Part 1: viewtopic.php?f=3&t=12485
Robbart continues his advance unopposed into Dragon territory. His next target is the Three Cornered Way, the branching of the road inland that goes either to the Dragons' capital, Draugus, or the closest Grek city, Polissi. The fork is a key strategic position and the fastest route for trade materials between the Greks and Dragons in the area. Upon the site stands an old tower, crumbling and unused as crime has stooped to near-utopian levels. The path is usually bustling with traders, merchants, and travelers but word of the Deposed invasion has caused traffic to stop almost entirely.
The Three Cornered Way
The Greks arrive first. Their hastily-assembled force contains 1 division of heavy spears, 1 division of Mermaidons, a small company of archers, and the ballista cart. They are led by Apollo Far Striker.
Grek objectives:
- Defend the Three Cornered Way
- Wound or kill Robbart the Deposed
- Keep the War Banner safe
The Dragons arrive second. Their force, launched from Draugus in a rage because of Letholdus' death, contains 2 small archer companies, the Armored Core, 2 sword companies, and a catapult with a foolish lack of ammunition. They are led by Edmundus, cousin of Letholdus.
Dragon objectives:
- Defend the Three Cornered Way
- Kill or Wound Robbart the Deposed
- Avenge Letholdus' death by killing inflicting more casualties than are suffered
And lastly, on account of the burgeoning of troops under his banner, Robbart the Deposed arrives. Their force cannot be counted but the advance units feature 2 siege machines and a Necromancer.
Deposed objectives:
- Take the Three Cornered Way
- (Robbart is a firm believer in simple plans)
Battle Overwatch
To clear up some misconceptions from my last battle: The Deposed army is anything that looks Roman as well as anything evil or from the Lego LOTR sets, especially goblins, etc. The green-yellow dragon knight units from the 2010 Kingdoms line make up the Dragons along with anything predominantly black and dark green. The Greks are made up of Greek-style units.
TURN 1 - DEPOSED
The cavalry on the right flank moves up while a pig feints after seeing mystical dice appear on the field
The Deposed center moves forward cautiously behind armored axe-bearers. The catapult fails to fire. The company of goblin swords advances towards the Dragons and is not pictured. The left flank catapult reloads and advances as well.
TURN 1 - GREK
Heavy spears move to counter the cavalry with the War Banner in tow. Behind them, Apollo prepares an explosive arrow feat...
Success! It speeds towards the cavalry...
But the damage roll is atrocious and Apollo hangs his head in shame. Even so, all 3 horses and riders are disrupted.
The Mermaidons advance before the archers while the ballista cart wounds a downed horse.
TURN 1 - DRAGONS
General advancements are made, Edmundus and a sword company move to counter the siege machine before them. Blood has taught them much. The catapult refrains from firing until a proper target is sighted, ammunition is just too low.
There aren't any Overwatch shots of turn 1
TURN 2 - DEPOSED
The cavalry stands up and can still reach the Grek heavy spears. The War Banner prevents them from doing any damage and they lose the wounded horse.
The catapult quickly avenges it.
The Deposed center inches forward and the sword company is just out of range of engaging Edmundus.
The siege machine succeeds in firing.
Killing the entirety of the Dragons ranged force and disrupting the Armored Core.
TURN 2 - GREK
The Mermaidons reach the fork with archers in close support.
The ballista cart takes station to guard the approach while an ominous dress shirt watches.
The Grek damage rolls are so obscene that the horse and rider are slain.
Apollo kills a Ramen engineer.
TURN 2 - DRAGONS
Edmundus ignores the sword company to slay another engineer.
The rest of the Dragon host advances, careful to avoid the still-burning fire.
Dragons engage goblins...
And remind everyone why Dragon military power is falling.
Turn 2 Overviews
TURN 3 - DEPOSED
A sword company accompanies a troll onto the field while the lone Ramen loads the catapult.
The Necromancer begins to use his ancient magiks to create a bubbling pool of blood in front of the Mermaidon line.
Unfortunately he moved just in range of the Ballista Cart.
The response fire cuts the Necromancer down and puts an end to his mystikal magik.
His body dissolves and the Deposed center advances.
The ork swords fail to maneuver some field obstacles and a Ramen engineer abandons his machine to reinforce the center.
Apollo is engaged uselessly while goblins advance.
TURN 3 - GREK
Apollo succeeds in using a feat to create some space from his assailants and he uses it to kill a fallen rider.
The heavy spears collide with the goblins but no damage is done either way.
The Mermaidons dig in and watch their archer companions miss. The Ballista Cart is reloaded.
TURN 3 - DRAGONS
The Armored Core engages the murderous oks.
One ork is slain.
Edmundus splatters the fleeing engineer and catches the eyes of the troll.
Turn 3 Overviews
TURN 4 - DEPOSED
A Ramen is able to fire the catapult by himself to the eternal frustration of his enemies. Goblins move up behind him.
The shot kills a Grek spearman
Goblins are easily dispatched with successful counters.
The troll rages at Edmundus, killing his horse.
The center advances and is just one turn away from engaging the Mermaidons.The archer at the rear misses.
TURN 4 - GREK
Apollo, tired of this nonsense, withdraws from CC and prepares a feat to fire an explosive arrow.
It's super effective!
The horse and rider are killed. Meanwhile, the heavy spears easily kill 2 goblins.
The Ballista Cart nails an armored axeman.
The Mermaidons engage fruitlessly but the archers make the kill. Not pictured, Apollo advances toward the Ramen catapult.
TURN 4 - DRAGONS
The catapult finally has a target.
It overpowers the troll with a hilarious overskill!
Infantry move to support Edmundus and hopefully surround the Deposed.
Turn 4 Overviews. Robbart, by all accounts, appears to be losing. Both flanks are collapsing and the center is outnumbered and outgunned.
But Bulltherix, deserter from the Grek Troll forces, has arrived with armor forged for him by Robbart's smiths. Several companies of goblins and orks are with him.
TURN 5 - DEPOSED
This fool tried to withdraw and was, not surprisingly, cut down by the free counters.
An objectives clarification (the "Three Cornered Way" for the purposes of the objectives is the actual intersection and not just the whole field) sends 4 orks toward the archers.
Halberds advance and the catapult is reloaded.
Robbart sends his center in a retreat, opening the lane for Bulltherix.
A sprinting smash that's totally allowed in the rules kills 3 Mermaidons.
Reinforcements move towards Edmundus.
TURN 5 - GREK
The heavy spears wheel around to aid the Mermaidons.
Apollo uses a feat to set an arrow on fire...
It hits! Damage is minimal but it's enough to set Bulltherix' armor on fire.
Apollo moves toward the catapult hoping to scare the engineer into a terrible attack roll. The archers knock off 1 HP from Bulltherix off camera. (3 remain)
TURN 5 - DRAGONS
Dragons move forward as engineers hastily reload the catapult.
Turn 5 Overviews
TURN 6 - DEPOSED
Bulltherix sucks up his rolls and is parried as the fire spreads another inch.
The halberds continue to move toward Apollo. The engineer crit fails to fire and can only look at Apollo in horror.
Nothing ever goes wrong when orks attack the Armored Core.
Oh.
The Grek archers deserve their grisly deaths for not moving when they had the chance.
The Crimeareerans engage a sword company.
1 Dragon is killed.
TURN 6 - GREK
With it's final bolt the Ballista Cart takes away another HP from Bulltherix ( 2 remain).
The heavy spears hit the orks and kill one while the War Banner heads to the remaining Mermaidons. Not pictured, Apollo kills the last Ramen and the Mermaidons fail to damage Bulltherix.
TURN 6 - DRAGONS
Edmundus helps the Armored Core slay 2 orks. The melee with the Crimeareerans under the tower is a stalemate.
The catapult hits Bulltherix but it isn't enough to damage him.
Turn 6 Overviews
TURN 7 - DEPOSED
The fire grows on Bulltherix. He crit fails for damage and the Mermaidon counter takes another HP (1 remains).
The orks ram into the Grek spears...
And kill 2 of them.
The Crimeareerans kill another Dragon sword.
Apollo finds himself in trouble but survives the damage.
TURN 7 - GREK
The Mermaidons heave!
And they bring down Bulltherix! These heroic Mermaidons, Akanthus and Demosthenes, are now minor heros! (1d8 skill, +1 armor)
Getting no help from an archer, Aristodemos creates enough space and shows his ability to make war.
Apollo attempts a feat to fire on both orks in one swift movement.
The first hit is a kill.
And so is the second, skill penalties be damned. He then makes his way to Aristodemos but there's no picture.
TURN 7 - DRAGONS
A Dragon sword claims a life.
But he pays for it with his own.
Edmundus and his Armored Core pick their way through the bodies.
Turn 7 Overviews
TURN 8 - DEPOSED
Robbart, upset with how evenly the battle has progressed, considers bringing more reserve units onto the field. "No!" he thinks, "I have already lost Bulltherix and given up the existence of my necromancer, I cannot afford to reveal anything else to the enemy. Instead I will bring in more rabble to mop up this defense force."
Some reinforcements for the Deposed, in the form of an ork company and flamethrower cart, signify that this is the final turn!
Robbart's men dispatch the final Dragon sword.
The reinforcements reach the Ramen catapult. Meanwhile Aristodemos barely survives being attacked by goblins thanks to the War Banner off camera.
They use the catapult to pummel Apollo! (1HP remains)
The Mermaidons can't quite reach Aristodemos, but both his assailants are killed with the help of the archer.
Apollo, enraged, attempts a feat to do spiritual damage to all Ramen siege machines!
The magikal arrow hits the target, but the feat fails! Ramen siege machines will have +1 to all rolls associated with them in the next battle.
TURN 8 - DRAGONS
The Armored Core tries in desperation to wound Robbart. Edmundus attempts a feat to cheer his men's spirit and increase their ability fight! But Robbart attempts a response feat to be sneaky and insult the Armored Core and cancel the bonus! Fine you guys both succeed whatever.
The Armored Core fail, and 1 is slain by Robbart's response.
Final Game Overviews
EPILOGUE
Apollo, enraged at his wound, pulls the Greks out of the fight. More of Robbart's men are advancing to the Three Cornered Way and the Greks are not fit to engage them. Apollo's pride bleeds more than anything, for he desired to take victory after Ares lost the beach just a few days ago. How much he would have enjoyed telling this to Ares, when he returned from escorting those ballista bolts back to Polissi. The march home will be a bitter one.
Edmundus leads no march home. Only one of the men under his command has lived. Neither of them speak. There is nothing to say. There is only the next step on the long walk to Draugus.
Robbart walks along the field with his guard. He surveys the broken bodies and blood-soaked ground. "I'm sorry I could not include you today," he said to the man on his right,"but I can't let the enemy know of you're involvement just yet. You'll get plenty of action soon."
"Think nothing of it," said the mysterious warrior, clad in heavy silver armor. "I am a patient man and can appreciate your schemes and workings."
To be continued...
Grek survivors: Aristodemos, Akanthus, Demosthenes, 1 archer, 1 engineer, War Banner, and Apollo
Objectives:
- Defend the Three Cornered Way FAILURE
- Wound or kill Robbart the Deposed FAILURE
- Keep the War Banner safe SUCCESS
Dragon survivors: 1 member of the Armored Core, Edmundus
Objectives:
- Defend the Three Cornered Way FAILURE
- Kill or Wound Robbart the Deposed FAILURE
- Avenge Letholdus' death by killing inflicting more casualties than are suffered 11-12 FAILURE
Deposed Survivors:
Objectives:
- Take the Three Cornered Way SUCCESS
This didn't quite play out as I thought. Ending seems a little abrupt but there's nothing I can do about it now. Robbart had to win to keep it going anyway. Hope it was enjoyable and please let me know how I can improve the quality of my reports.
Violence Near-Unending part 2
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Violence Near-Unending part 2
stubby wrote:Oh man, look at these guys. Beautiful units, photos in focus, appropriately cropped, white background... what if I remove all the current photos from the rulebook and just replace everything with these
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Re: Violence Near-Unending part 2
The next Dragon force needs to be built of only Armored Core and Archers. Their Basic Infantry and Siege Weapons seem to do nothing right.