| T O P I C R E V I E W |
| drusty |
Posted - 10 Jul 2012 : 19:05:07 We played two games of this encounter almost back-to-back. In the first game, Blinder cavalry engaged the Execution party in Fisticuffs on Turn 2. The executioners were unable to move any further for the rest of the game as the Blinder player fed more figures into the ongoing Fisticuffs. By turn 4 the Witchfinders had lost one of the prisoners, freed, so they weren't going to meet the conditions for winning. The second game was much more fluid. The Witchfinders got their prisoners to the gallows by Turn 4; but the witch-prisoner managed to summons a familiar, who, with the help of a Blinder horseman, freed the witch from her escorts. After heroic defending at great cost, the Witchfinders managed to fail their ALL is Lost Test on Turn 5. Again, it was a game that went to the wire... Now for the big one.
Some questions: 1. How should the Hangman be classed: Ordinary, Trained or Veteran? 2. In the scenario description the Preacher is classed as (T): is he really just semi-skilled, or should he use the (V) stats of the Preacher in the main rules? 3. Can cavalry combine 'Fire on the Move' with 'Slash and Gallop' in the same command phase of a Go? 4. Can a witch that has landed after flying more than 10" claim the 'moving fast' avoid harm roll if shot at later in the same Turn when she is on the ground?
Many thanks |
| 2 L A T E S T R E P L I E S (Newest First) |
| Black Sheep |
Posted - 14 Jul 2012 : 09:56:29 Pics form Drusty's Hangman encounters added to the Grim Gallery (screen 1). Have a good weekend folks  |
| Black Sheep |
Posted - 11 Jul 2012 : 21:03:15 Hello Drusty,
Thanks very much for the pics from your two games of the 'Hangman'encounter and for posting more pertinent questions. 1. The Hangman is normally classed as Trained with one constitution point. 2. The Preacher is supposed to be a veteran, as per the main rules. I apologise, the (T) on page 98 of the rulebook was accidently placed after the Preacher and not the Hangman as intended. Please disregard the (T) after ‘preacher’ on page 102 too. 3. Cavalry can combine ‘Fire on the Move’ with ‘Slash and Gallop’ in the same command phase of a Go. If cavalry gain the Upper Hand at the right time, combined with more ‘luck of the dice’, they can be quite deadly. 4. If a witch or any other figure has manoeuvred 10" or more in their Go they are classed as Moving Fast. This entitles them to have Moving Fast Marker (MFM), as per page 17, for the remainder of the Turn. Figures that are Moving Fast have an avoid harm roll of 6 on a D6 (page 75).
Good luck with your attempt to 'Storm the Manor'.
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