My friend and I were having a discussion recently about siege games, and we came to the conclusion that the Empire were (probably) the best army both attacking and defending in a siege, and that (probably) the worst army both attacking and defending was Chaos. With no shooting or artillery (yet), there is little hope for a Chaos force in a siege. Always up for a tough fight, I challenged my friend to a siege game. My 3000 pts of Chaos attacking his 1500 pts of Empire. Being a good sport (and always ready to spank my army) he accepted.
Designing a Chaos siege army is no easy task, let me assure you. I wanted to stick to my theme as much as possible, while still putting together a competitive force. The lack of shooting and artillery are tough to compensate for, not to mention that Chaos' best weapon, cavalry, is all but useless in siege. That leaves infantry, flyers, and magic to accomplish the task.
Infantry: Luckily, Chaos has at its disposal some of the finest infantry around. They are a bit pricey, but with 3000 points to throw around we will make do. Two units of 20 Chaos Warriors and one unit of 20 Marauders, each with a siege tower to storm the walls. Each of these units should be capable of taking the walls from the Empire troops (OK the Maruauders might need a little help from an Exalted Champ). It is getting there that worries me. Siege towers means no marching, so it will take at least three turns (more likely four or five) to get to the wall. Something will have to be done about the multitudes of shooters on the walls. I am also bringing a unit of six Chaos Ogres to bash down the door. With six I should be able to take some casualties and still have enough to take out the door and sweep through the courtyard afterward.
Flyers: In a siege battle, Furies are your best friend. They can be on the walls and autobreaking artillery crews by turn two. Definitely take out the artillery first, then go after missile troops. I am also taking this opportunity to play my new dragon model. It is the old Ergrimm van Horstman (the non-anorexic dragon) fig. Flying, terror, and lots of attacks mean havoc on the walls. If I can get him to survive the first two turns he will be hell on wings!
Magic: While I generally eschew the magical arts I decided to put some points into magic. With 3000 points I can afford a second lord. Shadow magic is a must for the movement spells (and protection from shooting). Knowing that my opponent will have few points to spend on magic defense I also grab a Power Familiar to give me some more magical punch.
I have some points left over so I include a unit of Chosen Chaos Knights. This is a bit of a gamble. If the Ogres fail to smash down the gates this will be a lot of wasted points, but if I can get them into the castle, they will dominate.
"Hail Aq'Kharneth! I cry your pardon, I must report that the final siege tower is complete."
"Good Maachek. Has it stopped raining yet?"
"Just now. I had hoped it would keep up and get the Imperials' powder wet," Maachek shrugged and grimaced "The ground is a mess." The rain had poured down, unceasing, for three days and nights. The men were miserable and cold, but the heat of battle would warm them.
"Go and muster the troops, we attack at dawn." Bronislav turned to his assembled leaders. "Vladimir, I will need Dharaqzh for this siege, make a portal for him. We will need the Cinderspawn as well, summon as many as you can.
"Brugagh, you and your Ogre clansmen are responsible for the gate. It is the most vulnerable part of the castle, and we must get it down as soon as possible. The Magma Guard will be stranded if we cannot open that door. Grigor, you will lead the Legions and Firewalkers in the siege towers. Taking those walls quickly will be crucial to our success.
"The artillery is key. If we can take it out early, we can control the engagement. If not, we will suffer many casualties. May Aq'Chamoneth smile on us all today."
The Battle:
Bronislav the Damned and his chaos host have encountered Castle Festungberg on their march south. Knowing that they cannot leave such a valuable asset intact, Bronislav sets about laying siege to the castle. With no time to starve them out, he must take the fortress by force. He gathers his forces and strikes at dawn.
The scenario is "siege", the game will last seven turns.
The Forces:
CHAOS: (3000 pts.)
Bronislav the Damned, Lord of Malkorax
Undivided Chaos Lord
Great Weapon, Shield, Gaze of the Gods
Riding Dharâqzh, Chaos Dragon
Vladimir the Wicked
Undivided Exalted Sorceror
Magic level 4, Power Familiar
Steed of Shadows, Creeping Death, Pelt of Midnight, Unseen Lurker
Grigor Manslayer
Undivided Exalted Champion
Great Weapon, Shield, Armor of Tortured Souls
The Magma Guard
(5) Chosen Chaos Knights
Undivided, Full Command
The Infernal Legion
(20) Chaos Warriors
Undivided, Full Command, Hand Weapon and Shield, Siege Tower
The Obsidian Legion
(20) Chaos Warriors
Undivided, Full Command, Hand Weapon and Shield, Siege Tower
The Firewalkers
(20) Marauders
Full Command, Hand Weapon and Shield, Siege Tower
The Boneburners
(6) Chaos Ogres
Champion, Standard, Heavy Armor, Shield, Great Weapon, Log Ram
The Cinderspawn
(11) Furies
EMPIRE: (1500 pts.)
Fritz von Ulricsmund
Captain (General)
Great Weapon, Full Plate Armor
Erik Rahl
Captain
Great Weapon, Armor of Meteoric Iron
Riding a Pegasus
Erwin Wohl
Captain
Great Weapon, Full Plate Armor
Zinderneuf
Battle Wizard
Magic Level 2, Dispel Scroll
Fireball, Flaming Sword of Rhuin
1st Middenheim Guards
(10) Halberdiers
Kahl Schlosser (unit champ), Halberd, Light Armor, Boiling Oil
4th Middenheim Panther Guards
(10) Swordsmen
Hagen Metzger (unit champ), Light Armor, Shield, Boiling Oil
4th Middenheim Panther Guards
(10) Swordsmen
Light Armor, Shield, Boiling Oil
9th Middenheimer Jaegher Guard
(10) Handgunners
9th Middenheimer Jaegher Guard
(10) Handgunners
10th Middenheim 'Grossmiddenland' Guard
(10) Free Company
Sergeant, Additional Hand Weapon
11th Middenheim 'Whistler' Guard
(10) Crossbowmen
12th Middenheim 'Fauschlag' Guard
(12) Greatswords
Ambrosius Schwartzenwasser (unit champ), Full Command, Great Weapon, Full Plate Armor, Boiling Oil
Anton
(1) Empire Great Cannon
Bruno
(1) Empire Great Cannon
Kate
(1) Hellblaster
The Battlefield:
The table is 4' X 6'. The fortress spans the north end of the field. The gate is between the 3rd and 4th towers (from left to right). There is a hill in the southwest with difficult slopes. The rest of the the terrain has been cleared away by the denizens of the fortress to get a clear line of fire.
View the terrain and deployment
According to the rules of the siege scenario the attacker (Chaos) deploys first, and the defender (Empire) gets the first turn. Prior to the first turn my siege towers rumble forward 10", 12" and 5" (from left to right).
Turn 1: Empire
All is quiet, as the Imperial forces wait for the signal. Missile troops steady their weapons between the crenelations on the walls and try thier best to judge the wind. The state troops below strain to hear what goes on beyond the walls, ready to man the ramparts if needed. Erik Rahl flies his winged steed to the top of the wall to get a better view of the battle.
A whistle pierces the silence, followed by the rolling thunder of cannon and handgun fire. "Anton" belches forth a cloud of smoke and hurtling lead aimed at the middle siege tower. The ball lands short of its target and sticks in the soft earth. "Bruno" takes aim at the same target with similar effect. Again the ball sticks in the earth, softened by the days of rain. The "Whistlers" loose their bolts at the same siege tower and manage to do some minor damage to the rigging. The left "Jaeghers" take aim at the right siege tower but fail to wound. The right side "Jaeghers" fire at Bronislav. Ulric himself must have been guiding their shots. Despite the ample protection on both rider and mount, the bullets tear through and cause considerable damage (10 shots, 8 hits, 3 wounds on dragon, 1 on rider).
Turn 1: Chaos
Having weathered the initial volley the forces of chaos advance. The Cinderspawn flap forward cautiously (10") and eye the crew of the "Anton" hungrily. The siege towers groan as they are pushed toward the walls by marauders and warriors alike. The Boneburners shoulder their log ram (a tree that was recently torn out of the ground) and double time it toward the gate. The Magma Guard pick their way down the slope of the hill and fall in behind them. If the Ogres can get that gate down, the Knights will have a field day inside the fortress. Wary of the destructive power of the cannons, Bronislav urges his mount toward "Bruno". Silencing that cannon will go a long way toward winning the battle.
Uttering mighty words of power, Vladimir thrusts his staff at the Ogres attempting to cover them with the Pelt of Midnight, but he is unable to cast it. Next he attempts to launch Grigor with Steed of Shadows onto the ramparts. Zinderneuf, sensing the attempt, saps the winds of magic and it is dispelled. Lastly, Vladimir attempts to speed his siege tower along with Unseen Lurker, but again Zinderneuf pulls the plug, this time with a dispell scroll. Vladimir thumps his staff on the wooden planks of the siege tower in anger, but the Empire mage cannot hold him off forever.
Turn 2: Empire
Seeing the danger to the crew of the "Anton", Captain Rahl spurs his winged mount forward to engage the daemons, who hold. Surprised by the speed of the Chaos advance, Fritz orders all troops up onto the ramparts, ready to repel attackers.
Zinderneuf attempts to cast fireball at the nearest (middle) siege tower, but Vladimir easily dispells it.
The "Anton" fires at the middle siege tower again, and again the ball sticks in the ground. The crew of the "Bruno", sensing their own doom, put in an extra charge of powder and take aim at the looming dragon. There is something wrong with the fuse, however, and the shot never fires (misfire). Both the "Whistlers" and the left "Jaeghers" concentrate fire on the middle siege tower, and manage more minor damage, which is quickly adding up. The right side "Jaeghers" take aim at the dragon again, but fail to wound.
Captain Rahl lays about himself with his great hammer and manages to smash one of the daemons. His mount is unable to land any blows, and the flapping Furies cannot hit either. The combat will continue.
Turn 2: Chaos
With a mighty roar Bronislav and Dharaqsh charge the crew of the "Bruno", who steel themselves and elect to hold. The middle siege tower and the Ogres launch themselves at the walls, but both fall short. Mathematically both should have made it (12" march + 12 inch charge = 24" distance to the wall and 12" start + 4" move + 8" charge = 24" distance to the wall), but when we measured it they both fell short by less than an inch...cest la vie. The other two siege towers advance, and the knights continue to shadow the Ogres, waiting for their opportunity.
Vladimir unleashes the Creeping Death on the Panther swords, and manages to kill one. Then he successfully launches Grigor onto the ramparts with Steed of Shadows. The flying Champion charges the Panther Swords, who choose to stand. (This is my biggest mistake of the game, and it almost cost me the win. I should have charged the Hellblaster crew, but I forgot that he had moved it onto the ramparts last turn, as he had it tucked away against the tower and I didn't see it). Finally, Vladimir tries to Unseen Lurker his siege tower into the ramparts, but miscasts (end the magic phase only).
Again the pegasus fails to wound the darting Furies. This time the winged daemons manage to wound the beast. Captain Rahl and his great axe smashes three of the Cinderspawn (3 attacks, 3 hits, 3 wounds, 3 casualties!). The damage is too much, and the Furies loose thier grip on the material plane, vanishing in a cloud of ash. Bronislav and Dharaqzh make short work of the cannon crew. Grigor cuts down three of his foes, who manage to hold desite the casualties.
Turn 3: Empire
The "Grossmiddenland" Free Company feel the terror of the nearby dragon, but miraculously muster up their courage and reform to take the impending charge. Captain Rahl flies his mount around behind the siege towers to generally make a nuisance of himself. Captain Wohl moves into position to help the Panther swords if they are still around next turn.
Again Zinderneuf attempts to cast fireball at the middle siege tower, and again Vladimir dispells it.
The "Anton" takes aim at the Marauders' (left most) siege tower and smashes it to kindling with one well-placed shot. "Kate" the Hellblaster opens up on the stalwart middle siege tower and smashes it to bits as well. Again the "Whistlers" and the left "Jaeghers" concentrate their fire, this time on the remaining (right) siege tower, and damage it severely. The right side "Jaeghers" take aim at the dragon again but, due to poor shooting and the cover from the tower, fail to score even one hit.
The Panther swords cannot touch Grigor, who fells another, but the stubborn swordsmen won't budge.
Turn 3: Chaos
The Ogres crash into the gate, getting doused with boiling oil by the Greatswords and the unengaged Swordsmen. One of the Ogres die, but they are undaunted. Bronislav and Dharaqzh launch themselves at the Grossmiddenlanders who swallow their fear and take the charge (brave lads, or stupid). The Firewalkers and the Infernal Legion, with no way to scale the walls, turn to face the threat from the pegasus.
Vladimir levels his staff at Captain Rahl, casting Creeping Death, but fails to wound. He then casts Unseen Lurker on the remaining siege tower, which rumbles up to the wall and two of the Obsidian legion join the fray with Grigor against the Panther swords. Finally Vladimir tries to protect the crucial siege tower with Pelt of Midnight, but fails to cast.
The Ogres hurl the log ram at the gates, which barely manage to hold, their hinges twisting and groaning. Bronislav and Dharaqzh make short work of the hapless free company, slaying eight before they flee off the table. The Lord and Dragon decide not to pursue. Grigor, even with the help of the Obsidian warriors cannot chase off the stalwart Panther Swords.
Turn 4: Empire
Seeing his opportunity, Captain Wohl charges Grigor the Manslayer. The Greatswords leave the wall and move to a position to protect the gate should the Ogres get through. The second unit of swordsmen take their place. Captain Rahl moves behind the Magma Guard, hoping to distract them. The Halberdiers, seeing the threat of attack melt away under concentrated fire, also get off the wall. Captain Fritz moves from the right Jaeghers unit to the second Panther Swords for support.
Zinderneuf attempts to cast fireball at the dragon, and again Vladimir dispells it. He also attempts the Flaming Sword, but it fails.
The crew of the "Anton" swivel thier gun and take aim at the Dragon. They fire successfully, their aim is true, and the cannonball hits Bronislav the Damned squarely in the breastplate. By all rights he should have been instantly slain, but the Gaze of the Gods is on him. An instant before the flying lead could blast through Bronislav's chest it simply disappeared. The right Jaeghers also fire at the Lord and Dragon, but their luck has failed and they cannot wound. Again the "Whistlers" and the left "Jaeghers" concentrate their fire on the remaining siege tower, and finish it off. The Obsidian Legion is cut off, and one of their number is stranded on the wall. "Kate" the Hellblaster lives up to her title and wipes out the Obsidian Legion in one hellish salvo (the lucky empire player rolled a ten 3 times for the damnable thing...30 hits...oh the humanity).
Captain Wohl wades in and cuts Grigor down before he has a chance to react (things are looking bad for Chaos). The Panther Swords fail to wound, and the remaining Obsidian warrior kills another swordsman. The Ogres crash into the gate again twisting the doors off the hinges. There is still some debris, but the way is clear.
Turn 4: Chaos
With the gate down, the Boneburners charge the Fauschtag guard. The greatswords, veterans of several campaigns, are not at all frightened of the Ogres and hold. The Magma Guard follows up and is at the gate, waiting for an opportunity to move through. The Infernal Legion and the Firewalkers move toward the vulnerable gate, but it is debatable whether they will get there in time to be any help at all. Vladimir separates from the Legion to get a better aim at the pegasus and its rider. Bronislav, with no suitable charges, moves close behind the hellblaster and handgunners.
Vladimir levels his staff at Captain Rahl and unleashes the Creeping Death, slaying his winged mount. He then casts Unseen Lurker on the Infernal Legion and speeds them on their way toward the gate. He then attempts to cast Pelt of Midnight on the Legion to protect them, but fails to cast.
Dharaqzh swings one mighty head around and heaves a cloud of fire onto the right handgunners killing three and causing them to panic. The other head breathes poison gas at the hallblaster crew but kills none.
The Ogres unleash the fury on the greatswords, slaying seven. Ambrosius, their champion, manages to deal one wound in return, but to no avail. The greatswords run for the hills. The Ogres, despite Bronislav's urgings, decide to pursue them. The lone Obsidian Warrior takes down another swordsman to avenge his fallen comrades. He wins the combat yet again, but the damnable swordsmen hold.
Turn 5: Empire
Captain Fritz' unit of swordsmen, despite his superb leadership, cannot abide the proximity to the terrible dragon and decide to flee. The fleeing handgunners rally.
The "Anton" levels at the irrestisible flank of the Magma Guard and lets fly. In their excitement they overestimate the distance and the cannonball sails over the Knights' heads. The Hellblaster takes aim at the dragon and lord, but it cannot fire (misfire, probably due to having all those shots before dirty up the barrels). The "Whistlers" and the left "Jaeghers" again concentrate fire, on Bronislav and the Dragon this time. At such close range they can scarcely miss, and they rip into the beleaguered lord and his mount (only one wound left each).
The lone Obsidian Warrior takes down another swordsman before falling under Captain Wohl's sword. He will be remembered, sacrifices will be made in his name.
Turn 5: Chaos
Not wanting to tempt fate any further, Bronislav charges the Hellblaster, who has no choice but to hold and get slaughtered. The Magma Guard moves into the castle and lines up a charge on the fleeing swordsmen if they rally. The Ogres come back onto the table. The Infernal Legion (still unable to march because of that damned Rahl) make their way toward the gate, the Firewalkers follow.
Vladimir fails to cast everything he attempts this turn, but hey, at least he didn't miscast.
Bronislav and the dragon wipe out the hellblaster crew, and also manage to panic the depleted panther swords (on the wall), the handgunners (on the tower) and the wizard (on the tower).
Turn 6: Empire
Captain Wohl, in a brave and desparate gamble to defend his castle, charges Bronislav. The Panther Swords and Captain Fritz rally, but are now threatened by the Magma Guard who are not used to going this long without tasting blood, and are eager to scrap.
Again the "Anton" levels at the ripe flank of the newly returned Ogres and again the cannonball sails long, doing no damage. The "Whistlers" fire at the Ogres as well, and although they manage to wound twice, they cannot slay the sturdy creatures. The "Jaegers" in a desperate bid to save their general open fire on the Magma Guard. The doughty chaos armor proves too much and none of the shots get through.
Captain Wohl lauches a flurry of blows, all of which Bronislav manages to parry. His counter-attack proves too much for the brave soul, who falls lifeless. Bronislav, seeing the crossbowmen off to his left, overruns toward them, but cannot make contact.
Turn 6: Chaos
The crossbows are not as lucky this time, as Bronislav charges into them with no chance for a stand and shoot. The Magma Guard charges the Captain-General and the swordsmen. The Ogres move west to menace the halberds. The Infernal Legion continues its trek towards the gate. The Firewalkers line up a charge on Rahl.
Vladimir once agian levels his staff at the Rahl, and launches Creeping Death with IRRESISTIBLE FORCE! He puts a wound on the bugger, who still has one. Vladimir then casts Unseen Lurker on the Infernal Legion and again gets IRRESISTIBLE FORCE! (two in one turn, what luck!) The Infernal Legion are now at the gate, and they pick up the battering ram that the Ogres discarded when they charged through the gate. Vladimir then attempts to cast pelt of midnight on the Legion, but it fails.
The Infernal Legion finishes what the Ogres started and smashes the gate, clearing the way. The Magma Guard slays four of the swordsmen and only Captain Fritz can attack back. He manages to slay one of the Guard, but it is not enough. They break and are run down. The crossbows are no match for the Chaos Lord and his Dragon. They are defeated in combat and run down.
Turn 7: Empire
Seeing the "Whistlers" destroyed is too much for the Halberds, who flee in terror from the Dragon and leave the field. In a desperate bid to keep the Infernal Legion out of the castle Captain Rahl charges them in the rear.
Knowing that the knights pose the greatest threat, the "Anton" aims and fires. Between the oblique angle, the wind, and their nervousness at the extremely close dragon, they overshoot again. The remaining "Jaeghers" also fire at the Magma Guard, and manage to slay one, but the stalwart knights do not panic.
Captain Rahl fights desperately, but cannot take on the whole unit by himself. He decides that discretion is the better part of valor and high-tails it out of there. The Infernal Legion does not follow.
Turn 7: Chaos
The Infernal Legion moves into the castle securing their section, the Magma guard and Boneburners do the same. The only resistance left are the handgunners on the tower, and they will be dealt with in due time. Chaos has taken the castle and the VICTORY!
The Aftermath
Bronislav swung his mighty sword, biting deep into the flagpole. With the rope severed, the Imperial pennant caught in the stiff breeze and fluttered down to the trampled mud below. The Wetlanders had fought like cornered badgers. The field outside the walls was littered with corpses and broken siege engines. He would not relish another battle like this. Vladimir approached from the rampart.
"What is to become of the fortress?" the sorceror asked. "It could prove useful as a base of operations for extended campaigns into the wetlands."
"If we occupy this keep, the Imperials will raise an army to come root us out. I have not the time, the troops, nor the desire to fight such a battle. We are an invading force, not made for occupation. We are at our best when on the move. No, this fortress must be razed, Vladimir. We cannot leave it for the Wetlanders to reoccupy and cut off our supply lines. Let no stone stand on stone, let no timber go unburned. This I command."
Lessons Learned:
So it IS possible for Chaos to win a siege battle, at least on the attack. It took a last-minute surge by the chaos warriors, but we did it!
In hindsight, I should have left the command off of the Chaos Warrior and Marauder units and bought them some ladders. The siege engines are far too vulnerable to ranged attacks. It is possible for 4 crossbow shots to take out a siege tower in 1 turn. Statistically it will take (4*6*3/2 = 36 shots) to take a siege tower down. This is far too easy in my estimation. Crossbows and handguns should not be able to destroy a moving building (which is what siege towers are). I think if they had a 2+ armor save then they would be better. Cannons and other things that ignore armor saves would be just as effective, but shooting would take a lot more.
My magic was cruddy right until I needed it to win, then I got TWO IF's in the same turn! How is that for backwards? It usually does fine then deserts me when I need it most!
I also think this scenario would be easier if the castle were in the middle of the battlefield like in the scenario instead of one table side like we had it. Our placement allows ALL of the guns to bear on everything, but if in the center the fire would be split up some. I will have to try it that way next time.