I was wondering that it could be the case
alright, we're ready to go!
- Wild Huntsmen backtrack 2.5"
- Dryads sidestep left 2.5"
- Druid marches 10"
- Sylvan Archers advance 2" and wheel left 1" (furthest-away-archer is at 15" exactly from Flagellants)
you see line of sight traced for Halberdiers and Archers
VIIV -> 5 active dice vs 4 reactive dice
possible targets are:
Awaken the Beast: Dryads, Archers, Druid, Huntsmen
Swarm of Insects: Flagellants, Halberdiers (with Prelate)
ok, ES dispelling SE's Swarm of insect (cast on a 13) using all 4 dice.
and to keep true to my reputation...
which means we jump to hits, then wounds, then casualties:
TLDR: in the magic phase, 1 dead flagellant.
this bring us to shooting. if you remember the previous movement...
i guess this means i can roll to shoot with the Archers on the Flagellants, and that's it.
hits, wounds, casualties:
3 casualties out of 12 modes is exactly 25% of unit losses,
so we'd normally test for panic, but...
TLDR: in the shooting phase, 3 dead flagellants.
and that's it for Sylvan Elves turn 2.
the first half of the battle is over!
Huntsmen are out of Imperial units' los
Militia are too far away from any SE units
so this is the breakdown
May be able to do my job soon.I am going to offend you. You are not going to like it. You will survive.
Model Reviews with Twice the Brain Injuries!
Flagellants sidestep 1" left
Halberdiers sidestep 2" right
Militia wheels 1" right, advances 1", wheels 2" right
Totenhammer one position to the right
The arrows and magic of the enemy were causing heavy casualties to Totenhammers flagellants, but he could see that it was not the worst thing. That cavalry unit was also threatening their flank! "Take cover from that building, don't let them get you!" Totenhammer commanded his flagellants. "Halberdiers, make way to the right, Militia get to a shooting position! Give them some of their own medicine, let the arrows fly!" The enemy was far, and Militia would be shooting from the move. He knew that it would require the help of Sunna to get those arrows hit the elves. On the other hand, they were doing Her work, so maybe She would grant Her blessing and guide their arrows. "Sunna is on our side, have faith brothers, those minions of the undead shall not taste the victory today!" Totenhammer shouted with the conviction of a true believer.
highlighting brave totenhammer, who swapped places with his neighbour
V VIIV --> 5 active dice, 4 reactive dice
all 3 spells are possible, target can only be totenhammer's unit
what do you guys want to cast?
dispelled on an 18!
this leaves 2 dice for Volund's, as per Ivar's request.
the spell is cast on a 10 (wow, im rolling hot), and cant be dispelled cos no more dice available.
we move to Shooting Phase. as per Ivar's request,
i go with Militia on Archers - 6 to hit, 4+ to wound...
that's 2 dead archers!
not enough for a panic test, but juicy nonetheless.
Movement: Halbs/Flaggies slide, Militia comes in
Magic: Volund on Halbs
Shooting: Militia kills 2 Archers
no one can charge the Militia,
Huntsmen have flank charges.
My apologies to everyone for taking so long!
Archers stay put.
Druid advances until he is 1" from the front of the Flagellants, aligning so as to face them directly ( @piteglio as in post #153).
Hunters advance as follows: 3" right wheel, 1" forward, 3" left wheel, 2" forward or forward until they are 3.6" from the scoring zone.
Dryads back up until their near corner is 4" from the scoring zone.
no prob - seems youve been busy with Essence of War these days! : D
(by the way loved your battle reports, will discuss them separately in their thread!)
...and here we go with:
Flux card VI IV I --> 3 Active vs 2 Reactive
as per Lawot's instructions, casting
Swarm of Insects on Flagellants with 3 dice
cannot be dispelled!
aouch! 3 die!
it's enough for a Panic test, but Flagellants pass them by default.
they still have a rank, tho...
...or do they?
as per Lawot's instructions, Archers on Flagellants
they all have clear line of sight and are in short range
8 shots hitting on 3+ (left) and wounding on 5+ (right)
@Ivar K, should i remove the flagellants closer to the halberdiers, or the one closer to the huntsmen?
then it'll be your time for charges: last turn!
"Forward!" Totenhammer shouted. His men were advancing to the center of the battlefield. There they would most likely meet the enemy in close combat, there the battle would be decided, there the Sunnas faithful would brake the enemy or be broken themselves.
His flagellants had taken the worst casualties, only four were left. All of the the others had given their lives in Sunnas name. Totenhammer had seen dying flagellants forming prayers in their lips even when their bodies were pierced by the elven arrows and unholy magic so that they could not speak in their final moment. Truly they deserved a place beside Sunna.
Suddenly the elven witch decided to run in front of the Flagellants. "Kill her, kill her now!" Totenhammer ordered his last flagellants. He did not know what kind of madness had urged the enemy magician to run to that place, but he was sure to not let that puppet of the undead continue her atrocities. She would be doomed...
Ivar removed the Flagellant closer to the Impassable terrain,
and proceeded to declare a charge against the Druid (1" away).
@Lawot, your reaction?