HaggettCon Fantasy Siege 2009 page 4

Mid Game


Things at this point were looking bad for the Dwarves.

Dwarven reinforcements rushed up the wall to defend the ladder tops.

A thin Dwarf line defended Karak Woolsey.

Picture of overall assault.

Gobbos secured a number of grappling hooks to the outer tower and began climbing.

More Dwarven Reinforcements arrived in a nick of time.

Late Game


In a key combat, Dwarven reinforcements drove off the first wave of Spider Riders.

Run to the Forest, Run!

Gobbos stormed the tower and took out the Dwarven Bolt Thrower.

The second wave of spider riders broke through the Dwarven defenses and dashed into the courtyard.

End of Game

The Trooper looked high in the sky and saw dusk coming on. He was just a young Warboss and he knew he had to answer to the real General back home. Sadly, he signalled for the regroup horn to be blown and the Orc and Goblin forces left Karak Woolsey. The Dwarven defenders had paid a heavy toll in lives, but were saved by the bell.

Final Thoughts

Master Tinkerer (Dwarven General)
There really were no victory conditions set for the game. It was pretty much a beat the hell out of your opponent type game. The game would have lasted for one more turn at most. To be sure the Dwarves were in a precarious position by the end of the game. They had Big'un Orcs on the wall, Gobbos on the tower, and Spider Riders in the courtyard.

The game was a blast and I hope more folks consider playing next HaggettCon!

The Trooper (Orc and Goblin General)
1) The set up took a very long time, as a result the decision on which units to assign to a leader was rushed, BIG MISTAKE. We ended up assigning too many units to the most powerful leader (leader with the most action dice). As a result, our strongest units competed for the action dice, and were left idle on most turns. The assignment of units is one of the few things a player can control, and is a very important factor in this game.

While their are other factors involved in assigning units, our biggest problem was overloading our top general.

2) The strategy was an "all in" philosophy. Orcs/goblins are a win big, loose big army. Knowing this, my idea was to concentrate the forces on one side of the fortress, and force Keith to move his forces to bolster his defenses. I knew this was going to create movement issues, but these issues were multiplied by our unit assignments (see #1).

3) The plan, as I have said, was all or nothing. It depended on causing a quick (first or second turn)breach in the wall, and rushing troops inside. No one wants to get "stuck in" with dwarves. They are the master at hand to hand, and as defenders of a fortress they are at their finest.

The shaman was given a spell which could cause damage to the wall. The spell was line of sight, and the figure needed to be placed accordingly to use the spell. This would mean he would be susceptible to enemy fire, but with the "look out, sir" rule in place, I had little concern (famous last words). An epic failure in dice caused my plan to face immediate complications. The shaman died quickly with a bolt through his chest, not having a chance to cause any damage to the wall.

Failure continued, when during the first turn, a siege engine was lost to poor dice rolling, causing a catastrophic failure and splinters flying everywhere.

While our largest siege engine and secondary siege engine continued firing throughout the game, cold dice prevented them from causing any damage to the wall until late in the game. Even then, the wall remained steadfast.

Dwarves are tough opponents, and the failure of any part of the plan would make winning difficult, but when all phases fail to some extent (dice and overall set up/plan), the green skins were screwed. It was a learning experience, and given a second chance, I know we could provide a more competitive game.

Limping away, bloody and bruised, the orcs/goblins could hear the jeers of drunken dwarves, and one voice above the others saying, "now go away, or we shall taunt you a second time".

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