goblin Archers (30) shoot at the Archers (20): 8 Hits: 6 Wounds: No Save: 6 Archers Dead.
Archers (14): Panic Test: 6: Success. They hold.
The Goblin Archers (30) shoot at the Handgunners (20): 8 Hits: 3 Wounds: No Save: 3 Handgunners Dead.

The bolt thrower atop the White Tower aims at the slow lumbering Trolls. The crew pulls back the winch and lets off a javelin that strikes true. A troll writhes in pain, but it pulls out the projectile and they keep on their gait towards the gate.
The missile troops are aware of the danger the spider riders pose to their defensive positions, so they take aim and shoot. The archers kill 5 goblin riders with their arrows while the handgunners kill another 3 on the other front.
The goblins aren’t left without covering fire. With their short bows just in range, in single line formation, two groups of forest goblin archers shoot to the defenders. Many arrows strike the battlements, without damage, but 6 archers and 3 handgunners fall.
In the meantime under all the shooting, the forest goblin spearmen and the spider riders draw closer. The forest goblin big boss, Golurtz is riding a huge arthropod. This spider is much larger than the giant ones his troops ride. A true monster.

Turn 2:
Empire:
The Bolt Thrower (2) shoots at Golurtz: Miss
The Archers (14) shoot at the Forest Goblin Spider Riders (15+1): 11 Hits: 6 Wounds: No Save: 6 Goblins Dead.
Goblin Spider Riders (9+1): Panic Test: 7: They flee: 3d6″: 10″ away
The Handgunners (10/17) shoot at the Forest Goblin Spider Riders (17+1): 4 Hits: 3 Wounds: No Save: 3 Goblins Dead.

Goblins:
Animosity: 2,2,2,5,6: Animosity to Forest Goblin Spearmen (30): 1: Get’em’: There’s no other goblin unit nearby, so they squabble instead.
Forest Goblin Spider Riders (9+1): Rally: 5: Success. They rally.
Forest Goblin Spider Riders (14+1): Charge at the Handgunners (17): The Handgunners (7/17) shoot: 1 Hit: 1 Wound: No Save: 1 Goblin Dead.
River Trolls (10) charge at the gate of the South Wall.
The gate has Toughness: 7, Damage Points: 3
Golurtz charges at the Bolt Thrower (2): Fail, he only moves 5″ closer.
The Goblin Archers (30) shoot at the Archers (14): 7 Hits: 2 Wounds: No Save: 2 Archers Dead.
Q: Do the other goblin archers risk to shoot at the handgunners?
A: Yes
The Goblin Archers (30) shoot at the Handgunners (17): 9 Hits: 5 Goblins, 4 Handgunners: 1 Goblin Wounded, 1 Handgunner Wounded: No Saves: 1 Goblin, 1 Handgunner Dead
Forest Goblin Spider Riders (13+1) melee combat: 5+1 Hits: 4+1 Wounds: No Save: 5 Handgunners Dead. Spiders: 10 Hits: 6 Wounds: No Save: 6 Handgunners Dead.
Handgunners (6) melee combat: 4 Hits: 2 Wounds: 1 Save: 1 Goblin Dead.
The Handgunners (6) break immediately. They flee: 2d6″: 4″. The Spider Riders Pursuit 3d6″: 10″: The handgunners are slaughtered.
2 River Trolls are facing the gate: 1 Damage Points

The bolt thrower crew aims at the goblin big boss heading towards them at full speed. They shoot and miss. Seeing the projectile fly by, the goblin urges the gigantic spider to charge at the tower, but the distance is too great, and the arthropod soon loses momentum as soon as it has reached the rooftop.
The archers and the handgunners shoot at the forest goblin spider riders closing in at each side of the keep. The archers have caused so many casualties that the goblins turn tail and flee.
Down at the goblin front, the forest goblin spearmen get furious at how the spider riders turned and flee. “Let’s get ’em!” They shout. “They’re too far away!” The spearmen at the rear shout back. Soon they start squabbling about what they should do, and they stop and do nothing, while their leader bashes a couple heads to get them in line.
The goblin spider rider boss rallies his group and they stop their gallop away.
On the other side of the tower, the other spider riders reach the wall under a second hail of fire that kills one of their own. The charge is successful and they climb the wall. The goblin spears feel like lances to the handgunner who are overrun. The spiders make short work of anyone who tries to run for his life. Soon, the handgunners have been eliminated.
The goblin archers shoot again at the walls, killing a couple archers. They don’t care for their own that are engaged in combat with the handgunners, and a goblin falls under their fire alongside with a handgunner.
The trolls rush to the gate and start smashing at it. The Imperial spearmen at the other side can all but wonder what is happening that thuds so strongly at the gate.

Turn 3:
Empire:
The Bolt Thrower (2) shoots at Golurtz: Miss
The Archers (14) shoot at the Trolls: 8 Hits: 2 Wounds: 1 Wound Regenerated: 1 Troll Dead
The Halberdiers (18+1) charge at Golurtz.
Halberdiers Fear Test: 6: Success.
Halberdiers (3+1/18+1) are at combat: All attacks against Golurtz: 3 Hits: 2 Wounds: No Save, Pistol: Miss
Golurtz is dead!
Monster reaction: 2: The monster attacks the nearest troops, favoring enemies.
Gigantic Spider melee attack: 2 Hits: 2 Wounds: 2 Halberdiers Dead
The melee combat is a draw.

Goblins:
Animosity: 6,2,1,3,3: Animosity on the Spider Riders (9+1): 1: Get’em: They charge at the Goblin Archers (30): The Goblin Archers shoot (30) at the charging Spider Riders (9+1): 10 Hits: 6 Wounds: 1 Save: 5 Goblins Dead: Panic Test: 10: Fail: They’re broken: They Flee 2d6″: 6″
The Goblin Archers (30) shoot at the Archers (14): 8 Hits: 4 Wounds: No Save: 4 Archers Dead.
The Goblin Spider Riders (11+1) move 7″ back towards the White Tower
Halberdiers (3+1/18+1) are at combat: 2+1 Hits: 2 Wounds: No Saves.
Gigantic spider melee combat: No Hits
The Gigantic spider loses combat: 10: Failure: It flees: 3″: The halberdiers pusuit: 9″: They kill it.
River Trolls: 3 Damage Points: The gate is destroyed

The bolt thrower lets off another projectile, but the crewmen are scared with the monster so close and miss yet again.
The Halberdiers under their champion, Erbert charge at the huge monster. They haven’t thought about it, are they brave or just fools? Erbert and his men all aim at the forest goblin big boss. Strikes are exchanged, and the sharp pikes of two halberds pierce Golurtz’s chest. The goblin cries out in pain and tumbles on the side of his spider, to the ground. As if showing affection to its master, the spider stands on its hind legs and falls back down, crushing two halberdiers under its weight.
The fight continues and the halberdiers with their long weapons manage to mangle the monster. Wounded it turns away, but while it’s at the edge of the tower, they catch up with it. They hack at its exposed belly, and don’t stop until its cut to pieces that fall on the ground in front of the tower, spreading goo everywhere.
Back on the southern wall, the archers, seeing the imminent danger, shoot at the trolls, killing the troll that was wounded before by the bolt.
The forest goblin spider riders that rallied are furious at the archers who shot at their brethren on the wall while in combat. They charge at them. The goblin archers are quick to answer with a hail of arrows, killing 5 riders. Scared, they ride away.
The other group of goblin archers provide covering fire to the trolls, killing 4 more human archers. In the meantime, the trolls have battered down the gate, and the imperial spearmen look at them scared, through the gap in the defense.

Turn 4:
Empire:
The Bolt Thrower (2) shoots at the trolls: Hit: Wound: 4 Wounds: 3 Wounds Regenerated.
The Archers (10) shoot at the trolls: 4 Hits: 3 Wounds: 2 Wounds Regenerated. 1 Troll is dead.
The Spearmen (20) charge at the River Trolls (8): Fear: 5: Fear is overcome
Spearmen (five ranks) (4/20) melee combat: 3 Hits: 1 Wound: 0 Wounds Regenerated
Trolls (2/8) melee combat: 3 Hits: 2 Wounds: No Save: 2 Spearmen Dead
Spearmen win combat by +2
Trolls break test: 10: Fail: They flee: 2d6″: 4″. Spearmen Pursuit: 10″: The Trolls are slaughtered.

Goblins:
Animosity: 2,3,6,2,3: Animosity on the Goblin Archers (30): 6: We’ll Show’em: They move 2d6″: Towards the wall: 11″
The Goblin Spider Riders (4+1): Rally: 11: Fail: They flee 3d6″: 13″: They’re out of the battlefield.
The Goblin Spider Riders (11+1) charge at the Halberdiers (16+1)
The Goblin Spearmen (30) charge at the Spearmen (18)
Goblin Spider Riders (10+1) melee combat: 5+1 Hits: 3 Wounds: No Save: 3 Halberdiers Dead
Spiders melee combat: 5 Hits: 2 Wounds: No Save: 2 Halberdiers Dead
Halberdiers (11+1) melee combat: 5 Hits: 5 Wounds: No Save: 5 Goblins Dead
The combat is a draw
Goblin Spearmen (5/30) melee combat: 1 Hit: 1 Wound: 1 Save.
Spearmen (5/18) melee combat: 4 Hits: 2 Wounds: 1 Save: 1 Goblin Dead
Spearmen win combat by +1
Goblins break test: 5: Fail: They flee: 12″: Spearmen pursuit: 6″

Another bolt hits a troll, that quickly regenerates the wounds. But it’s quickly peppered with arrows from the archers and falls dead.
The spearmen grit their teeth and charge at the trolls. The long shafts of their weapons provide an edge against the trolls. The monsters kill two spearmen, but the sheer weight of their ranks pushing forward, creates a wall of sharp points that the trolls fear for their lives. They turn and flee. Furious at the death of their brothers, the spearmen pursuit. Some climb atop the troll and pierce their skulls, others cut off their tendons at their legs and finish them off as they fall down. Such is their rage, that no troll survives the onslaught.
The forest goblin spearmen see what the imperials have done to the trolls and are reluctant to join the combat, but at the behest of their leader, they charge. The combat is close, but it is the goblins who suffer the most casualties. Not known for their strong morale, they flee, and the imperial spearmen follow in pursuit.
The group of goblin archers on the front of the south wall start bickering amongst themselves. They cannot decide whether to attack the tower or the wall, and they attack none.
In the meantime the spider riders that were shot at, continue fleeing, until they are out of the battlefield. While the other unit charges at the halberdiers.
Five Halberdiers die under their spears and spider mandibles, but they kill also an equal number of spider riders, in an even combat.

Turn 5:
Empire:
Bolt Thrower (2) shoots at Goblin Archers (30): Hit: 1 Wound: 1 Goblin Dead.
Archers (10) shoot at Goblin Archers (29): 2 Hits: 1 Wound: No Save: 1 Goblin Dead.
Spearmen (18) charge at the fleeing Goblin Spearmen, slaughtering them.
Halberdiers (6+1/11+1) melee combat: 5+1 Hits: 4 Wounds: No Save: 4 Goblins Dead
Goblins (1+1/2+1) melee combat: 1 Hit: 1 Wound: No Save: 1 Halberdier Dead
Spiders (2/3) melee combat: 2 Hits: 1 Wound: No Save: 1 Halberdier Dead
The Halberdiers (9+1) win the combat.
Goblin Spider Riders (2+1) break test: 6: Fail: They flee: 3d6″: 13″
The Halberdiers (9+1) hold.

Goblins:
Animosity: 3,2: No effect.
Goblin Spider Riders (2+1): Rally: 7: Fail: They flee: 13″
Goblin Archers (28) shoot at the Spearmen (18): 12 Hits: 7 Wounds: No Save: 7 Spearmen Dead.
Spearmen (11) panic test: 11: Failure: They flee 2d6″: 6″
Goblin Archers (30) shoot at the Bolt Thrower (2): 9 Hits: 4 Wounds: No Save: The Bolt Thrower Crew is Dead.

The bolt thrower crew and the archers shoot at the goblin archers situated below, and they kill only a couple. The spearmen charge at the fleeing goblin infantry. As the goblins run away, their backs turned towards Ostenhofen, they are easily picked out one by one by the spearmen. But their pursuit has taken them too close to the goblin archers, who shoot a hail of arrows, killing almost half of them. Disheartened they run back towards the battlements.
Meanwhile the battle between the spider riders and the halberdiers continues, with the men gaining the upper hand. The goblin spider riders break rank and run away, so fast, the men can’t catch up.
A hail of fire from the other unit of goblin archers eliminates the bolt thrower crew completely.

Turn 6:
Empire:
Spearmen (11) Rally test: 7: Success: They Rally and Hold.
Archers (10) shoot at Goblin Archers (28): 3 Hits: 1 Wound: No Save: 1 Goblin Dead.
The Halberdiers (9+1) enter the White Tower.

Goblins:
Animosity: 1,1: No effect.
Goblin Archers (27) shoot at the Archers (10): 7 Hits: 5 Wounds: No Save: 5 Archers Dead.
Archers (5): Panic test: 3: They hold.
Goblin Archers (30) shoot at the Spearmen (11): 8 Hits: 6 Wounds: No Save: 6 Spearmen Dead.
Spearmen (5): Panic test: 10: They flee: 2d6″: 7″

The archers keep shooting at the goblins, killing another one. They shoot back and a handful of archers are slain, bringing their number down to a quarter of their initial strength. The other unit of goblin archers shoot now at the spearmen who are out in the open, killing six of them. They run away again, heading back to the safety of the fortifications.
Realizing they can’t assault the tower without any melee support, the goblin archers withdraw, and the battle is over.

The battle is over.
Empire Army Roster:
9 Halberdiers with Halberd and Light Armor, in the White Tower, 81 Points. Champion with Pistol and Heavy Armor 35 Points.
5 Archers with Longbow, 40 points.
5 Spearmen with Shields, 35 points.
Total: 191 points, 546 points lost.

Orc Army Roster:
2 Forest Goblin Spider Riders with Spear and Shield, 22 points, with Forest Goblin Champion with Spear and Shield, +21 points with Spider Banner Standard +35 points – Fled
4 Forest Goblin Spider Riders with Spear and Shield, 44 points, with Forest Goblin Champion with Spear and Shield, +21 points with Standard +10 points – Fled
27 Forest Goblin Archers with Short Bows, 81 points
30 Forest Goblin Archers with Short Bows, 90 points
Total: 171 points, 153 points fled, 1248 points lost.

Session Background: A wargaming only session. I realized mid game that I had stated that the goblins are led by a Big Boss and I used a War boss instead. I seriously doubt one war boss would be led by another. So, I restarted the relevant points of battle from that point. I won’t get into details on what happened in this alternate course. Also I entirely forgot about the Trolls stupidity rule. In this case I decided not to replay this part. Give one, take one. It’s important to maintain balance.
Psychology is so important in Warhammer Fantasy Battles. The trolls were easily routed, due to an error in my judgement. I should have combined them with a strong leadership unit, as I was not aware of their weakness in morale. The orcs lost yet another battle. Their numbers are dwindling and they may lose the entire conflict.
This may give the Ostenhofeners the chance to flee, before the Undead lay waste to the city.
Running a wargame in theater of the mind is certainly possible, but very taxing to the brain. I feel drained after every session. In this one I also made a lot of mistakes. In the last battle I intend to add some roleplay elements to make it more interesting, and play it out more carefully, more slowly with more detail.