Wednesday, 30 March 2016

Treyine Invades Tropilium - Spring 999

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.

6 comments:

  1. Great report, Sean. Love the wind ships.

    Tropilium 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.

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    1. 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.

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    2. Hmm, 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?

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    3. And don't forget the Hero adds 1 to the WR.

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  2. Tropilium rolls 1,1 for National Morale. Treyine cannot fail. The war will continue in the Summer.

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  3. Also, Tropilium retains the Horn of Naz-Goth, but may not use it in the Summer campaign turn.

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