Now
for a most complicated scenario. This may go wrong, but who dares
enjoys.
In 6 months I'll be a year older and doing a participation game for the first time in a couple of decades or so. Sounds long way off, but that's 5 payments. Stuff to buy, stuff to make.
Tick, tock.
Here we have a border fortress protected by artillery and a few troops. A strong cavalry force is on the way to break the siege.
The Invaders.
Priest
General 3 2 4 Spellcaster, Summon monster, Bolster, Chaos =
84 (when “4” costed 63)
Summon
monster 3 actions. 1 per game. Own area, immediate activation.
Bolster
1,2,3 actions, 1 unit no range. Gains steadfast +1 morale rolls.
Chaos
2 actions, 1 square. Target unit is disordered.
Dominar
Rigel 3 1 8 Sub general, Beast Lord, Shoot1, Fast, Fly, extra
lives 2. 129
Cultists
5 2 5 Shoot1, Rabble 42 x 17 = 714
Huge
worm 4 4 6, Monster L4 Burrowing, Trample, Fear, Fast, Extra
lives 4. 214
Giant
Worm 4 4 7 monster L3, Tough, Trample, Fear, Extra lives 4 199
Hits
4+ ignore. Fear, Morale 1D.
Medium
worms 4 3 6 Monster L2 Tough, Fast, Extra lives 2. 3 x 123 =369
Small
worms 4 2 5 Monster L1 Tough, Fast, Extra lives 1. 3 x 78 =234
Worm
brood 4 3 4 Burrowing, Devastating charge, Fear, Resilient
Reroll
kill 5,6.
2,195
2,195
Herculis
General.
3 4 6 Mounted, Fast, Extra lives3. 125
Army
Standard 3 4 6 Mounted, Fast, Extra Lives2. 98
All
units may reroll 1 morale dice.
Heavy
cavalry swords.
4
3 5 Mounted, Fast, Drilled, Devastating charge, Extra lives2. 2 units
of 6 = 852
Heavy
cavalry Lancers
4
4 5 Mounted, Fast, Drilled, Devastating charge, Extra lives2. 1 units
of 6 = 600
In
Fort
Light
Artillery 4 1 4 Artillery L2
38 x 3 = 114 (error- I've 2 so added an extra borderer)
Medium
Artillery 4 1 4
Artillery L3 54 x 3 = 162
Heavy
Artillery 4 1 4 Artillery L4 88
Captain
3 3 5 Shoot2, Inspirational
Leader, Extra Lives 2 98
1
stand in same area may reroll 1 failed melee roll.
Border
Infantry 4 2 5 Shoot1,
Devastating charge, 43 x 2 = 86
2,223
The Game. Singular this time. We could have done 2 if we had pushed it. Tony took the defenders
and I attacked. Frustrating for Tony as he had little to do until the cavalry arrived, so he brought his
infantry out to tempt me under the guns.
I started my envelopment, my left doing well.
On the other flank, I get my wee worms up first.
for them. We used the flank march rules, so I'd
had 4 turns to prepare. We used a small dice to
keep score of turns as it's easy to lose count.
Lancers lead the way.
I had hoped to invest the fort and bring troops in close to shoot the artillery, but they wouldn't go! So
it was in with the worm!
Tunneling is a risky business. The worm needs a 5 or 6 to damage the wall. 6 hits brings it down.
But a 1 takes a life.
The cavalry assemble, all bar the General.
Oh come on! But at least no more lives lost.
This was our most confusing fight to date, each having 2 lives and the worms different stats.
2 worms and 1 cavalry go down. But the casualties are equal. The cavalry push back the worms.
I keep forgetting that there's a rule for disorganised monsters. They go like elephants, off in any
direction and will attack anything they hit.
Now I get my other burrowing unit at the side wall. They are slightly more effective than the other,
causing 1 damage. Then the artillery open up and 2 gone.
The cavalry goes in. Mutual destruction!
First 2 by shooting, excellent result!
Crunch!
Lancers goes in to hit the worms.
2 cavalry on 1 worm and they all miss-
Worm goes back as others died.
Stalemate.
Smile!
Now the worm attacks the cavalry.
Worm does well as 1 cavalry- life gone already.
Artillery roars again and the big worm dies.
infantry, that negated their devastating charge.
The worms come off worse!
The General and Army standard finally arrive.
The cavalry roll over the 2 remaining worms.
They attack the big worm.
The banner goes down.
The beast is defeated and retires. I remember the roll this time.
I had hopes for my General, as that whole flank had been so quiet for so long. But no, he manages to
scuttle into the infantry.
Now the Dominar is in a difficult position, a reaction allows him to get out of charge reach of the
General.
But the hunter becomes the hunted and the General is cut down by the surviving worm.
That had almost no effect on the survivors, as the inspirational leader allows morale rerolls.
But the cavalry retreat, getting a bit close to the worm!
They seek death and glory over being worm food.
They crash into the first unit, smashing them for the loss of 2.
The last unit charge into the mess and both perish! Leaving the General alone-.
The fort survives. A bit battered and gore stained.
I had a General, 1 infantry unit, the Dominar, 1 worm and a damaged giant worm.
Well, That worked. Possibly a few tweaks. Do I up-armour the cavalry? Artillery worked. Even
the small borderer unit. Worm General was no more effective as a "3" than a "4". Best use was to
encourage units by being in same square, then moving on.
This is a seed for my participation game. No air element yet-.