I met up with a gaming buddy I hadn't seen in a while, who had bought a copy of the Mayhem mass battle rules since I last saw him, so for this game session we decided to give them a try with our Warmaster armies.
I worked up some quick stats for my High Elves and his Skaven, worked out a couple of 200 crown lists as per the author's suggestion (giz a shout if you want to see them), and we pushed two bases together for each unit, decided to measure in
cm at 10mm, and had at it. Slowly, because neither of us had a thorough read of the book in a while!
This won't be an in depth batrep, because I didn't take too many good pics (though see the end of the post) but here are the forces at the end of turn one:
High elves on the near side, left to right: Ellyrian reavers, archers, a block of 3 spearmen (two BoFA proxies and an
elite unit represented by phoenix guard), and more archers. General on the big round base and a hero on the small round.
Skaven on the far side: a block of 3, one stormvermin flanked by two clanrats, rat ogres, a rat swarm, and jezzails. Three characters: a warlord, a packmaster, and a warlock engineer.
There should've been a third clanrat unit in there. I did tell him, but he decided to play on without it. He was a bit surprised about how quickly his army was whittled down, but I wasn't!
One nuance to get used to, but quick, is the amount of command points that can be rolled. With three heroes, three standards and leadership
D6 on the skaven; and two heroes, one elite, and leadership
D12 on the elves; we both had the potential to roll 36
Cp. And we didn't roll too far off that. It seems a lot, but the overdrive system soon took care of that! We had to think about where to allocate dice: for the big push or for those guys standing over there doing nothing. That's partly what attracted me to the rules in the first place.
Anyway, you can see the bog-standard plan at the end of turn one: shooters and fast cav to the flanks and hills, big blocks of infantry shuffling down the middle. The rat swarm is charging ahead in anticipation of bogging things down.
Moving on a bit:
One unit of clanrats broke off to interrupt the reavers, but got a disrupt token from the hill archers for their trouble. The jezzails moved up and blasted the archers on the right. You might notice the range is a bit longer than the max 12cm their
rifles rule should get: with things taking a while to get moving, we decided to bump shooting and command ranges back up to inches. More thoughts on that later. Meanwhile, the infantry continued to shuffle.
The rat ogres went into overdrive and charged right into the phoenix guard. The first big clash of the game. The rats got a soft counter from
impact and a charge bonus. The phoenix guard were
readied. Both rolled 2
D8s. Both rolled a one.
BOOM. Mutual critical hits.
Y'know,
all the unit kills in this game turned out as the results of criticals. That weird aura of 'rolling ones' I project turns out to have some use...
Last pic, and things have moved on a fair bit, 'cos I forgot about the camera. In a nutshell, on the right flank a unit of spearmen shuffled right, wheeled, charged past the swarm and nobbled the jezzails. Then they turned and whacked the clanrat unit that had moved up, and chased the warlock engineer into the rat swarm. The other spearmen unit shuffled left and got stuck into the rat swarm, hoping to get rid of it before the stormvermin got there.
On the left flank the reavers spent an extra command point to
aim and shot into the flank of the clanrats, who were heading towards the archers on the hill. Wiped them out. But while the archers tried skewering the rat swarm themselves (we got a hint of how resilient the
attrition rule made them) the stormvermin followed the dead clanrats uphill and did the job themselves.
Now, having
spears and
ranked fighting (representing halberds), they could have charged the reavers and given them a bad day. They threatened the elf hero enough to make him hide among the reavers, as it was. But instead they decided to head for the elf general for a(n almost) last-ditch attempt to win, which meant turning and presenting a big, fat rear arc to the fast cav and their short bows, as they crested the hill. One critical hit later...
The game went pretty well. We two players and some interested passers-by seemed to think so. We did have a few drawn-out moments as we reacquainted ourselves with the rules, and ran into a couple of hiccups with layout and slightly vague parts.
Overall though, two thumbs up.
Two wee thoughts about army building. I gave all the characters bumped-up stats to make them a advantage to any unit they join, but it's a lot of crowns that might be spent elsewhere, if they don't. I also hmmede and hawed about sticking the
heroic rule on the reaver unit (giving them a built-in character, essentially), 'cos although their danger rolls for movement were usually pitifully far below their
D12 potential in this game, they soon zipped out of command range of the two existing characters.
And that led to the first uncertainty of the rules, due to slightly mixed-up assumptions. We started off treating a hero's free move like that in Warmaster, but at regular movement rates it wasn't enough to move them up with the units. We needed to spend command points to push them along. The rules hint at this, but aren't explicit.
I mentioned we had a bit of indecision with measurements. Some stats like a longbow's
D20 or fast cav's
D12 seemed a bit much in inches, for 10mm, but after a turn or two, centimetres seemed too little. The reavers didn't seem to move as fast as they ought, and the skaven player wasn't happy with the 12cm range on his jezzails.
Thinking about it, part of the problem may have been the two small intro armies on a big table, and more units might keep the action going. Although in the main, I'd say we could go back to inches, but paying a bit more attention to default values vs. full danger rolls, or effective range vs. potential range. Thinking of 10mm rifles in terms of the default 6" seems fine on the face of it*; and while 10mm longbows being able to shoot 20" seems a lot, it'd be a lot harder to roll 20" on a
D20 than 12" on a
D12. It also might be that
volley fire on bows might be more important compared to direct damage and kills, than I originally thought. Nuances, y'see!
*There's the possibility of giving a unit of jezzails one of the game's pre-generated war machine profiles, maybe the bolt thrower. Longer range for the skaven non-standard rifles, and the resilience war machines get from the
damage rules could represent the pavises.
Lastly, some more (and better) pics at my opponent's own writeup, here:
http://bearded-dice.co.uk/manday-at-ndwgc/