I've been collecting 15mm fantasy figures for awhile with the goal to eventually do mass battles. But I couldn't find a rule system I really liked so I picked up Song of Blades and Heros, which is small skirmish but highly regarded. Here is my first solo battle just trying to learn the rules. The terrain is all stuff for my 20mm Vietnam project so it's a little out of place but all I have now. This battle represents a small Orc Warband raiding a human village. The game is written for 15mm on very small tables. I've got a 3x5 table so I used the 28mm ranges for this game since I think it looks better.
The Human Defenders:
|From Left to Right: 2 Foot Soldiers, 1 Wizard, 1 Medium Cav, 2 Archer Longbow Rear Rank 4 x Militia Figures are Black Raven Foundry Evil Men of Ashur except the Militia which are from the Old Glory 15mm Crusader line.|
|Ogre Warrior (From BloodDawn I think) and the Orc Leader (Black Raven Foundry)|
|Two Orc Warriors from BRF|
|Two Orc Archers with Short Bows (Again BRF, I really like their orcs. Cheap and not too large like some of their other races)|
|Two Savage Orcs (From Splintered Light - Amazing figs)|
The Humans set up wide, defending their village. With an archer on either flank and the block of militia hanging in the back not sure if they are up for the fight.
|Wedge formation, ogre flanked by two archers with leader right behind for support. The orc warriors and savage orcs guard the flanks.|
|The mighty ogre leads the attack. Unfortunately the rest were not so keen to follow. The two dice represent the archers activation attempt. Two failing dice and the orc turn comes to an end.|
|Human 5 (die) +3 (Combat Factor) -2 Medium Range versus Orc die 2 +3 Combat factor -1 Human aimed =6 to 4|
|"Umm, guys... Anybody coming with me?"|
|Human 1 +3 CombatFactor -2 Med Range = 2 vs Ogre 4 + 4 CF - 1 aim = 7 No effect|
|"Alright Greenskins, let's see what you got!"|
|Savage Orcs have a quality 4+ so two failures again means end of the orc turn.|
|"Alright, I'll join you. These orcs don't seem so tough."|
|Human 6 + 3CF +1vs fallen opponent = 10 versus Savage Orc 5 + 3 CF = 8|
Back on the east flank, the wizard and archer unload at a safe distance. The power of a wizards blast spell depends on the number of actions you put toward the spell.
|The Lightning Bolt doesn't score high enough to affect the mighty ogre.|
|The archer is also ineffective but at least all the humans get to act this turn.|
|Orcs need a 4+ to activate normally but he is within Long Range of the Leader so he gets a +1.|
|"Umm, you want me to go where again?"|
|Human 2 + 3CF +1 Mounted +1 Ambush bonus = 7 versus Orc 5 +3 CF -1 outnumbered = 7|
|"Have at them, boys!"|
On the orcs turn I still have faith in the power of the ogre and he actually activates this turn and charges the horseman.
|The ogre finally gets to attack but is put on his ass by the horseman.|
|"Die human weaklings!"|
|"Let me show you lads how it's done!"|
|'I've got a long stick so watch out! It's not pointy but still.."|
But on the orcs turn, the Warchief flexes his muscles.
|"And stay down!"|
|Only one success so all the ogre can do is stand up and dust himself off. But he does end the orc turn early.|
|"Take that, you filthy greenskin!"|
|"You want me to go get those humans? Nah, I'll just stand here and pick my nose, thank you very much."|
|The Humans gold dice are from Talisman and it's hard to see here but the funky symbol is a 1.|
|The orcs drive off the human defenders and are free to loot, pillage and rape the sleepy little village.|