The Hotness
Games|People|Company
Eclipse
Gunship: First Strike!
Mage Knight: Board Game
Midnight Men
Agricola: Die Bauern und das liebe Vieh
Hawaii
Star Wars: Battle of Hoth
Wiz-War
Ora et Labora
Rex: Final Days of an Empire
Snowdonia
Barbarian Prince
The Lord of the Rings: The Card Game
Twilight Struggle
War of the Ring
Agricola
7 Wonders
A Game of Thrones: The Board Game (second edition)
Dominion
7 Wonders: Cities
Kingdoms
A Few Acres of Snow
Risk Legacy
Arkham Horror
Through the Ages: A Story of Civilization
Thunderstone Advance: Towers of Ruin
1812: The Invasion of Canada
Dixit 3
Elder Sign
D-Day Dice
The Castles of Burgundy
Le Havre
Kingdom Builder
Sid Meier's Civilization: The Board Game
Race for the Galaxy
Cosmic Encounter
Dominant Species
Dungeon Petz
Battlestar Galactica
Power Grid
Mansions of Madness
Last Will
Twilight Imperium (third edition)
Nexus Ops
Agents of SMERSH
Puerto Rico
Star Trek: Fleet Captains
Kairo
Core Worlds
Sherlock Holmes Consulting Detective
Recommend
22 
 Thumb up
 Thumb up
6 Posts

BattleLore» Forums » Sessions

Subject: How my Goblinoids avoided death against the Iron Dwarves rss

Your Tags: Add tags
Popular Tags: [View All]
Cedric Chong
Singapore

Avatar
mb
"Fall Back~!!!" - Bargg the Ugly

Adventure
09 Free Companies on a War Footing

Background
There are many discussions on how weak Goblinoids are. I have been exploring with them for a while. This game is one of my most interesting victories and the one with the highest winning margin. It depicts tales of how my Goblinoids avoided inevitable death against the seemingly Bold and Almighty Iron Dwarves.

Players Set Up
Me:
Burgundy (Pennant)
L3 Commander, L2 Hill Giant, L1 Cleric

Opponent:
d'Armagnac party (Standard)
L2 Commander, L3 Rogue, L1 Cleric

Prior Games
In all but two of my previous games involving Goblinoids, they got slaughtered real bad, regardless of whether they won or lost eventually.

My opponent had played the side with the Goblinoids just before this game and lost majority of his Goblinoids on his right flank to Iron Dwarves on the same flank. This made me believe that he will advance his Iron Dwarves in this game.

The Plan
1. Run.
Very early in the game, I pulled back my Goblinoids from the right flank using Green Banner. The plan was to make my opponent come to me and also wastes more turns in advancing. On top of that, I had no desire of losing my Goblinoids to him at all.

2. Stronghold.
Stronghold was placed near Goblinoid side to provide Bold. This was done in hope of reducing casualties lost to Flags/Panic Loss, as well as keeping the line.

3. Hill Giant's Rock Pile.
The Rock Pile was put in range of the starting Dwarves as well as center's heavy infantry. This was done to force my opponent to advance his troops. On top of that, the left flank was not a good place to put the Rock Pile since that area was mostly blocked by terrains.

The Mid-Game
I was able to successfully pull back the Goblinoids on my right flank.

I was also able to establish a pretty good Bold Formation starting from my Stronghold to the right, across the middle lanes in the center (see blue highlighted area below).

Should a need arise, the Green Banner Goblin Skirmisher units will join the center lines and provide support from behind, keeping Bold Formation.

I brought my Regular Cavalry and Heavy Infantry from the left flank into the center battle line. The plan was to push and break my opponent's center.

My three (3) Regular Cavalry and two (2) Hobgoblin Cavalry did their best to attempt Gain Ground + Pursuit as often as possible.

The center Regular Infantry hold the battle line by positioning in the favorable elevated terrains.



The End Game
The decisive moment probably came when the Hill Giant successfully pushed my opponent's Heavy Infantry back four (4) hexes. This broked their thinning line and Bold Formation.

After a few skirmishes, my forces were able to elimate most of his troops. The last moves involved my Regular Cavalry charging forward along-side my Heavy Infantry. The last banner was captured with the help of the unlikely hero, a particular Hobgoblin Cavalry unit. They came from no where, struck the opposition in their most vulnerable spot and claimed victory!

Final Score
6 - 2 (If I remember correctly; verified by the photo)

The Narrow Escape
On the top picture, you can see a Blue Banner Regular Cavalry at the bottom left hand side (you can only see its banner). That unit only had one figure left (if I remember correctly). My cavalries had done well in pushing for as many Gain Ground + Pursuit as possible... and I retired them by retreating them into the back.

However, it was my opponent's plan to open the Rogue's Secret Passage into the elevated terrain right at the back. This would allow him to quickly kill my weakened Cavalry and threaten the Goblinoids that I kept there. Lucky for me, I managed to keep him busy in the front line and ended the game before he could do that. ^^

Final Words
Overall, this is my sweetest victory yet. The Goblinoids indeed has potential. Its advantage lies in its speed. It can choose its battle and is highly maneuverable. The difficulty in execution probably lies in its large numbers. Thus, you'd need a good command card, or several, to move them all. Should the enemy successfully engage them, the Goblinoids will break formation like no tomorrow. O.O;

In the end, the honor goes to the Goblinoids, who knew their place in the army and was able to rise to the occasion when it was demanded of them.
\(^_^)/


 
 Thumb up
 tip
 Thumb up
Philip Thomas
United Kingdom
London
London
Avatar
mbmbmbmbmb
Yes, seems if you are a Goblinoid commander a Level 3 Commander is a good idea as it means you can get 6 units to move at once.
 
 Thumb up
 tip
 Thumb up
John Lopez
United States
Tucson
Arizona
Get off my lawn!
badge
The explanation: Impossible Triangle + TW (my company initials) = my logo.
Avatar
mbmbmbmbmb
Excellent use of the goblins. Hit and run... with emphasis on the run.
 
 Thumb up
 tip
 Thumb up
Blue Jackal
United States
Nowhere
Virginia
Avatar
mbmbmbmbmb
I know with that one scenario (maybe 9?), where you've got 6 Goblins versus 4 Dwarves on the right flank (on the Goblins' side), I liked putting my cavalry on the hills, and appropriately supporting my goblinoid units.
 
 Thumb up
 tip
 Thumb up
Jim O'Neill (Established 1949)
Scotland
Motherwell
I aten't dead yet...
Avatar
mbmbmbmbmb
A battle report with pictures

Great stuffthumbsup
 
 Thumb up
 tip
 Thumb up
Cedric Chong
Singapore

Avatar
mb
Philip Thomas wrote:
Yes, seems if you are a Goblinoid commander a Level 3 Commander is a good idea as it means you can get 6 units to move at once.


Yeah Philip, I'm loving L3 Commander more and more! laugh

Thanks everyone for your kind support!
 
 Thumb up
 tip
 Thumb up
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.