Well that took an awful long time!
Sorry for the delay. The game went fairly smoothly once I dug out my figures and a place to play. I need to get my games and figures better organized. (Ass usual you can right click and open them ina new tab to see them full sized.)
Comic Life had a new update and added some more templates. I don't recall seeing this one before. The program is still maddeningly laggy, but gives nice results. I hadn't noticed before, but I was able to do some exposure correction on the images. For some reason I have been unable to take properly exposed snap shots.
But I digress. The War Horn of Nazgoth was a very powerful tool for Tropilium. But the Knights were just too tough for the Legionaries. The battle also lasted quite awhile due to the number of ones I rolled in melee for both sides.
Tropilium loses the Archers and Auxiliary Archers in the pursuit, but I guess it's a moot point since the nation was conquered. At least they went out swinging.
Subscribe to:
Post Comments (Atom)
Great report, Sean. Love the wind ships.
ReplyDeleteTropilium is reduce to two separated provinces now, so the losses do matter. We'll have to see how things turn out when I dice for National Morale. I'll get that and the next turn sorted before the end of the weekend.
Thanks Ruaridh. I didn't realize they had any provinces left. The low war rating for Treyine, along with the -1 to all reaction tests from the horn, made the Treyine army very unwieldy and brittle. They may not be up for much more.
DeleteHmm, now I am wondering when Treyine's WR went down to 2. I wonder if I have copied it over wrong, or am I just forgetting the death of their leader?
DeleteAnd don't forget the Hero adds 1 to the WR.
DeleteTropilium rolls 1,1 for National Morale. Treyine cannot fail. The war will continue in the Summer.
ReplyDeleteAlso, Tropilium retains the Horn of Naz-Goth, but may not use it in the Summer campaign turn.
ReplyDelete