[Archive] The Battle of Headache Harbour (CD victory)

Singleton Mosby:

Sometimes a plan made prior to battle comes together and works out just as a general thought when the two opposing forces first set eye on one another. The battle of Headache Harbor was one of these rare battles.

It was in the year of the red rain when a noble Bretonnian lord and his powerful host set out to thwart the veil plans of Zharzharr Ironbeard and his raiding party. The Chaos Dwarf sorcerer had driven his band of grim warriors and treacherous Hobgoblin allies through the Mountains of Mourn, across the Darklands and the Grey mountains and into the lands of Bretonnia. In search of ever more slaves to work the blasted furnaces of the Dawi Zharr.

Descending from the passes of the Grey mountains, having fought countless bands of Orcs and even some of their disloyal and accursed brethren they reach the valley of the river Grismerie. Not far north of Parravon, the forest of Athel Loren still on their horizon, they now march towards the small river port of Headache harbor. Slaves are ripe for the picking as it is harvest season and the peasants are filling boatload after boatload of produce to send downriver.

Reginald de Grunere, second son of the duke of Parravon has been send out to thwart this strange incursion. Strange as no one had ever before set eyes on dwarven warriors as these. The warriors of of Dawi Zharr carried weapons and armour unlike anything their disloyal bretheren of the Grey mountains do. Their warmachines are different altogether and strangest of all, they are hauled up and down the passes of the Grey mountains by goblins. But these are no ordinary goblins as can be found in the forest of Chalons, no, these are taller, stronger and if possible more wicked.

Reginald de Grunere does not find it particularly difficult to catch up with the Chaos Dwarf host. All through the lands of Parravon villages and hovels are left burning by the enemy. Spurring on his mount and his soldiers the pursuit is conducted in a rapid pace and before long the Bretonnian army catches up with the band of rampaging dwarves. Reginald calls for a rest to allow his men-at-arms to catch up. But the Zharzharr Ironbeard does not grant him any reprieve, his tall goblins, hobgoblins, are soon seen on the flank of the Bretonnian army. Even thought a blanket of fog allows little to be seen sounds of armour and stamping feet can be heard. A strangely armoured hobgoblin riding an aggressive wolf is seen taunting the paladins’ bowmen, retreating before their arrows and then returning screaming unintelligible woops and yells.

When the blanket of fog finally lifts an army stranger then anything the land of Bretonnia has ever seen stands in front of Reginald’s tired out forces. Warmachines as massive as a trebuchet. Oxen with the upper body of a dwarf wielding massive axes. Rank upon rank of shouting hobgoblins and many dwarves which appear as tall as a human because of their tall hats. It is a terrible and at the same time impressive sight to behold.

Reginald soon deploys his forces. All he can think of is strike now, it does not matter most of his footsoldiers have not reached the field yet, his knights will finish this upstart sorcerer and his band of vermin. On the Bretonnian right are placed two units of knights of the Realm, supported by two score of bowmen and a trebuchet. On the right flank just beyond a small copse of trees surrounding a watchtower he deploys his faithful band of warriors, 12 Grail knights which will be led by himself and a Prophetess of the Lady.




Zharzharr Ironbeard counters the Bretonnian deployment by placing his forces on the left flank, opposite the two regiments of Knights of the Realm. The plan is simple, strike at the two weaker units of knights and stall the dangerous Grail knights as long as possible. Once the threat on the left flank is dealt with all forces will be pulled together and descend on the Grail knights. And that is just what happened.

Turn 1

After making my Vanguard move I run my Wolfriders onto the far right flank of the Bretonnian force, threatening the knights, bowmen and Trebuchet. The Khan on wolf moves into the forest to do some more threatening. The Bull centaurs move a little bit forward to offer their flank to the Grail knights which are still very far. The Peg-knights used their vanguard to get on my flank but are very far as well so I am not worried at the moment.

In the center the Hobgoblins move forward and the Dwarfs redeploy into two ranks to minimalize casualties from the Trebuchet which will certainly hit them.

The death shrieker kills three bowmen and the Magma cannon kills one Knight of the Realm.

My Hellcannon promptly misfires on its first shot, I throw a six on the misfire table and the big unit of KOTR soaks up a strength 10 blast (I won’t be able to fire it for the remainder of the game), only killing two of them.



The Bretonnians finally stop praying and move into position. The smaller unit of Knights of the Realm declare a charge on my Khan but fail and move 4 inches forward. The Grail and Peg Knights can’t get close enough this turn but might get something off next turn. My opponent moves his other unit of knights to shield the trebuchet. I don’t really mind.

Turn 2

�?oBalls to the walls!�?� I declare a charge with both the Khan and the Wolfriders together sandwiching the unit of 8 Knights. The charge is a resounding success as I win by cutting down one knight and not receiving any casualties in return (?!?). The knight fail their breaktest (twice, as the BSB is close) and are trampled into the ground. (Let’s hear it for the wolfriders!!!).

Apart from that not much happens. The Hellcannon blocks a flank and the Bull Centaurs move a little bit forward. Shooting and magic is quite uneventful.





My opponent tries to retaliate by charging Ghenghiz Khan. He flees but is ran down. The Grail knights attempt a charge but fail. The Bretonnian shooting fase is quite a lot more painful. One of the brave wolfriders is shot down. Next the trebuchet scores a direct hit on the Hobgoblins killing a stunning 18 of them. They however are not deterred and remain cool. The Pegasus knights are moved on my flank to charge the Hellcannon next turn.

Turn 3



That’s not to be however as the Hellcannon breaks free of its controllers and charges the closest enemy unit. At the same time I charge the bowmen with the Bull Centaurs. Quite a waste of power but I have to get out of reach of the Grail knights.

The unit which really shows what it is worth this turn are the Chaos Dwarfs with blunderbusses. With 69 shots they manage 20 wounds unhorsing seven knights. Again the heavy artillery doesn’t do much. And my opponent proves his peasants more capable by scoring another direct hit, this time on the Bull Centaurs.



He finally manages to do what Bretonnians should, charge. The Grailknights, general and lvl 4 wizard slam into the Hobgoblins who stand and shoot but don’t do a thing. The Grail knights slaughter a whole lot of greenskins and make them flee. They do not run them over however.

The remanding KOTR and BSB charge the Blunderbusses who also stand and shoot killing the knight. A challenge is issued and accepted, BSB fights BSB, neither of them making a dent in each other’s armour

Turn 4

As you can see I’ve made a mistake with the picture below (I am new to this program). It should read Turn 5.

Turn 4 was quite uneventful. I won the combat against the lone BSB and reformed the Chaos Dwarfs. The Bull Centaurs changed face and together with the Hellcannon now threaten the Grail knights.

My opponent runs the Hobgoblins into the ground with his knights but apart from that can’t do much else. He is in a very vulnerable position and expect my troops to hit home at any moment.

Turn 5



I do not grant the Bretonnians this honour however. Instead I remain where I stand and shoot the Grail knights to pulp with the Blunderbusses. Out of 66 shots I did 25 wounds. Only the wizard and general remain to be hunted down in the final turn of the game. My Magma cannon decide to blow up when I try to get some more points by barbecueing the bowmen. At the same time the rocket launcher barely evaids the same fate.

It all doesn’t matter, victory is mine.

Conclusion

�?oI love it when a plan comes together.�?� Rightly so but I have to say I was lucky when the Grail knights did fail their charge at the right moment. My opponent did make it very difficult for himself by placing them so far away from my right flank however. But I am not sure if I would have succeeded in destroying the Knights of the Realm quite as quickly had it not been for my brave and foolhardy wolfriders. They are the men of the match for me. Altough the blunderbusses shone as well. Same has to be said for the Bretonnian trebuchet. My own artillery which excelled last week was abysmall this time around. Great game!

Grimbold Blackhammer:

Very nice battle report! Easy to read and your battlemap was excellent!

I don’t believe your Khan gets to make a Vanguard move but other than that, it looks like everything went really well for you. Congratulations!!

Grimbold Blackhammer

Dr.Mojo:

I loved the fluff mate :slight_smile: And the map! What tool do you use to generate it?
As a former bretonian player I tell you that you handled those KotR very well. You were lucky with those wolfriders weren’t you?! I still don’t get why he or she took so long to put the pegasi into close combat with your cannon. Cheers for the CD!

Singleton Mosby:

I don't believe your Khan gets to make a Vanguard move but other than that, it looks like everything went really well for you.  Congratulations!!

Grimbold Blackhammer
Hi Grimbold, I didn't vanguard the Khan, only the wolfriders. Think I need to correct that in the text.
I loved the fluff mate :) And the map! What tool do you use to generate it?
As a former bretonian player I tell you that you handled those KotR very well. You were lucky with those wolfriders weren't you?! I still don't get why he or she took so long to put the pegasi into close combat with your cannon. Cheers for the CD!

Dr.Mojo
Thanks a lot for the kind words doctor.
I used this tool which I came across on a warhammer forum. It is still in alpha but works.

Conserning the wolfriders, I was indeed very, very lucky. When I set them and the Khan up on the flank I only wanted to march-block him and make him feel a little unconfortably about losing his trebuchet. In the process buying some time for my Blunderbusses and Bull Centaurs to go in for the kill. He however took the bait and then I couldn't do anything else but charge. The wolfriders performed far beyond expectaction.

It took him so long to get into combat with the Hellcannon with the Pegis as he was scared of it. He didn't dare taking a chance and wanted to charge it with the Grail knights. This in the end lost him the Pegis anyways. Yep, it was indeed a game in which everything worked well (apart from the Artillery that is ;) ).

Dr.Mojo:

Indeed! Reading here and there about CD strategy one encounters rejection towards wolfriders and an excessive confidence on war machines, and your victory proved them wrong, or at least showed a quite funny exception to the rule.

Singleton Mosby:

Indeed! Reading here and there about CD strategy one encounters rejection towards wolfriders and an excessive confidence on war machines, and your victory proved them wrong, or at least showed a quite funny exception to the rule.

Dr.Mojo
Well I can say they quite often have been worth their points. I have shot down a Slayer at a tournament with a unit of them. And made another player turn around a unit of 10 Empire knights including his general because he was threatened from the rear and flank. Had he known they could run Bretonnian knights into the ground just fine I can understand his move :yar.
Altough as many times they are completely useless and dead before you can blink an eye. Guess I had a whole lot of luck with this particular combat.