HOTT: Red Hand of Doom: Nimon Gap 2

Posted on June 21, 2021

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What is this?

My intention is to game out the mass action around my current 5e D&D Red Hand of Doom arc, so that I can either slot heroic actions in, or be able to narrate what happened on the field.

In game 1 the attackers fielded an unlikely force of purely terrestrial elements. They were handily defeated.

For this game, the attacking hobgoblin forces have a more likely composition, adding one dragon, and two flier, elements. This brings their points total to about 3:1 on the defenders.

In this game as in game 1 the defenders have 10 militia elements, which play as DBA Hd; a water lurker, and a command element that moves as cleric, but includes a Magician.

As we will see in the battle, there are insufficient defending elements to occupy the ridge line and have a reserve, and while stoic, the stiffened militia elements aren’t capable of compensating for the lack of a hero.

The defenders

In summary, 1 Cleric General, 10 Hd (but as DBA Hd if not doubled), 1 water Lurker

The attackers

Representing one-fourth of the enemy strength and with aerials, the Wyrmlord commanding this force deploys:

  • Five double-size hobgoblin units, each a mixed force stiffened with casters and break-through forces. They will fight as Blades but QK as warband and deduct 1 from flanking or facing enemy in melee.
  • Three worg rider elements, treated as beast.
  • One Blackspawn element, as Behemoth.
  • One Hill Giant element, acting as Behemoth but with Artillery range capability.
  • Two fliers.
  • One dragon.
  • The command element is upgraded to include one Magician.

Things I plan to do for next time:

  • Alter the giant ‘artillery’ back to RAW shoot only on friendly bound, and only if they do not move.
  • Investigate the level at which a Magician could summon a large enough Elemental to damage the defense Stronghold.

General notes

  • I have only listed a Shoot result if there is a result, and Melee only if there is melee.
  • Attacking elements do not deduct anything for bad ground unless fighting Lurkers.
  • The militia defenders ignore a Shoot result no worse than doubled.
  • Only the pass itself counts as Stronghold, the remainder is simply somewhat fortified ridgeline.
  • The ridgeline defense prevents elements not in the Stronghold from helping flank.

Round 2

A: rolls a 6 and deploy the dragon, far right of line!

Round 3

A: rolls 3, column begins moving, the Blackspawn leading. Dragon deploys up to near bank.

Round 4

D: rolls 1, declares Water Lurker

Melee: Lurker 2+roll 6 -1 Arty=7. Blackspawn 4+roll 2 -2 Lurker=4, recoil. Recoil destroys hobgoblins.

Sidenote: Are giants accurate enough to count as ‘helping’ against Lurkers?

A: rolls 2, Magician attacks Lurker.

Shoot: Magician 4+roll 2=6. Lurker 2+roll 6=7, ignore.

Round 5

D: rolls 4, Magician reserves to help Lurker in opponent’s bound

A: rolls 4, Magician attacks Lurker.

Shoot: Magician (A) 4+roll 2-1 opposition Magician=5. Lurker 2+roll 3-1 extra shooting=4, vanish.

Round 6

D: rolls 3, Magician reserves.

A: rolls 6. Blackspawn cross bridge, Giants in column behind. Dragon+ 1 flier cross river.

Shoot: Magician (D) 4+roll 1*, dragon ignores.

Round 7

D: rolls 3. Magician attacks Dragon.

A: rolls 2. Blackspawn move left, Giants right. Giants are now in Shoot range of the Strronghold and ridgeline.

Round 8

D: rolls 3. Magician attacks Dragon.

Shoot: Magician 4+roll 1** =Magician out.

A: rolls 6. Dragon passes over ridgeline to attack rear, 2nd Flier crosses, 2nd hob element on bridge.

Melee: Dragon 6+roll 2=8. Militia 2+roll 6=8. No effect.

Round 9

D: rolls 4. Command (as Cleric) joins vs Dragon, forces it facing. Another militia element attacks rear of Dragon. A further militia element moves into Stronghold.

Melee: Cleric 4+roll4=8+1 general=9. Dragon 6+roll 3-2 flanks=7. Dragon flees.

Sidenote: If a PC is present the dragon would be slain rather than fleeing.

A: rolls 5. 2nd Flier joins 1st forming one unit. Lead hob element is across the bridge.

Round 10

D: rolls 4. Line restored.

A: rolls 2. Hob elements group to near (attack) side of bridge.

Rounds 11 – 13

D: rolls 3. Far left militia pulled back as reserve.

A: rolls 1 – 2. More hob elements group near bridge.

Round 14

D: rolls 3. Militia finishes reserve positioning.

A: rolls 6. All foot, and Worg riders, begin column move across bridge.

Shoot: Giants 4+roll 4, Militia 2+roll 2, Militia destroyed.

Round 15

D: rolls 2. Reserve moves towards ridgeline left vacant by last round’s bombardment.

A: rolls 4. Hob elements deploy. Flier unit attacks on far left (far right flank of defense).

Melee: Fliers 2+roll 3=5, Militia 2+roll 2-1 flank=3, nil effect.

Round 16

D: rolls 2. Cleric general moves right (but it’s a long way!). Militia left of Stronghold moves into Stronghold to cover.

Melee: Militia 2+roll 2-1 flank=3, Flier 2+roll 5=7, Militia destroyed.

A: rolls 2. Fliers move inward to attack the next Militia in line.

Melee: Fliers 2+roll 2=4, Militia 2+roll 4-1=5. Fliers recoil.

Round 17

D: rolls 6. Magician recovers!

A: rolls 5. General advance.

Round 18

D: rolls 5. Cleric general resumes moving to defend the right flank.

A: rolls 3. Giants move to close right, column advances to link with front units.

Round 19

D: rolls 3. Magician will help Cleric general. Cleric general engages a Flier element.

Melee: Magician 4+roll 5+1 general in melee -1 flanked=9. Flier 2+roll5=7, flee 600p

A: rolls 2. Worg riders go right and left.

Round 20

D: rolls 4. Magician will again help against other Flier. Cleric general engages the adjacent Flier element, Militia reserve now up to ridgeline.

Melee: Magician 4+roll6+1 general in melee=11. Flier 2+roll 1=3, Destroyed.

A: rolls 6. Whole line (which cannot act as a unit owing to the bad going and BUA) advances. The center does not make contact with the Stronghold. Blackspawn and one Hob element on the left, and Giant and one Hob element on the right, do make contact.

Melee

Blackspawn 4+roll 1=5. Militia 2+roll 5-1 Hob adjacent=6. Blackspawn recoils.

Hob (on left) 5+roll 2-1 flanked from Stronghold=6. Militia 2+roll 6-1 hob effect=7. Hobgoblins recoil.

Giants 4+roll 3=7. Militia 2+roll 2-1 hob effect+1 uphill=4. Destroyed by Behemoth.

Hob (on right) 5+roll 2=7. Militia 2+roll 6-1 hob effect+1 uphill -1 flanked=7. Draw.

Round 21

D: rolls 4. Cleric general begins returning towards center. Magician attacks Flier.

Shoot: Magician 4+roll 5=9. Flier 2+roll 2=4, Destroyed.

A: rolls 3. Giant closes gap on right. Worg on right advances.

Hob 5+roll 4=9. Militia 2+roll 3+1 uphill-1 flanked-1 hob effect=4. Destroyed. (Giant advances into gap)

Sidenote: In terms of victory conditions the two sides are near even, with about 1/3 lost each. If PCs are present this will be a crucial story point.

Round 22

D: rolls 6. Magician will help with melee. Cleric general charges Blackspawn, because they would recoil over a Worg element. Nearest Militia help, to prevent flanking by hob element.

Melee

Cleric general 4+roll 5+1 command+1 uphill-1 hob effect=10. Blackspawn 4+roll 3=7. Recoil destroys Worg element.

Militia reinforcing cleric 2+roll 5+1 uphill-1 hob effect=7. Hob element 5+roll 5-1 Magician=9. No recoil.

Militia v Giant. Giant 4+roll 2=6. Militia 2+roll 1-1 hob effect=2. Destroyed, Giants occupy that space.

Militia v Hob. Militia 2+roll 1+1 uphill-1 hob effect-1 flanked=2. Destroyed.

The battle is lost for the Defense, half lost vs 14/39 points lost.