Sunday, October 18, 2020

Viking Raid Battles Russian Winter & Bitter Resistance

Viking raiders arrive in the lands claimed by their cousins, the Pagan Rus
 It was a lighter turnout than normal at our monthly Saga Game Day at the Dragons Guildhall in Beavercreek, Ohio. An old friend, Joe, brought along his 11-year-old son Jacob and the two wanted to give Saga a try. I offered to play them in a teaching game, while the other four players, Adrian J, Jim B, Jenny T, and Aaron J gave the four-player Brothers in Arms scenario a try. Joe and Jacob chose to play my Viking army against the Pagan Rus warband I was fielding.

Joe and his son Jacob took command of my Viking army to learn how to play Saga
In essence, it was a rematch of my game two weeks ago against Lee at the Guardtower East. We were playing Clash of Warlords and I was first player. I rolled "Method B" so were deploying diagonally across the field. I stretched my four 9-man units of Levy javelinmen across the field with my warlord in reserve in the center. I kept my two hammers -- my 6-man hearthguard units -- to deploy last, after I saw what Joe and Jacob did. 

Units of levy javelinmen screen the advance of my hearthguard at right from bowfire
As expected, they occupied the woods on my right with their Levy bowmen. They placed the their Bondi warriors in the center and right, each backed up in reserve by a 6-man hearthguard unit, as well. I decided to force the issue on the right, and began moving three units, two levy and one hearthguard towards the woods. The rest of the army started redeploying towards the right to assist them with "Maneuver" movement. On the Viking turn, their archers let loose two volleys and devastated my lead screen of levy javelinmen.

The Pagan Rus hearthguard have charged in and chased off the Viking bowmen
Undeterred, I kept the remnants of that unit moving forward, spreading them out so that they covered the approach of my hearthguard following close behind. With two movements, they would be able to charge next turn. In the meantime, I unleashed "Howling Wind" upon the archers and hearthguard who were racing over to support them, putting a fatigue on each of them as the bitter Russian winter chilled the Vikings to the bone. My Warlord and his escort Hearthguard unit moved ever closer to support my attack on the right.

The levy archers entering the woods have hurled their javelins at the Viking Bondi in the center
Joe and Jacob began to advance in the center, while the hearthguard approaching my right stopped to clear the fatigue on them. This would prove to be a crucial part of the game. By playing Howling Wind numerous times on that unit thoughout the game, it was unable to actually enter battle at any point. Or at least, was put at a disadvantage with fatigue so that Joe and Jacob chose not to order them forward saddled with fatigue.

The Bondi drove off the levy, but that left them to be countercharged & slain by Rus hearthguard
On the next turn, I advanced my hearthguard and a second levy javelin unit. I unleashed and The Pack on him which caused a couple shooting kills. I followed that up with a charge by the same hearthguard unit. White Wolves is an excellent ability on the Pagan Rus battleboard which allows them to remove a fatigue in the Melee phase if you use a rare die. In addition, it does its usual lowering of the unit's armor by one, but receiving both attack and defense dice equal to their new armor class. So, hearthguard start at AC 5, but by reducing themselves to AC 4 they get +4 Attack AND +4 Defense dice. A great bargain! Although the hearthguard slaughtered many of the levy, they did not kill them all, as four were left to scurry from the woods.

The Rus hearthguard were in turn charged by Viking hearthguard, who they repulsed, each losing men
The second levy unit had actually tossed their javelins at the Viking Bondi in the center, slaying one. This enraged the Viking Warriors, who charged into the levy. I've found that my levy javelinmen actually make very good bait in the two games I've played so far. Yes, they slaughtered enough of my unit so that it no longer generated a Saga die. However, it left the unit overextended -- just as in the game last week against Lee. On my turn, I countercharged those levy with my fresh hearthguard unit accompanying my warlord. I played both White Wolves again and Khagan (which gives +5 attack or defense dice if using a rare -- +3 if not -- if the Warlord is within a Short distance). Nineteen attack dice later and the Bondi were slain to a man while my hearthguard were untouched.

The climax of the battle occurred when Rus hearthguard charged and drove off the Viking Warlord
The Vikings were not about to let that act go unavenged, and charged my hearthguard with their own 6-man hearthguard unit. Now, wargaming truism goes to never roll dice against kids or women. However, here Jacob's dice deserted him. Despite piling on Thor and Frigg, and my defending hearthguard closing ranks, we each did three casualties. The Vikings had to withdraw to lick their wounds. The Viking warlord had advanced to support their attack, so was somewhat exposed. On my turn, I brought over my full strength hearthguard unit which had chased off his archers and charged his Warlord. It took two moves, but we had White Wolves once again to remove our fatigue before he could use it in melee.

The battlefield after the Viking Warlord was driven off by Rus hearthguard, who lost three men
Jacob chose to not close ranks and the Viking commander roared his challenge, despite entering battle with two fatigue (from my constant Howling Winds). He did have three figures of his hearthguard unit within Short, so he could soak off some casualties. In the end, my combat rolls were good enough to do four unsaved hits on him. The three hearthguard duly stepped in front of my sword strokes and his warlord lived to withdraw, exhausted. That ended up being the climax of the battle. He tried to bring his full strength, 6-man hearthguard unit in to avenge my depleted hearthguard, but we were able to stop them with some of the Advanced Saga abilities which the Pagan Rus can unleash to harass their opponents. His other unit of Bondi were able to charge one of my half-strength hearthguard units, but they caused no kills and lost two of their own. 

It was a bloody battle, with many slain on either side
As turn 6 ended, we counted up points, and it was Joe and Jacob's losses in Warriors that were the difference in the game. That, and the two units they had that were completely destroyed to none for me. The Pagan Rus ended up repulsing the Viking raid 16-10. A key part of the battle is that I was able to use Howling Winds and various other harassing abilities to keep one of his 6-man hearthguard units completely out of the battle. Perhaps Joe and Jacob were a little tentative in not having him make a beeline for my troops, but it was their first game of Saga. It was a hard-fought, bloody battle -- as games of Saga Dark Ages combat should be! I thought they did very well in their first game and hope to see them again at future game days.

The Rus Warlord was victorious, helped by the Russian winter
The other game had to be called early because of time, but Adrian and his brother Aaron were able to defeat Jim B and Jenny T 23-19. Adrian was running Pagan Rus, while Aaron commanded a Norman warband. Jenny was changing things up and trying out the Anglo-Dane battle board, while Jim B ran Vikings. They said it was a fun game and that the four player mechanics worked well. However, it DOES take quite a bit longer as each player's command takes its turn sequentially. One warband must finish all its movement before its ally can begin.

A shot of the Brothers in Arms battle between Vikings & Anglo-Danes vs. Pagan Rus & Normans
It was a great time, and thanks to Jim and Adrian (and the Dragons Guildhall) for hosting!

8 comments:

  1. That looked like a lot of fun. :D Good to see minis bashing each other senseless. lol

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    1. It is truly my sanity break in this busy world I'm in, now...

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  2. Hi Mike,
    Nice to see some battle reports for the pagan rus. Myself, is a big fan and have played many games with the rus.

    First of all, your army looks very nice ;-)
    About your strategy. It is an interesting concept to use 4 units of 9 Levis. So you get a really nice amount of saga dice, but i´m skeptical that it is enough output. And "the Pack" is in my opinion one of the poorer abilities from the pagan rus.

    The low mobility is the biggest disadvantage of the rus. No advanced ability for a charge or a movement and no cavalry. So they don´t want to much units, because i must activate them for movement.
    But the biggest advantage of the rus compensates that and make it to one of the strongest armies in age of Vikings (in my opinion).
    Pagan rus have the most and the best ability for game control. And also are absolute resistant. For game control you have "frozen wind" (your enemy will either take the fatigue, or will try to evade the effect, this will force him to the middle of the battlefield), "the long winter" (it depends on the enemy), "blizzard" (stand on M to the opponent and he needs 2 saga dice for a charge and normally arrives with one fatigue) and one of the best ability in the hole saga game "BITING COLD" (for a common or uncommon die, you take your opponents best unit out of the game. The enemy hammer can only move once per round, maybe charge. Javelins loos her free shoot action, and so much more. I take it every round).
    Then you have 2 ability they increase your armor. ("black bears" and "blood feud"). With "Khagan!" you can also take defense dice (and defense are always better then attack dice).
    With "white wolves" (with a rare die absolutely a killer ability) and "wrath of the east" (in later turns when you and/or your enemy have fatigue on units and you can make multiple charges it´s really devastating for your opponent) you have good offensive ability’s.
    So, for me the Pagan rus don´t need so much rare dice and when i have one, i often invest in "action pool". Because of the movement disadvantage i prefer to play bigger units, so i can use all of them at the same time.
    Most of the time i play 2 Points hearthguard as one unit with banner. 3 Points of Warriors (10/10/4) and a unit of mercenary scouts. But also 2 Units of 6 HG, a unit of 12 Warriors and on of 4, plus scouts will also be good.

    I hope you enjoy the pagan rus and i see more battle reports. And maybe you have a use of my tips ;-)
    Good luck from germany, Maik

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  3. I agree with your rating of the battle board, Maik. And thanks for the tips on how you use them. This game was only my second with the Pagan Rus. I think the rare MUST go on White Wolves and Kagan - it makes those truly effective. Being able to take that second move to charge, and then immediately remove the fatigue is soooo nice. As for the Pack, honestly, this was my plan. Move two Levy javelins into range of a single enemy (rolling 5 dice javelin shots each as the freebie with movement). Then, squeeze a hearthguard "counter-punching" unit within Medium as well. Then play the Pack to make it a total of 16 dice of shooting in one turn. The other use for the levy is bait. The enemy charges them, kills most, and then my hearthguard countercharge on my turn and destroy the enemy (White Wolves + Kagan!). Do you have a blog or battle reports I could read, Maik? Would love to hear how you use your army...

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  4. I’m with Maik on this. I’m newbie with Pagan Rus to be fair.

    I usually spend the first 2~3 turns placing Fatigues on enemies with Frozen Wind and stopping their chain activations with Bitting Cold. For me those two abilities are wonderful, the best one in the Pagan’s board. For further table and pacing control, both Long Winter and Blizzard are situationally golden.

    Then, after the first two to three turns of delaying the action and having the enemy fatigued enough, is time to go full offensive. White Wolves alone is awesome, even more with some enemy Fatigues to up your armor before popping it. With enough dice, comboing with Wrath of the East is fantastic, but is very dice intensive and can’t be done every turn.

    Instead, The Pack is one ability that I almost never use it. For me is very situational, and usually is just a 4 dice, maybe 6, attack. I value the rare dice more for Activation Pool, since our board is a very dice hungry one.

    Anyway this is how I play them, just my taste.

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  5. That's awesome, Jon! Solid, solid plan. That's kind of how I play the Anglo-Danes, though I haven't had them out the tabletop in awhile. Toss fatigue on the enemy, and then go chew them up! I had a blast playing my Moors today. Very different kind of battle board. Historical tactics of sheltering the cavalry behind the infantry battleline, sending them out to skirmish then retire back, really worked. Fun stuff!

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  6. Great battle report, interesting to see how you play the Pagan Rus.

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  7. Thanks - they are a very interesting faction to play. You should give them a try sometime, Jason!

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