I'll let the pictures do most of the talking.
Tereken also lost two levies in the after battle pursuit.
Fladnag's use of the blast spell was helpful in softening up the Treyine foot knights. With an AC of 6 they need to be whittled down so that they can be affected by reaction tests. I rolled pretty abismally for them. With both sides only having a war rating of two I had trouble getting things moving for Treyine especially. The plan to use the wind maiden's ships to get a bridgehead on the hill was the right idea, I just should have had the ships deployed as one body. I only realized after setup that they were not.
Tereken's luck just ran out this time. The icy finger of death last battle was incredibly lucky. The general being injured this time around was a little unlucky.
On a technical note, I used my photography backdrop cloth for the pictures. I think it was worth it.
See you next time.
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ReplyDeleteAwesome report Sean! ;)
ReplyDeleteThanks airborne. This one was a lot quicker to produce than the last one. Now I just need to be speedier of getting on the table.
Deletenice battle report. I may have to get these rules at some point - do they have solo section as most 2hourwargames stuff normally does?
ReplyDeleteThanks cwheeler. Like all THW games there are a lot of charts and tables and you can use dice to give a lot of randomness to wars, spell casting and even battle deployments. There are no PEF's though, and you have to make decisions for the troop movements. But the reaction tests still happen and your troops don't always do what you want.
DeleteGreat report, Sean. The backdrop really helps with the photos too.
ReplyDeleteTreyine passes 2d on National Morale. Tereken passes 0d. Tereken surrenders to Treyine. The war is over and peace will last until Autumn 999
All things considered I think Tereken did exceptionally well. Things could have gone very badly for them.
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