Sunday 5 November 2023

Return to the Blue Hills

 Today's game was inspired by details for a scenario sent to me by Geoff (aka Elliesdad).

A horde of Western Wildmen, led by their Warlord Gilpin Shortbeard, have been spotted moving towards the Blue Hills country; specifically one of the Dwarf iron mines, the name of which translates from the Dwarfish as Whutzyrsiz. Since the death of King Harno, Kassarlun, one of the many sons of the High King Brurus, has been ruling the Dwarf community in the Blue Hills. Quickly assembling a force, Kassarlun rushed to the aid of the miners.


 A quick word on the scenario instructions; the Dwarfs at the mine are not heavily armed. Initial SP values were reduced to replicate this. The Dwarf reinforcements would arrive on Turn 4; they were diced for (1d6 1-3 meant they were not available). Kassarlun would be arriving with just one cavalry and one infantry unit. The mine entrance is concealed in an outcrop of rock; the mine area is well defended, penalizing attackers rolls. The objective of the Wildmen is to capture the laden pack animals that were ready to depart with the Dwarf's iron ore. 

The fortified mine with miners and pack animals

The arrival of Gilpin Shortbeard and his horde

The battle begins: Gilpin's cavalry cover his flank

Kassarlun and his diminutive force (no pun intended) arrive

The Dwarfs in the enclosure hold on while the reinforcements battle the cavalry

Gilpin joins the battle at the gate 

Gilpin breaks through the Dwarf miners and enters the enclosure

Fierce fighting inside and outside the mine enclosure

Gilpin finishes off the remaining miners; both sides reach EP on turn 12

At the end of the game the Wildmen had control of the pack animals and as such won the day. Gilpin and his horde made off with the iron ore leaving the Dwarfs to bury their dead and start mining again.