Game on!
Very little painting done this week either, but with nearly half the units done for my 10mm campaign, I wanted to do a final playtest. I know I’m biased but it was a whole lot of fun!
I played an Engagement scenario using the lowest army size setting (6 Realm vs 8 Adversary) and I rolled a scenario where both armies are marching when they meet, with the Realm arriving in two halves for the first two turns but the Adversary force arriving as 2 units per round. So the end of Round 2 all the Realm are marching quickly to the settlement while only half the Adversaries are doing the same.
It’s Round 4 in the photo above and that saw some nice bits of action to use as the examples in the rulebook.
By then of Round 6 units had started to perish or become disrupted by their end of turn nerve tests, turning it into a game of two flanks.
As is obvious by the end of Round 7 when on the left the combined shooting of human archers, centaurs, and light cavalry with javelins has destroyed or driven off all but the wraiths, while on the right the Armoured Spears are in retreat after an unnerving attack by skeletal horsemen.
Round 8 then had the faun slingers in trouble, unsupported on the right as they were, even though they obliterated the last of the undead cavalry and shuffled backwards it was not enough to get them out of charge range of the undead mammoths. To make matters worse the mammoths roll high and kill 8 EFF off the fauns without taking any damage, so their nerve test failed and they retreated, while the armoured spears pulled themselves back together. The next round saw the spears charge, but only manage a draw, so the mammoths charged back and trashed them and that was it for that flank.
On the other side, the centaurs kill more wraiths, which causes the wraiths to pivot and charge into them, but with so few wraiths left the centaurs only lose 2 EFF while the wraiths lose another 5 EFF and are at the mercy of the light cavalry which kill the remainder with their javelins. Nerve tests will follow (with the centaurs becoming disrupted) but that flank is done too.
With the rules calling for the light failing at the end of Round 10 and ending the battle anyway that was pretty much it, so I stopped there.
The rules accommodate nearly twice this many units but I’m comfortable there is enough room on the table for that, so I just need to keep on painting before I start my actual campaign. There’s been enough interest in the rules that I’m ready to release on the 3rd of August as planned but looking forward to sharing the campaign details as I expect to get started by Christmas.


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