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Author Topic: Umenzi - Undead 2000 grindfest! (Shaman & Deployment Playtest)  (Read 577 times)
Kevin
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« on: December 07, 2011, 04:30:18 pm »

Jaime and I did another game this week, testing out the rule that the Umenzi Heal Spell can only affect unengaged units.   We also used the deployment rule, currently under playtest.

2000 points, open map, total warfare.





Set Up and Strategy

Undead, left to right:

Skeleton Trolls behind Zombie Trolls, Zombie Trolls, Zombie Trolls, Zombie Trolls, Zombie Trolls, Zombies behind Skeleton Spearmen, Zombies behind Skeleton Spearmen.

Jaime figures that, with Toughness 4, the Zombie Trolls would eventually grind down my lighter Umenzi units, and/or last for a very long time vs. even Chosen.  He also figures that this would be a good army to test the Healing rule, as combat would last many, many turns.

Umenzi, left to right

Spearmen behind High Priests behind Spearmen, Shamans behind Warriors, Spearmen, Warriors, Spearmen, Shamans behind Worthy, Worthy behind Spearmen.

Almost identical to my army in our previous game; I traded Spearmen for Warriors in order to get the points to upgrade Atlatlmen to High Priests.

With only power 5, even my spearmen had no real hope of breaking through those Zombie Trolls, but I hoped the the cheaper units would hold long enough for my army to break the undead flanks.





Advancing to Battle!


On the left:
Spearmen slide to the side, as do the High Priests.  I'm feeling reasonably certain that this fight can be won.

In the middle:  my units are on Hold, waiting for the hexed Zombies to charge.  I'm hopefull that Spearmen, even if they can't get a quick kill, may be able to put the Zombie trolls into the red at some point, which means only 2 attack dice coming my way.

On the right, my Spearmen, move to the side.  The Undead do a direct control to prevent the left Skeleton Spearmen from being pinched, which also ensures that the Zombies will get just far enough forward.





Ugly, man!....

Left to right...

My Spearmen were the one unit which failed their Fear check.  Undecided  *sigh*  They were also the one unit which I was counting on to win....  The High Priests behind them throw their first of many Death Curses.

After 3 turns of combat, Spearmen go into the yellow and rout, putting a highly inconvenient hole in my line.  Sad

In the middle, 3 more very slow combats with units doing minimal damage to each other.  It would've been nice to have been able to Heal my units and avoid those yellow Rout checks.

Spearmen also turn tail and run from Zombie trolls.  Annoying, but not too bad:  the Zombie trolls do minimal damage on the free attack, and my units, blocked in by Shamans (a nice example as to the value of Shamans as warm bodies), don't cause a hole in my line, and will be reformed and on Hold, ready to continue to the combat.


My not-so-Worthy, despite being lavished with Red cards, are barely hurting the Skeleton Spearmen.   Undecided

Worthy next to them engage the Zombies, to minimal effect so far.  

On the far flank, Spearmen duel.  It's an even fight in theory, and the results are pretty even, though I'm using more Command Cards and other goodies to try to win, including a Devotion of Courage card.





Feeling the Pinch

Left to right...

Spearmen are pinched, but are brave and hold up, despite going into the red.  Helped by High Priests, they put some real hurt on the Skeleton Trolls.

Warriors turn and run when they go into the yellow, allowing yet another one of my units to get pinched and destroyed.   Cry  The Shamans will be sacrificing themselves to keep the entire line from getting rolled.

Two other fights grind on.

Worthy have finally destroyed the Skeleton Spearmen opponents, but really nasty attack dice & cards has put them in the red (!).  Zombies have moved into no-turning-back range.

Worthy have destroyed Zombies, but my Spearmen are wiped out by more incredible hits by Skeleton Speramen.  (Note to self:  "Arms of the Fallen" is a nasty, nasty, nasty card!!!  Shocked )   Fortunately it's my turn next.





Sweet Revenge!

Left to right...

My pinched Spearmen go down, but with a bless, a Might card, and a Death Curse, they take the Skeleton Trolls down with them!  Meanwhile, my rallied Spearmen have hit the Zombie Trolls in the rear!

Shamans sacrifice themselves to buy time while my Warriors rally, as the other Zombie Troll combats slowly grind on...

I order the Worthy on the right not to engage the Skeleton SPearmen on the far right, but instead to pinch the Zombies with the other Worthy.  The Zombies explode, and the Skeleton Spearmen are just out of range to engage.   Grin





Eastward Migration

Left to right...

Spearmen finish off the Zombie Trolls They were attacking from behind.  My rallied Warriors catch more Zombie Trolls from behind.

High Priests start casting Heal.

Zombie Trolls pinch my Shamans out of existence.  One of them had been in the red, so alone with two dice it would've taken far too long to kill even Shamans.  Then they pinch my Warriors.

The rightmost Zombie Trolls are pinched by Worthy, but they fight like demons.  They hit to the side and killed my Worthy, then finished off my Spearmen--while my pinch did very minimal damage.   Undecided

Worthy are going after those Skeleton Spearmen, which Jaime has pulled back a bit.





Endgame Part 1

Jaime was in danger of missing his train, so we played fast, and I took fewer photos.  This is a few turns later.

On the left, Warriors take down those Skeleton Trolls whose rear they were on.  I was sure my Warriors were safe--they had only 1 red box left, but had Faith Armor (vs. 2 dice as 1s and 4s.).  Then, on their last attack, the Skeleton Trolls did one point...I let it ride (choosing not to "Roll with the Blow" away the initial "hit."), and then he dumped some evil Undead card that says "do 1 extra damage if you've done at least 1."   Shocked    Cry   Note to self:  buy the Undead so I don't get caught with my pants around my ankles again!

Another Zombie trolls turned to fight.  They put some hurt on my Spearmen, but the Spearmen, helped by a few more Death Curses, kill them off.

Meanwhile, two Zombie Trolls go after my Worthy, who run to the corner.  Finally, they engage one, and, with some good luck, destroy it before the other one hits their flank.





Endgame Part 2

Finally Jaime's dice go weak, and I'm drawing blue cards to beat the band.  Between them and Faith Armor, it's starting to look like I'm going to be able to pinch those last Zombie Trolls and eke out a win!

Then, on the turn before I get the pinch, the Worthy are put into the red.  They rout and die.   Cry

I still think I have an excellent chance here--zombie trolls are in the red after the first turn of combat, and I have Faith Armor...  High Priests, with one hit point, are getting Faith Armored each turn so that they take no damage from throwing Death Curses.  

If the Trolls can't do 2 damage in 2 turns (2 dice at 2s and 5s), they won't every be able to hurt my Spearmen, and will eventually get Death Cursed to death...

Then, when down to 2-3 hit points, he gets 2 hits on 2 dice, my Spearmen go into the red, rout, and I concede the game.


Victory to the Undead!

---------------------------

Wow that was Close!  One Zombie troll in the red, or about 72 scenario points.  5-4 split (9-point system, 3-3 in the standard 6-point system).

Overall, this felt like a well played game all around, albeit not the most interesting one.  We each had a wide line.  Nobody got outmaneuvered.  Nobody got pinched except when its neighbor routed or was destroyed.


--------------

Comments on rules  (See http://yourmovegames.com/forum/index.php/topic,4608.0.html .)

Deployment Rule - I had 12 units to his 10, so I had to do a single "twin deployment" (This is the same as if we'd done "Option D").  So I slapped down my 2 Shamans.  Had no real effect on the game.  Units were pretty much were I wanted them, though in hindsight I wonder if I should've tried to break a Skeleton Troll with Worthy.

Umenzi (non) Healing Rule - although I lost this game, I'm still liking the no-healing-engaged-units rule.  The fact is, both of us played a solid game here.  Jaime's dice were a bit nicer (Through fear or horrible dice, my attacks were very weak initially in the places I needed to break through.  And I blew 2 of my first 3 rout checks, and 3 of my first 5.), though not by too much (Umenzi Courage after that was pretty good, and I was able twice to do exactly enough damage to pop his units in the nick of time)....and he won by a hair.

Healing engaged units would've been very nice in this battle.  I likely would've won if I'd been able to do that.  The question is, given solid play by Jaime and somewhat better dice, should I have won this game?  I'm thinking no.

This to me suggests that the Umenzi without healing engaged are about where they should be on the power curve, though I'll want to test the Umenzi vs. a different faction before putting this one forward for a vote.


Tangential Comment:  though I lost in the end, HOLY CRAP did I get good use out of those High Priests!!!  Grin   I think they threw something like 4 blesses/hexes, 4 Heals, and 8 Death Curses over the course of the game!

Given that High Priests cost 130 and Shamans 100, High Priests should rearlly be a lot better.  (A 30% difference is like an upgrade from Carthaginian Spearmen to Libyan Fail.)   Their ability to throw Death Curses, while Shamans just do Blesses/Hexes when units are engaged, justifies this differential in a way that throwing Death Curses instead of Heals did not, IMHO

That's it for now!  Happy Holidays, everyone!

« Last Edit: December 07, 2011, 11:44:42 pm by Kevin » Logged

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BubblePig
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« Reply #1 on: December 07, 2011, 05:57:35 pm »

Great report.  Smiley

It seemed as if this was anybody's game until the bitter end.

On the face of it, this seems to support the idea that Umenzi healing in combination with faith armor is a bit overpowered. I tend to agree that with a solid game on both sides, a moderate dice advantage should probably not be outweighed by an overly powerful faction ability (i.e. healing.)
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gull2112
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« Reply #2 on: December 07, 2011, 09:24:45 pm »

Truly outstanding report Kevin. I don't know if I'm angry at you because you have so many opportunities to play, or grateful because you post such excellent reports.

Also recently new is the somewhat nerfed fear rule, how do you feel it played out?

Games that are up for grabs all the way through are always the best. Jaime's build pretty much guaranteed a grindfest vs. a no GWE umenzi build. This is advantageous when testing new rules, makes for a very good "control" game for experimental rules.
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Kevin
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« Reply #3 on: December 07, 2011, 09:44:12 pm »

Quote
Truly outstanding report Kevin. I don't know if I'm angry at you because you have so many opportunities to play, or grateful because you post such excellent reports.

 Grin


Quote
Also recently new is the somewhat nerfed fear rule, how do you feel it played out?

I'd argue that fear isn't "nerfed" all that much when you're not talking Dark Elves:

When the large/fearsome thing charges you and you pass the fear check, it's functionally the same as the previous rule (-1 die.) -- this is the most common outcome.

When a large/fearsome thing charges you and you blow the fear check (as happened a couple of times), you're  hosed even more.  (Now (-2) -1/-1 rather than (-1) -1/-1).

When you pinch something large/fearsome which is stuck on combat, or you nail it on the rear, etc, you aren't penalized.  


So to summarize, when you're not dealing with Dark Elves, about 60% of the time the new fear rules function the same, 20% of the time they're a bit nastier, and 20% of the time they're a bit gentler.

The main benefits of the new Fear Rules are (a) balancing Dark Elves which are Fearsome but not Large and (b) much better flavor IMHO


-----------

The new rules make Terrifying stronger relative to Fearsome, which is also good flavor IMHO, but not relevant to this game as there were no Terrifying units.
« Last Edit: December 08, 2011, 02:33:17 pm by Kevin » Logged

However beautiful the strategy, you should occasionally look at the results. - Winston Churchill
RushAss
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« Reply #4 on: December 14, 2011, 04:48:13 pm »

Great report!  I do love me some High Priests, Death Curse is beyond awesome.  Especially against units with high defensive stats like the Zombie Trolls.

I must say that Jaime's build was maximized to take advantage of the fact that you couldn't heal engaged units.

I've been saying this for years, but the Undead command deck is one of the nastiest to face.  It may not be the *best*, but it is certainly the nastiest.  Flesh Rot, Vampirism, Arms of the Fallen, Wave of Terror... ugh!  Nasty stuff right there.
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iamJMAN00793
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« Reply #5 on: December 14, 2011, 06:58:13 pm »

Great report! It looks like the Umenzi units are mounted on cardboard or something. Also, what kind of material did you use for the playing area, and where did you get it. It really makes the game look nice.
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Kevin
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« Reply #6 on: December 14, 2011, 08:30:36 pm »

Thanks!

The playmat is olive green felt, ordered online (I forget where but just google "olive green felt" and you'll find some cheap.  They typically sell it in 1 yard wide, but they typically give you an extra inch, so a single yard of felt is sufficient for a map.)

The cards are in card holders, custom made by our own dear "gull2112"   He takes foamboard, precision cuts it to the size of a card, glues felt to the bottom, and attaches a perfect-fit card sleeve to the top.   You can make your own, or send him a message and maybe you'll get lucky and he'll sell you some.  I LOVE my card holders!  Cheesy  The felt-on-felt keeps the cards from sliding around when hit by dice, when the table gets bumped, while things are being mesured, etc.
« Last Edit: December 15, 2011, 10:16:23 am by Kevin » Logged

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« Reply #7 on: December 14, 2011, 10:38:18 pm »

Thanks for the kind word Kevin! Smiley

Instructions for the unit bases are here
http://gullsbattleground.blogspot.com/2011/03/foamcore-card-bases-how-to.html

Instructions for a foam backed mapboard in cuarto are here
http://gullsbattleground.blogspot.com/2011/03/foamcore-card-bases-how-to.html
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