Since I haven't been able to play any of the scenarios I've been producing yet, I thought, why not just give it a crack against myself. At least it'll give me some ideas as to how the scenario plays, and what pain points it might have.
So without further adieu, I present the Cursed Wellspring - Highborn Aelves vs Brayherd.
Army Lists
Both Armies would chose 6 points worth of models from the Independent AoS Pool Choices document. To keep things simple, I didn't bother choosing an additional 3 points of total force (so just preset 6 point forces playing against each other).
High Elf Mage - Theron Starseeker
10 Swordmasters
10 Lothern Sea Guard
5 Ellyrion Reavers
Beastlord Guttoroath
10 Gor with Shields
10 Bestigor
3 Minotaurs with Great Weapons
1 Tuskgor Chariot
Deployment
The two war bands met at the Cursed Wellspring, in desperate need for some shelter and water. The mage Theron Starseeker heard the guttural braying of the herd ahead, and quickly set about organising his fellow Aelves into a hasty battle line. The reavers were sent off to the flanks to stall the oncoming beastmen. Guttoroath had a similar idea, sending the Gor to hold up the Aelves while his Bestigor guard, Minotaur and Chariot could swoop in to attack.
Deployment |
The bray herds ran up into the arcane lakes. The gor however didn't quite make it, so were quite out in the open to be shot at. The sea guard move up to the outer rim of the forest so they will be the only ones to benefit from the cover, but fail to pick off any Gors in the open. The reavers open fire on the chariot in the lead and manage to inflict two wounds, but they fail to get far after their shots. Theron's mystic shield falters even while being close to the Arcane Woods.
The end of battle round 1 |
Guttoroath lets out a savage cry, everything surges forwards. The Gors charge the Sea Guard while the Tuskgor Chariot manages to crash into the Ellyrion Reavers. The Gors can't manage to get through the shields of the Seaguard while one Gor is felled in return. The Reavers miss with their spears, but the steeds miraculously put 3 wounds on the Chariot, where the Bestigor and Tuskgors fell a Reaver and wound another. I don't have notes for the Highborn turn, but from the blurry pictures I think shooting basically whiffed again or killed 1 Gor. The reavers put another wound on the chariot while the Chariot whiffs. The Seaguard kill a few Gor, and a few more flee the battle.
2 Gor Flee the battle |
Battle Round 3
The storm is closing, and the Wellspring must be secured. The Swordmasters move up to contest the well and Theron finally casts Shield of Saphery to give extra protection to the Swordmasters and Seaguard nearby. The Aelven shooting still proves to be ineffective, as the Reavers cannot slay the Tuskgor Chariot and the Seaguard only kill a single Gor. The Reavers go in for the kill in combat, but the Tuskgor Chariot makes its save but cannot hit the agile reavers. The Gor slay a Seaguard, while the Seaguard slay a Gor in return.
The Bestigor finally get the opportunity to kill, and swoop in on the Swordmasters. The Minotaurs and Guttoroath close in on the Wellspring as well to contest the water source. The Bestigor murder 6 Swordmasters, and 2 are slain in return. The Reavers finally finish off the chariot, while the Seaguard fight to a stale mate against the Gor.
Battle Round 4
Guttoroath wins the roll for iniative, but the cunning Beastlord lets the Aelves take the first turn so he can swoop in for victory afterwards. This could prove to be Guttoroaths mistake, as Theron Starseeker devises a last minute plan to save the Swordmasters. They would need the Sea Guards help but would also need to survive, so the Mage casts the protective spell of Shield of Saphery. The evil spirits of the Wellspring lash out and slay a Swordmaster, had the day been lost already!? The Sea Guard fire into the Gor and still, the arrows bounce off their rotten shields. The Gors let out guttural laughs, mocking the Aelves but suddenly 3 white fletched arrows sink into the throats of the remaining Gor! The Ellyrion Reavers had arrived after fighting off the Chariot!
The Reavers arrive in the nick of time to shoot down the Gor! |
The battle is nearing it's finish, the spirits of the Wellspring grow restless and lash out, dealing 3 wounds to a Minotaur. The battle would be a close deal, Guttoroath was sick of not being in the fight, he charged into the Seaguard while the Minotaurs went into the Ellyrion Reavers.
Beast vs Aelf - Every model fighting |
The Casualties of War |
The Minotaur Standard flees the battle |
Thoughts On The Game
So overall, I'm happy enough with how the game went. The Highborn shooting was a little lacklustre, certainly not helped by the Seaguard rolling below average every time. But it was a close game and came down to the last roll of the battle! Nothing much closer than that.
Some observations were, the core of the Beastmen force didn't even engage until the last turn or so. I wonder if 2 combat armies would just sit back and try and swoop in at the last minute to put more wounds near the objective. Since the Highborn had shooting, the Brayherd had to do something to tie them up to stop them getting to the well. The Highborn certainly caught a break when the Minotaurs took 3 mortal wounds from the Evil Spirits in the Well though. In terms of mistakes, in the last round I put Inspiring Presence on the Bestigor rather than the Minotaurs. Should've just put it on the Minotaurs, as each one is worth far more wounds than the already diminished Bestigor. Of course, hindsight is 20-20, so who knew the Minotaur would've fled on that roll of 6.
Bonus Content
So I actually played a second game solo as well. It went a lot faster, but the outcome isn't quite what I would like. I tried converting a Warhammer Skirmish scenario into Age of Sigmar. Cut the Bridges. In this scenario, the defender is trying to destroy a bridge spanning the river so the Invaders won't have an easy passage into their land and the defenders can rally troops to stop an invasion. In Skirmish, every model is an individual and didn't have the concept of this area you can't really go into.
I tried playing the game, made some mistakes, but overall, it just didn't feel quite right. It's easy to block up the ford to become just a stale mate, and you can't really make a gap to swing models through since we're talking units, and not individuals. The same for destroying the bridge itself.
In the end of this game, the Bray herd failed to destroy the bridge (but only just) on the last turn. We can pretend that due to the turn limit on this one, more Invaders turned up to drive off the defenders before they could destroy the bridge.
So I consider this a failure of a scenario at this point. I guess since Skirmish was meant for even less models than what I'm playing with, it's a little difficult to adapt the scenarios to this size of game.
On Solo Play
Was an interesting experience. I thought it wasn't too bad actually. But at the end of the day, you are playing against yourself. You obviously don't get the social interaction of the hobby! But you also don't get the opponent with different ideas of how things could've been played out. It was a good learning exercise though, as I got to figure out some of the kinks in 2 of the scenarios I had been writing up.