Our third battle of the Mighty Armies campaign saw Goblin's Undead face off against MBB's Orcs (actually my orcs, but MBB has no 10mm fantasy, so it was that or face off against the 3rd Reich in 6mm). It also saw the return of my patent pending "Shake-a-tron 3000 Blur-o-matic" mobile phone photography technique. Next game I WILL remember the proper camera.
The Orcs and undead legions were facing off for ownership of the Fletcher's Cabin. As a reminder, possession of this upgrades archers by 1 level, so from shooting 1 to shooting 2, shooting 2 to Long Ranged and Long Range to Artillery Range. The Undead started with possession, and also had the explosive ammo for their catapult as a result of holding the town with it's attendant Alchemist from the invading barbarian hordes in game 1.
The cabin was placed in the centre and then 5 stands of trees were placed, alternating placement by each side with a random roll giving the Undead first placement. Goblin made a bit of a boo-boo here and placed three of the stands near his baseline. He had quite a shooty army build, with Long Ranged archers and the exploding ammo of his catapult, but he reduced their effectiveness by putting them all behind the LOS blocking trees. The Orcs Flying Beast had Scout, so could setup further forward than the other troops.
Turn 1 started with the undead making an aggressive charge up the centre with their wolf packs, and the bone beast levitating into the air to confront the Orcs flying beast. The Bone Beast and Flying Beast would proceed to dogfight for the next 3 turns, diving away or drawing in combat each turn.
The Orcs responded by advancing across the board, with all units pushing forward.
Limited movement on turn 2. The Undead moved up their heavies, the Vampire and Mummies, on the right and began to move their archers forward, looking to get out of the woods. The Orcs began to consolidate their right flank, advancing the Trolls and the Orc archers.
The limitations of the Shake-a-tron 3000 show up here, as all the other pictures apart from the one below of turns 3 and 4 are useless. On turn 3 the Undead advanced their wolf packs to the right and the Vampire and General straight forward setting up to threaten the flanks of any Orc cavalry charge. Unfortunately they were a bit premature, as the orcs general split off from the cavalry and advanced around the woods to allow the cavalry to use their mobility and charge the wolf packs and destroy them all. The undead archers continued to stroll through the woods as the trolls and Orc Archers moved into a position guarding the Orcs right flank.
On turn 4 the archers reached the edge of the wood and a gentleman's agreement said that the two half-stands that were out of the woods were as good as a single stand, so they had a pot-shot at the trolls. The mouldering bowstrings of the skeleton archers proved effective and one unit of trolls met their end. On the opposite side of the battlefield the Vampire Lord split off from the mummies to meet up with the single stand of undead cavalry and form another attacking force. The mummies advanced through the woods. The dogfight between the bone beast and flying beast was concluded as the magics animating the bone beast were disrupted by the flying beasts attacks and it fell to the ground in pieces. On the Orcs turn the cavalry trampled over the corpses of the wolf packs to charge the Mummies. The now unoccupied Flying beast dropped down behind the mummies to support the attack. The combat was very close, and a single stand was destroyed. The mummies would have been pushed back, and thus destroyed by their retreat being blocked by the flying beast behind them, but they were fearless, so didn't need to retreat.
Turn 5 was over quite quickly. On their right flank the Orc archers fired on the skeleton bowmen emerging from the forest and killed one unit. On their left flank the Orc wolf rider cavalry and bone beast once again attacked the Mummies and destroyed the last stand. With more than 50% of his forces destroyed, the Vampire Lord was forced from the field and the Fletcher was left to the tender mercies of the Orcs.
With the first full campaign turn over the campaign map looks like this:
The Orcs and Lizard-men both own 4 territories and 2 special locations. The Undead have 3 territories and 1 special location and the Barbarians have been pushed back to just 2 locations. Next turn sees the Barbarians attack the Wizards Tower, the Orcs attack the Town, the Undead attack the Mill and the Lizard-men attack the Barbarians +10gp location. Favoured units will start appearing at the end of the next campaign turn too.