The Luftwaffe got a jump on the bombers, the ME110's came in hard and by turn 3 shot 2 of the 3 bombers down which was particularly lucky because the ME110 squadron was one boom chits short of disengaging.
Following the defeat and stalemate at the Dontora power station the High command of the Tellinor VII doubled down. Colonel Absolon Caledon was Regimental commander of the 7th Steel Panthers, a native PDF armoured formation.
Tellinor 7th Steel Panteras, 3100 POINTS | Iron warriors Armoured battlegroup |
SUPER-HEAVY TANK COMPANY [600] | DEFILER ASSAULT PACK [650] |
2 Baneblade, Supreme Commander, Shadowsword, Commissar, Salamander Command Vehicle | 6 Defilers, 3 Defiler |
TANK COMPANY [650] | ARMOURED ASSAULT COMPANY [355] |
10 Leman Russ, Commissar, Salamander Command Vehicle | 6 Chaos Vindicators, 3 Chaos Vindicator |
TANK COMPANY [650] | DREADNOUGHT ASSAULT PACK [275] |
10 Leman Russ, Commissar, Salamander Command Vehicle | 5 Chaos Dreadnoughts, Chaos Siege Dreadnought |
VULTURE SQUADRON [300] | ARMOURED COMPANY [705] |
4x Vultures, Commissar | 8 Chaos Land Raider, 3 Chaos Vindicator |
VULTURE SQUADRON [300] | ARTILLERY BATTERY [325] |
4x Vultures, Commissar | 4 Chaos Basilisks |
ARTILLERY BATTERY [250] | SUPER HEAVY COMPANY - DECIMATOR [225] |
3x Manticore, Commissar | Decimator |
FLAK BATTERY [150] | HELLBLADE FLIGHT [200] |
3x Hydra | 3 Fighters |
DESTROYER SQUADRON [200] | HELLTALON FLIGHT [225] |
3x Destroyer Tank hunter, Commissar | 2 Fighter Bombers |
Marching in lockstep the Commissarial guards marched Lt. General Damitz Gante into the court marshal, he was accused of retreating without permission. The proceedings and testimonies took hours, this was no drumhead court marshal, a rank of Lt. General was afforded some respect before they shot him. In the end it was the aggressive defence of the left flank that saved him, having had his company shot, blasted and burnt out from under him and orchestrating a brutal counter attack where a number of vaunted terminators were killed and their suits dragged away with recovery cables from a damaged Russ as the arch enemy closed in whilst his artillery commander Captain Marika Sour failed to respond to orders, it was argued that a withdrawal was all that could be done, saving 2 full companies of Guardsmen, a Company of basilisks and an understrength company of Leeman Russ. Lt. General Gante was demoted to Major General and Captain Marika Sour of the Basilisk battery shot for dereliction of duty in the face of the enemy. Just as the tide seemed to be turning against the Arch-enemy fate stalled the advance.
This game the Imperium Got 100 extra points for Manufactorums and a special rule for their command posts, Chaos got +1 to their Strategy rolls for more power plants.
Setup
The PDF used their special rule to give the Basilisks scout, the Leeman Russ company deployed in the centre along the road and a Shadowsword on the left flank to counter the Decimator and it's powerful cover ignoring marcocannon. Chaos had 2 Iron warriors companies on their left flank in transports and a large force of Vindicators in the centre, moving to their right a battery of Basilisks and the decimator with a garrison with the Warsmith.
Turn 1
Turn 2
The Iron warriors swept away the PDF regimental command in a combined assault taking that much needed Initiative reroll and securing that objective.
The Leeman Russ company failed their initiative test and without the reroll were forced to just move this turn, the basilisks fired and did little to the Iron warriors in the forest.
The Decimator doubled forward and put 5 blasts and 4 dead on the PDF infantry company occupying the buildings on the left before the Warsmith and his warband marched to face down the infantry company.
Turn 3
The Warsmith charged in start of turn 3 and wiped the Infantry company with the help of some obliterators that teleported in start of the turn, this seal the deal on the game as I had no other units that could contest the 'Take and Hold' objective, with Take and Hold and They shall not pass it was a forgone conclusion.Chaos rolled to take a Shield Generator but rolled a 6 when a 7 was needed - a stalemate.
The basics
Warmaster is a game that rewards generalship and good planning, army composition is relatively straight forward, especially in Warmaster Historical where there is far less access to an already limited pool of special units and abilities.
Leaders and telegraphing
When you move your leaders, place them in front of your troops about 19cm of them, if your opponent tries to rush them they can pick a unit within 30cm to join. In your next turn it means you're less likely to suffer a distance penalty for orders.
A trick you can use is to place a leader forward in a position that telegraphs a move next turn, maybe a flanking move? this can trick your opponent into moving troops into a compromised position for another unit to flank charge or it can slow them down and push them into a defensive posture giving you the initiative.
Line vs Block
Brigades are formations of 2-4 units that can be commanded together so long as they maintain physical contact, I will assume the reader has read over the rules at least once and so understand the penalties to leadership, a new players first impulse with their brigade is to place them in a linear fashion to maximise unit frontage, that's not to say this is a bad formation, it can be quite effective during an offensive as it makes it easier to ensure all your stands are going to reach them enemy.
This formation is ideal for when you have a mixed force of Hand Infantry and Archers, where the archers can fire from the front whilst the Infantry provide support from the rear, however in some situations it can be far better to place your infantry in blocks, unit stands stacked one behind another in a column.This formation takes advantage of the rule forcing chargers to maximise their frontage when charging, so your opponent must spread a single unit out across the frontage of the opposing formation and then during combat evenly distributing their attacks across multiple units instead of a single unit like in a linear formation.
As an example a Unit for Egyptian Infantry are charged by a unit of Hittite infantry, the Hittite infantry get 12 attacks - 9 base +1 for charging over open ground per stand.Chariots and Cavalry
For ease of writing I will refer to Chariots and Cavalry as Cavalry, the advantage cavalry has over infantry is concentration for force and speed, they can focus their attacks across a smaller frontage however they cannot be supported in combat so depth is far less useful in cavalry formations than infantry, its important to note that sometimes Cavalry are mounted on the long edge in Warmaster Historical so some of these tactics won't work.
One of the best ways I've found to use cavalry offensively is not just to charge the flank but also charge the front corner simultaneously.
Place the Cavalry greater than 20cm from the target infantry so they don't incur the -1 penalty for proximity and then charge with the LHS in the front arc and the RHS in the flank, make sure when you place the Cavalry brigade LHS sits on the front arc of the their 45 degree and the RHS on the Flank side of the RHS, use a piece of folded a4 paper with a corner folded down to the side to form a triangle to make a simple guide, interestingly the long edge of the folded section is about 21cm so can also be used to check you're outside of 20cm.
The infantry supports actually work in our favour in this situation, if a stand is forced to retreat and it moves into a unit locked in combat it is destroyed, by attacking in the front and side the front unit must fallback diagonally into the rear unit retreating sideways and is destroyed, this means an only slightly favorable win causes an outsized loss on the enemy and allows the follow up attacks to also crush the second unit in line in round 2 of combat.Skirmishing and throw away units
This is a simple one, using Goblins in fantasy or Skirmishers in Historical. Skirmishers in Historical can use their initiative to withdraw from a charge or shooting attack, effectively nullifying their arrow fire or at worst wasting it on a low value unit. You will incur losses, and you should try to mitigate them where you can, as shooting can really mess up your offensive plans through confusing and drive backs. In fantasy they cannot withdraw but it's far better to lose goblins or some other throw away unit than your precious shock troops.
Skirmishers and close combat
Skirmishers in Historical can use their initiative in the enemies turn withdraw when charged after shooting, much like using skirmishers to screen your main body of troops. If your opponent falls for this trick it will open them up for your own counter charge or even flank charges if you're really clever or lucky (be both).
This finishes up what I can remember of tips, tricks and tactics I've used to fight and win games of WARMASTER - have fun.
The skies were patterned with trails of smoke and fire as the Hurricanes and C.200's turn and burn, hulls of Transports engulfed in fl...