The Battle of Faerflueng Farm - Freydis vs. The Humanoids

Queen Freydis in her Silverwolf armour. Image by GoogleFX.   

 Background

Every winter, after taking poor care of their mountain hold larders, the humanoid tribes of the eastern range known as Caw Eiria, come raiding and smashing up the coastal villages and farms. The arrival of a score thousand refugees from the western nation of Aradac has led to the absolute need to protect Saeradic grain stores, so Queen Freydis rides out with her hodgepodge collection of guards from many different towns and factions. She arrives at Farflung Farm, and notes that the settlers there from a previous refugee influx built a square log curtain wall with corner towers. Their grain stores and supplies were inside, making this an important place to use as a defence. 

The set up period

 Himmenheim  arrives and switches off lights to hover between the fortified farm and the dunes overnight. This was to conceal the arrival and avoid setting camp on the sandy coastal plain and avoid provoking a night time Oid attack.  Morning comes and Himmenheim sets down the contingent, it takes an hour to rapidly deploy the whole force, infantry first and then cavalry later.  The humanoids begin to muster 3 miles away to the north east in response to the growing threat.  The plot worked, forcing the Oids into a day battle.  Positions are taken up using the square wooden palisade walled farm fort as a central pillar, where the fleet archers are positioned.  This enables them to fire into battle without being in melee.  The Oids move slowly as a horde in medium and light formation and arrive one and a half hours after mustering which took an hour.

Freydis’ army ordered in battle squares and lines,  Oids drawn up in a random alignment, keeping tribal order but in irregular formation, Phase One [fig. 1] Phase Two: After the first 15 minutes of combat at Morale check one (25%) [fig.2] Phase Three: After the first 30 mins of combat [fig.3] and the final fourth phase of rout, retreat and chase down [fig.4]

An account of the battle
The charge of the Saeradic cavalry (under ranger Hamarin Taroc) rolled over the Gibberling horde, and this caused the right flank of the humanoid horde to rout within ten minutes of the opening contact. The cavalry decides NOT to pursue them and run them down, but regroup, form a line, and charge again into the rear of the Hobgoblins who have entered the press with the Fleet Calumitah Marines in the closing fifteen minutes of the battle. 

 


 In the north of the field, Fleet Grundaga Marines and Queen Freydis’ Castle Guard meet a force of very motivated orcs, looking to avenge their leader Snarock and his 5 sons. They eventually wear out and become susceptible to the minimalist efficiency of the disciplined well trained guards and although causing a moderate loss to the allies, they pass their morale and their numbers dwindle to hopelessness, the Grundaga Marines surround them and the archers inside the fort target them to decimate them. In the centre, the dwarves of Rocksplitter and Brighthammer clans meet the Half-Ogres full frontal and their armour and skills at avoiding Ogre blows comes in very useful, the superior training of the dwarves also shows, and they hold the Ogres. The accompanying Mareldryn town guard on the dwarves left flank do not fare so well, and many are subject to the wrath of the Ogres using thick ten foot staves to smash the guards spears out the way before wading into them. The green nature of the guard also causes them to become unsteady, later to retreat from the front, while the dwarves maintain their position.



At a critical moment,  Hagmar Blunth, Dwarven clan chief, sees an opening in the line after a nasty ogre thrust, and he piles his fifty armoured bear riders in through the gap, mauling the ogres, but not before the first eight bear riders are swamped and mauled by a mob of ogres. The bear riders get to work and rout the enemy, chasing them down and killing them with a quick vice like bite to the neck before moving on. Freydis’ cavalry also move from their previous targets to compress the routing half ogres and they chase them down.

South of the fortified farm, the Heimstead Wall Guard and the Veteran’s XIIIth Battalion hold the line against a mass of wailing Goblin swords, the goblins fare very badly, their reach compromised by their short stature and their bravery by the appearance of Fleet Calumitah on their rear engaging the Hobgoblin reserves.  The Calumitah marines force the line to reshape into a wide sandwich with the seaward flank of the goblin/hobgoblin mass open to the sea. It relives the pressure because the goblinoids flee out the gap and move into the range of the Calimitah Men-o-war. A number of thunderous salvoes from the fleets many guns literally lifts about 100 square yards of turf and sand fifty feet into the air.


The supposed “Daughter’s of Snaroc” (who had been fulfilling the dual roles of leading their dead father’s remaining army AND that of heavily cosmeticized cheer leaders) formed a heavy core of fighters backed up with a platoon of true ogres, numbering about 25, targeted the XIII Veterans after recognizing their flag from a previous conflict, this led to the old ex-XIIIth General, Eofryn Hagar and his personal bodyguard coming under focused assault leading to the deaths of at least 6 of the daughters and also himself and his three closest henchmen.

The loss of the Oids leadership routed the whole humanoid army and they all began to flee the field, being chased and hacked down by nearly all except the dwarves who simply couldn’t run fast enough.  The cavalry pursued for an hour and deleted nearly all the grouped oids, stragglers and hiders got away, along with most of the Gibberlings who fled early.

The battle wasn’t an easy victory, the allies came to exhaustion as well as the Oids, but the main factor in this battle was the discipline of the allies, whose organization (such as front line circulation) and holding off pursuit worked very well.  The other factor was the allies better weapon training.

The one unit, the Mareldryn Towne Guard finished inoperative and broken, having lost 62 out of its 250 and 120 furthermore badly injured. The Grundagah Marines also took the brunt of the assault early on in the battle.



RAW DATA FOR DEBRIEF
QUEEN FREYDIS’ CAVALRY VERSUS GIBBERLING HORDE
 
       Cavalry charge at the Gibberling flank: 336 hits for 4065 damage.
        Each lance hit averages 8 damage.
        Gibberlings hit 94 times for 583 damage.
        Each axe does average of 4 damage.
        Horses strike 2 times a round, for 1-6 dam, 289 times for 1097 dam per strike.
        That’s 578 times for 1996 damage.
        For every cavalryman slain, eight Gibberlings are slain.

        ALLIED KILLED:     31                       ENEMY KILLED: 250
        ALLIED INJURED:  63                       ENEMY INJURED: 336

HEIMSTEAD GUARD AND XIII VETS VERSUS GOBLIN SWORDS
 
       Heimstead and XIII hit 198 times for 1508 damage
        Each longsword does an average of 5 damage.
        Goblins hit 88 times for 346 damage
        For every Guard slain, five goblins are slain.

        ALLIED KILLED:    75                         ENEMY KILLED: 1350
        ALLIED INJURED: 88                         ENEMY INJURED: 150

FLEET GRUNDAGAH MARINES &  CASTLE GUARD VERSUS ORCS
        Marines  make 190 hits for 1325 damage, average damage is 5.
        Castle Guard make: 103 hits for 1017 damage with average damage being 8
        Doubled for Type 6: 206 hits for 2034 damage.
        Orcs make 135 hits for 707 damage. Average damage is 4.
        For every marine slain, two orcs are slain.
        For every castle guard slain, three orcs are slain.

        ALLIED KILLED:135     ENEMY KILLED:1200  CASTLE GUD KILLED:16
        ALLIED INJURED:187  ENEMY INJURED:300  CASTLE GUD INJURED:16   

FLEET CALUMITAR MARINES AND ARCHERS VERSUS HOBGOBLINS
        Marines make 200 hits for 1677 damage with average damage of 7
        Hobgoblins make 125 for 509 damage with average damage of 3
        Archers make 22 attacks over the combat, no retort possible.
        228 attacks per strike for 791 damage. These might go elsewhere.
        For every Marine killed three hobgoblins are killed.

        ALLIED KILLED:     20           ENEMY KILLED: 1000
        ALLIED INJURED: 105          ENEMY INJURED: 0

QUEEN FREYDIS’ CAVALRY VERSUS HOBGOBLINS
 
       203 HITS FOR 2440 Dam, doubled charging, to 4880. Ave. dam is 8 dam.
        Hobgoblins hit 152 for 642 damage. Average damage is 3.
        Horses strike 2 times a round, for 1-6 dam, 147 times for 618 dam per strike.
        That’s 294 times for 1236 damage.

        ALLIED KILLED:    2             ENEMY KILLED: All run down in rout
        ALLIED INJURED: 6             ENEMY INJURED: 0

DWARVES & MARELDRYN TOWN GUARD VERSUS HALF OGRES
        Dwarves strike for 142 hits for 1167 damage (x2 per round) 282 hits for 2334.
        Average damage is 7.
        Half ogres strike for 77 hits for 715 damage, average of 7.
        For every Dwarf killed , Three half ogres are killed.
        Town Guard strike 89 times for 663 damage, averaging 6 damage per strike.
        For every Town guard killed, one half ogre is slain.

        DWARVES KILLED: 42   TOWN GUD. KILLED:62  ENEMY KILLED:250
        DWARVES INJURED:125 TOWN GUD. INJURED:120 ENEMY INJURED:142


BEAR CAVALRY VERSUS HALF OGRES
        Bears strike 26 hits for 313, but have 3 atts each. This means 78 atts for 939.
        Half Ogres, man to bear, score 7 hits for 61 damage.
        For each bear killed, 15 half ogres are slain.

        ALLIED KILLED:     8            ENEMY KILLED: All ogres run down in rout
        ALLIED INJURED: 12           ENEMY INJURED: 0

DWARVEN ELITE VERSUS HALF OGRES
        31 hits for 372 per hit, two hits per round, 62 hits for 644 damage.
        Ogres make 5 hits for 70 damage.
        For every dwarven rider killed, 6 half ogres are slain.

        ALLIED KILLED:   3              ENEMY KILLED: All run down in rout.
        ALLIED INJURED: 5             ENEMY INJURED: 0


NOTES

The Order of the Silver Wolf held the centre versus the half ogres and the goblins, causing massive damage wherever they went. Perhaps between 500 to 1000 humanoids were slain by their hand.
The great centaur knight roamed the field slaying perhaps 100 to 150 humanoids and proceeded to run down many in their rout.
Due to filter quality problems, translating vector line-type data (dashed lines) doesn't do well at all, so shaken units look like normal unshaken units. Routing units have no central designation and can be easily seen.

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