Shattered Alliance - Unicorn Ambush scenario AAR
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Quote from GregNails on 7 February 2025, 18h37
Spring is coming to the land of Osgoth. The Valkyries are having their traditional festival (which includes dancing, drinking wine, and other such entertainment). Unicorns are also taking part in this celebration. However, during the festival, the Zorgs attack the place of the ceremony. These wild, not very intelligent, but strong creatures have a deep aversion to the Valkyries. Not long ago, they detected the Zorg scouts as they headed for the place where the treasures were supposed to be. After they thwarted their plan, the Zorgs swore a bloody revenge, the so-called "Zorg Vow".
The attack comes as a complete surprise to the celebrating creatures. Many of the Valkyries are killed before they even have a chance to reach their weapons, and only a few manage to reach the unicorns, who defend them sacrificially. The Zorgs are attacking from two directions, and the fate of these beautiful, brave women and their faithful unicorns seems sealed.
However, a few Valkyries manage to get through to the north and inform the centaurs that participated in the feast too, but camped bit more north. Although these creatures are "tired" of celebrating, they immediately rush to the aid. However, the enemy is more numerous, and the fate of the Valkyries still hangs in the balance.
Let's look at both armies. The Centaurs are HC - heavy cavalry, excellent warriors, both in melee and ranged combat, and they are also fast. They also have shields. Their weakness is the small number of units. The Valkyries are LC - light cavalry, slightly more numerous, but weak, unarmored, although fast.
The Zrogs are an army composed exclusively of infantry, light and medium. Their units are numerous, but of average quality (C and D class). Only a few have throwing stones, but more than half have shields. It is clear that both armies are complete opposites.
Deployment of forces. The Valkyries on unicorns are in the center, to the left and right of them are the Zorgs, and to the north we have a line of centaurs. The location definitely favors the Zorgs. The advantage of the forces of good is their speed and the fact that they start with a morale advantage (24 to 21).
My primary goal is to evacuate the Valkyries as quickly as possible. So I send them north to hide behind the centaurs. In direct combat with the enemy they would be quickly killed, so they need to be covered, and the burden of the fight will have to rest on the shoulders of the centaurs. As for them, the plan is for them to cover the Valkyries and the left flank, while attacking on the right. I hope that this attack will break several enemy units and allow them to escape, which will allow me to raise morale sufficiently high. The goal of the game is to bring the enemy morale to zero. Morale drops when a broken unit flees or the enemy loses the fight.
I start the game, my unicorns quickly head north, through a gap in the centaurs' formation. The zorgs advance slowly, while my units have two moves per stage. I move two centaur units slightly to the southeast, while one holds the left flank. The unicorns flee quickly, I don't even try to engage them in combat, because it would be too risky.
One of my centaur units charges, breaking up the zorg light infantry unit and forcing them to flee. That's exactly what I wanted. The other one stays a little behind it, because the enemy is concentrating in the center. I can't let my units be surrounded and separated, since Zorgs might destroy them with ease if they will attack from many directions. Also, my cenaurs are kinda glass canons - powerful, yet few, so any serious casualties would be fatal.
At the same time, one of the zorg units pushes forward. Although the centaurs shoot at it with bows, the zorgs push forward. Thanks to this, I manage to flank them. Strikes from both sides lead to the destruction of the enemy unit. More importantly for me, the broken zorgs flee north, where the valkyries on unicorns have taken refuge. Here's their chance - they rush at the routed enemy unit, tearing it apart from all sides. They are more than hungry for Zorg's blood, remembering their fallen friends. No Zorg is going to be taken prisoner by these warrior women.
Meanwhile, to the south, my centaurs are crushing another unit of enemy light infantry. Unfortunately, this is where their luck runs out. The zorgs close ranks and attack the centaurs over and over again, until there are only 6 of them left in the unit! Miraculously, this decimated unit manages to retreat to its lines and into safety. So many centaurs fell... But their dead wasnt in vain.
Fortunately, the enemy fails to gather these three broken units. Additionally, four units of Valkyries continue to attack the unit retreating to the north, eventually destroying it. This brings the enemy's morale to zero and ends the battle with my victory. Zorgs can't stand these lossses and realizing that they can't get valkyries, begin their withdrawal. Valkyries are save, but centaurs paid a high price for this victory.
Spring is coming to the land of Osgoth. The Valkyries are having their traditional festival (which includes dancing, drinking wine, and other such entertainment). Unicorns are also taking part in this celebration. However, during the festival, the Zorgs attack the place of the ceremony. These wild, not very intelligent, but strong creatures have a deep aversion to the Valkyries. Not long ago, they detected the Zorg scouts as they headed for the place where the treasures were supposed to be. After they thwarted their plan, the Zorgs swore a bloody revenge, the so-called "Zorg Vow".
The attack comes as a complete surprise to the celebrating creatures. Many of the Valkyries are killed before they even have a chance to reach their weapons, and only a few manage to reach the unicorns, who defend them sacrificially. The Zorgs are attacking from two directions, and the fate of these beautiful, brave women and their faithful unicorns seems sealed.
However, a few Valkyries manage to get through to the north and inform the centaurs that participated in the feast too, but camped bit more north. Although these creatures are "tired" of celebrating, they immediately rush to the aid. However, the enemy is more numerous, and the fate of the Valkyries still hangs in the balance.
Let's look at both armies. The Centaurs are HC - heavy cavalry, excellent warriors, both in melee and ranged combat, and they are also fast. They also have shields. Their weakness is the small number of units. The Valkyries are LC - light cavalry, slightly more numerous, but weak, unarmored, although fast.
The Zrogs are an army composed exclusively of infantry, light and medium. Their units are numerous, but of average quality (C and D class). Only a few have throwing stones, but more than half have shields. It is clear that both armies are complete opposites.
Deployment of forces. The Valkyries on unicorns are in the center, to the left and right of them are the Zorgs, and to the north we have a line of centaurs. The location definitely favors the Zorgs. The advantage of the forces of good is their speed and the fact that they start with a morale advantage (24 to 21).
My primary goal is to evacuate the Valkyries as quickly as possible. So I send them north to hide behind the centaurs. In direct combat with the enemy they would be quickly killed, so they need to be covered, and the burden of the fight will have to rest on the shoulders of the centaurs. As for them, the plan is for them to cover the Valkyries and the left flank, while attacking on the right. I hope that this attack will break several enemy units and allow them to escape, which will allow me to raise morale sufficiently high. The goal of the game is to bring the enemy morale to zero. Morale drops when a broken unit flees or the enemy loses the fight.
I start the game, my unicorns quickly head north, through a gap in the centaurs' formation. The zorgs advance slowly, while my units have two moves per stage. I move two centaur units slightly to the southeast, while one holds the left flank. The unicorns flee quickly, I don't even try to engage them in combat, because it would be too risky.
One of my centaur units charges, breaking up the zorg light infantry unit and forcing them to flee. That's exactly what I wanted. The other one stays a little behind it, because the enemy is concentrating in the center. I can't let my units be surrounded and separated, since Zorgs might destroy them with ease if they will attack from many directions. Also, my cenaurs are kinda glass canons - powerful, yet few, so any serious casualties would be fatal.
At the same time, one of the zorg units pushes forward. Although the centaurs shoot at it with bows, the zorgs push forward. Thanks to this, I manage to flank them. Strikes from both sides lead to the destruction of the enemy unit. More importantly for me, the broken zorgs flee north, where the valkyries on unicorns have taken refuge. Here's their chance - they rush at the routed enemy unit, tearing it apart from all sides. They are more than hungry for Zorg's blood, remembering their fallen friends. No Zorg is going to be taken prisoner by these warrior women.
Meanwhile, to the south, my centaurs are crushing another unit of enemy light infantry. Unfortunately, this is where their luck runs out. The zorgs close ranks and attack the centaurs over and over again, until there are only 6 of them left in the unit! Miraculously, this decimated unit manages to retreat to its lines and into safety. So many centaurs fell... But their dead wasnt in vain.
Fortunately, the enemy fails to gather these three broken units. Additionally, four units of Valkyries continue to attack the unit retreating to the north, eventually destroying it. This brings the enemy's morale to zero and ends the battle with my victory. Zorgs can't stand these lossses and realizing that they can't get valkyries, begin their withdrawal. Valkyries are save, but centaurs paid a high price for this victory.
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Quote from The Wargaming Scribe on 7 February 2025, 20h17Unexpected! And courageous from you to play it on Atari - I did not realize it was in full black & white. The font is immersive, though.
This battle is in the manual indeed. I remember playing it (no AAR) and losing. It was a close call in your case
I really think this game could have been really good if it had been a 1982 game instead of a 1981. Plenty of great things about morale management and weapons countering one another... but the fact that (IIRC) you can't choose the order in which the units move really killed the game.
Unexpected! And courageous from you to play it on Atari - I did not realize it was in full black & white. The font is immersive, though.
This battle is in the manual indeed. I remember playing it (no AAR) and losing. It was a close call in your case
I really think this game could have been really good if it had been a 1982 game instead of a 1981. Plenty of great things about morale management and weapons countering one another... but the fact that (IIRC) you can't choose the order in which the units move really killed the game.
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Quote from GregNails on 7 February 2025, 20h42Indeed, fixed order is probably the most annoying thing here, it makes you plan your movements more carefuly, to not block the way for other units.
I played it twice. First, I tried to reinforce unicorns with centaurs and drive Zorgs off. It ended quickly with my decisive loss. So I decided to try different strategy and it worked quite well, as you can see above.
The entire plan hangs on the idea of making as many enemy units as possible to rout. You can't beat all of them, so you have to focus on couple and slap them, until they will break. I had some real luck with one Zorg unit moving further and running straight between main body of my army where it was slaughtered with ease and unicorns gave it coup de grace, ending the game.
If it'd be pure exchange of blows, Zorgs would probably win. The other strategy to win this battle, I think, might be fire and run away, since Zorgs have no cavalry. But it'd be very time consuming game, since one hit usually kills 10-20 Zorgs and they have 600-800 men in every unit.
Indeed, fixed order is probably the most annoying thing here, it makes you plan your movements more carefuly, to not block the way for other units.
I played it twice. First, I tried to reinforce unicorns with centaurs and drive Zorgs off. It ended quickly with my decisive loss. So I decided to try different strategy and it worked quite well, as you can see above.
The entire plan hangs on the idea of making as many enemy units as possible to rout. You can't beat all of them, so you have to focus on couple and slap them, until they will break. I had some real luck with one Zorg unit moving further and running straight between main body of my army where it was slaughtered with ease and unicorns gave it coup de grace, ending the game.
If it'd be pure exchange of blows, Zorgs would probably win. The other strategy to win this battle, I think, might be fire and run away, since Zorgs have no cavalry. But it'd be very time consuming game, since one hit usually kills 10-20 Zorgs and they have 600-800 men in every unit.