| Battle of Trader's Isle - Delecti the Necromancer versus Colymar Tribe | Sea Season 1615 S.T. | |
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| LATEST: His warriors to each side, King Colymar rides toward the Trading Post, when yet another horde of Zombies rise from the mire to block his path. The Hero King slays them and raises a grasping hand to take the prize which lies before him - but it is out of reach... The brave Sun Dome Templars, cut off from support, are ambushed and all but destroyed - their light quenched by the vile watery magic of Delecti's Witches. Seeing this, and the advancing tide of undead, the surviving Colymar warriors are seized with the mortal fear of death. They turn and flee! VICTORY TO DELECTI
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| THE
SITUATION: The mighty Colymar Tribe, led by King Kangharl 'the Rabid', seek to quell their ancient enemy, Delecti the Necromancer. Strengthened by their alliance with the Lunar Empire, they now dare challenge the undead Hero in the fetid and treacherous mire of his own homeland. Delecti has called upon his oppressed neighbours the Durulz people (Ducks) and, by his magic, have convinced their old rivals the Half-Beasts to forge a non-human alliance to repel the invaders. The Colymar bring the resplendent Sun Dome Templars into the filthy fight and have sung to the fanciful Puppeteer Troupe, rumoured to lead a swarm of tentacled, chaotic Walktapi... |
| TURN 11 [PIPs: Delecti 1,
Ducks 1, Half-Beasts FLEE!;
Colymar FLEE!, Sun Dome FLEE!] |
| TURN 10 [PIPs: Delecti 6,
Ducks 2, Half-Beasts N/A (fleeing);
Colymar 2, Sun Dome 5] Delecti: Skeletal Warriors1 & Zombie Horde1 continue attack on Sun Dome General [GM: ZH1 turn to face Raider Cavalry]. Zombie Horde 6 to move South and attack Raider Cavalry, supported by Skeletal Warriors 2 [GM: ZH6 intercepted by Sun Dome General, SW2 blocked]. Zombie Horde 4 advance South East. Horde 2 & 3 move East [2pips]. Re-animate Horde on South edge of trading post. Witchy Women magic attack on closest target [GM: Insufficient pips - WW drawn into combat with Sun Dome Pikes#1]. +Ducks: Malrand to make frontal attack on Sun Dome 1 with flank support from Duck Bandits. +Half Beasts: [Flee!] Colymar: King move to and attack South Wall of Trading post [GM: Blocked by rising Zombies!]. Raider Cavalry 1 & 2 attack Zombie Horde 1. +Sun Dome Templars: Sun Dome 1 move and attact Witchy Woman. General attack Zombie Horde 6 RESULTS: Raider Cavalry#2: roll 1 +2(lt.cav.) = 3 v Zombie Horde#1: roll 2 +2(horde) -1(overlap) = 3 => Locked in combat. Sun Dome General: roll 1 +4(pikes/general) -1(overlap) = 4 v Zombie Horde#6: roll 4 +2(horde) = 6 => Sun Dome General RECOILS Sun Dome Pikes#1: roll 1 +3(pikes v foot) -2(overlap & rear) = 2 v Witchy Women with Willow Wands: roll 6 +5(magicians/general) = 11 => Sun Dome Pikes DESTROYED. King of Colymar: roll 6 +6(hero/general) = 12 v Zombie Horde#5: roll 4 +2(horde) = 6 => Zombie Horde DESTROYED. COLYMAR LOSSES ARE TOO GREAT - SURVIVING COLYMAR FORCES FLEE OFF BATTLEFIELD - VICTORY TO DELECTI ! |
| TURN 9 [PIPs: Delecti 5,
Ducks 3, Half-Beasts N/A (fleeing);
Colymar 5, Sun Dome 1, Puppeteers
N/A (fled)] Delecti: Spears on N side of fort move to support S spears in combat with 1st Tribal Warriors [GM: Nice try, but they can't support as they are in the bad going inside the town]. Horde 6 and Horde 1 move to and attack Sun Dome General [GM: SDG turns to face ZH6]. Skeletal warriors 1 & 2 move into line and attack Sundome Pikes 3. +Ducks: Malrand attacks Sun Domes Pikes 2 from rear [GM: SDP2 turn to face]. Duck bandits attack Sun Dome Pikes 1 from flank [GM: Cannot attack from flank as they did not begin entirely that side - overlap instead]. +Half Beasts: [Flee!] Colymar: Cavalry 1&2 head due WEST and move max allowed [GM: Wheel and move as individual elements. Costs 2pips]. King & Cavalry1 move as a unit Due WEST - max movement [GM: Costs 1pip but they hardly get anywhere. C.f. Cavalry1&2]. 2nd & 3rd Tribal head towards Zombie Hoard 4 - max movement. 4th & 5th Tribal continue up the road towards the east wall of the trading post max movement. 1st Tribal attacks South wall of trading post. +Sun Dome Templars: Pike 3 & General wheel left, move to Witchy Women and attack them. [GM: Cannot - engaged by Skeletal Warriors and Zombie Hordes] RESULTS: Skeletal Warriors#1: roll 4 +3(warband) = 7 v Sun Dome Pikes#3: roll 3 +3(pikes) -1(overlapped) = 5 => Sun Dome Pikes#3 DESTROYED! Skeletal Warriors#1 charge forward... Zombie Horde#6: roll 2 +2(horde) = 4 v Sun Dome General: roll 1 +4(pikes/general) -2(two flanks attacked) = 3 => Sun Dome General RECOILS. Malrand the Duck Hero: roll 3 +6(hero/general) = 9 v Sun Dome Pikes#2: roll 6 +3(pikes) -1(overlapped) = 8 => Sun Dome Pikes#2 attempts to RECOIL but cannot pass through the other pikes facing the other way so is DESTROYED! 1st Tribal Warriors: roll 1 +3(warband) = 4 v Garrison Spears South: roll 3 +4(spears) +2(fort) = 9 => 1st Tribal Warriors DESTROYED! The King of Colymar turns his cavalry and charges to aid the beleagured Sun Dome Templars. But too late! Ranks of shining warriors are ripped down into the mud by the bony claws of Delecti's skeletal hordes. And warriors of the Colymar are thrown to their deaths from the walls of the Trading Post - their bodies replenishing the graveyards below. Ripples of disquiet run through the remaining men of Colymar... |
| TURN 8 [PIPs: Delecti 1,
Ducks 1, Half-Beasts 2;
Colymar 6, Sun Dome 5, Puppeteers
N/A (fleeing)] Delecti: Re-deploy horde on W side of trading post, attack sun domes if possible [GM: Not possible - could only appear when Sun Domers had moved away] +Ducks: Malrand attack sundome 1 with flank support from bandits [GM: Too far to engage]. +Half Beasts: Manticore general - continue attack on king colymar. Warband2 - support general. Warband1 - attack 1st tribal wariors [GM: Cannot pass through gap]. Colymar: 1st Tribal - attack south wall of outpost. Colymar Cav 1 move in behind the king. Colymar cav 2 move to kings left flank. 3rd Tribal move to right flank of 2nd tribal - moving further if possible to block any recoil the manticore may make. raider 1 & 2 move towards colymar cav 2. +Sun Dome Templars: Sun dome 1 & 2 move towards Witchy Women and attack if possible [GM: too far to engage]. Sun dome 3 & general attack Skeletal Warriors 1 RESULTS: Sun Dome Pikes#3: roll 1 +3(pikes) +3(supporting pikes) = 7 v Skeletal Warriors#1: roll 2 +3(warband) = 5 => Skeletal Warriors#1 RECOIL and push back column. 1st Tribal Warriors: roll 6 +3(warband) = 9 v Garrison Spears South: roll 3 +4(spears) +2(fort) = 9 => LOCKED IN COMBAT! King of Colymar: roll 6 +6(hero/general) = 12 v Manticores: roll 1 +5(beasts+1/general) -1(contacted in flank) = 6 => MANTICORES DESTROYED!! Colymar Cavalry#2: roll 4 +3(cavalry) = 7 v Minotaur Warband#2: roll 5 +4(warband"+1") -1(overlap) = 8 => Colymar Cavalry#2 attempt to recoil but cannot pass through Raider Cavalry (wrong angle) so DESTROYED! Man triumphs over Beast! Kangharl, King of Colymar, slays the Half-Beasts Manticore general in single combat! The otherwise fearless Minotaur Warriors, pausing merely to destroy some Colymar Cavalry, prepare to return home... The Sun Dome Templars drive back the undead hordes - but more zombies claw their way out of the earth behind them! Surrounded, can they survive ?
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| TURN 7 [PIPs: Delecti 6,
Ducks 5, Half-Beasts 1;
Colymar 5, Sun Dome 3, Puppeteers
N/A] Delecti: Horde 6: Attack Sun Dome Pikes 1. Skeletal Warriors 1 & 2: Attack Sun Dome Pikes 3 [GM: attack as overlap only]. Hordes 2 & 3: advance full move Due South [GM: blocked by Skeletal Warriors]. Witchy women: Magic attack on closest available target [GM: ]. Horde 1: Redeploy at South West corner of Trading Post, then attack Sun Dome General. Skull Catapult: Bomb closest available traget [GM: Cannot - in combat with SDT#3] . +Ducks: Turn and move and attach Raider Cavalry 1. +Half Beasts: Manticore General: Charge King Colymar. Colymar: 1st Tribal - head to south wall of outpost and attack if possible [GM: too far]. King - Turn 180 and move at maximum rate [GM: blocked by Colymar Cavalry, caught by Manticores (!) and turns to face]. Colymar Cavalry 1 & 2 - move at maximum rate towards Minotars [GM: blocked by King (hero counts as mounted)]. 2nd & 3rd Tribal "flow" around Manticore and attack [GM: Eh? They just attack]. Raider 1 & 2 cavalry move at max rate towards manticore. +Sun Dome Templars: 1 and 2 attack Zombie hoard 6. 3 & General attack the catapult [GM: General turns to face Zombie Horde#1]. RESULTS: Witchy Women with Willow Wands (bespelling): roll 4 +4(magician) = 8 v Sun Dome Pikes#1: roll 6 +3(pikes) = 9 => NO EFFECT Zombie Horde#6: roll 1 +2(horde) = 3 v Sun Dome Pikes#1: roll 4 +3(pikes) +3(supporting pikes) = 10 => Zombie Horde#6 DESTROYED Skull Catapult: roll 3 +4(artillery v foot) = 7 v Sun Dome Pikes#3: roll 6 +3(pikes) -1(overlap) = 8 => Skull Catapult DESTROYED! Zombie Horde#1: roll 6 +2(horde) = 8 v Sun Dome General: roll 5 +4(pikes/general) = 9 => Zombie Horde#1 RECOILS King of Colymar: roll 4 +6(hero/general) = 10 v Manticores: roll 6 +5(beasts+1/general) -1(contacted in flank) = 10 => LOCKED IN COMBAT! Faced by the roaring Minotaur berserkers, the King of Colymar turns to withdraw - but is blocked by his own advancing cavalry! At bay, he turns to face the charge of the Manticores... They are locked in primordial combat - will Man or Beast prevail? The Sun Dome Templars finally close with Delecti's infernal Skull Catapult - but a Horde of Zombies emerges from the graveyard behind them! Ripping out of the earth, the undead attack the Sun Dome General and his rune lords. Never fearing, the Light Sons show their superiority over the forces of the dark - the zombie hordes are driven back and destroyed, and the Skull Thrower smashed into a thousand shards. Delecti's hordes are stunned at the loss... |
| TURN 6 Delecti: Horde 1: move towards pikes1 & 2. Witchy women: Spell cast at Sun Dome General (or any available target). Skull Catapult: Bomb any available traget. +Ducks: Malrand attatcks Walktapus2 supported by Duck Bandits. +Half Beasts: Manticore General: Continue attacking Blackmoores Warriors. Minatour Warbands: Advance and attack King Colmar. Colymar: King moves to left flank of Blakmor's warriors. 1st Tribal moves towards south wall of Traiding post - Max. Colymar Cavalry 1 moves to right flank of cavalry 2 to form a unit. TRibals Warriors 2,3,4,and 5 move in column (max allowed) on right flank of Blakmor's Warriors. +Sun Dome Templars: Pikes 1/2 move toward Witchy Women and attack if possible. Pikes 3 & General move towards Skull Catapult and attack. +Puppeteers: Walktapus 2/3 move towards Mallard Duck Hero - max allowed. Puppeteer Troupe / Walktapus 1 move north at max rate. RESULTS: Witchy Women with Willow Wands (bespelling): roll 4 +4(magician) = 8 v Sun Dome General: roll 2 +3(pikes) +1(general) = 6 => Sun Dome General RECOILS Skull Catapult (bombarding): roll 5 +4(artillery v foot) = 9 v Sun Dome Pikes#3: roll 3 +3(pikes) = 6 => Sun Dome Pikes#3 RECOIL Zombie Horde#1: roll 5 +2(horde) = 7 v Sun Dome Pikes#1: roll 5 +3(pikes) +3(supporting pikes) = 11 => Zombie Horde#1 cannot RECOIL so DESTROYED! Walkatpus#2 - are they real?: roll 2 - Just an Illusion! Poof! They disappear, but when the smoke clears, the Puppeteer Troupe have appeared in their stead! Malrand the Brazen, Duck Hero: roll 5 +6(hero-general) -2(bad going)= 9 v Puppeteer Troupe: roll 4 +5(magician-general) -2(bad going)= 7 => Puppeteer Troupe DESTROYED! Manticores: roll 4 +4(beasts+1) +1(general) -1(overlap) = 8 v Blakmor's Warriors: roll 1 +3(warband) = 4 => Blakmor's Warriors DESTROYED! (Manticores overlap King so do not pursue) Bombarded by spells and animated skulls, the Sun Dome Templars fall back. The Duck Hero, Malrand, bravely moves to block the octopus-headed Walktapi. But suddenly - poof! The chaos-beasts disappear and in their place stand the magicians of the powerful Puppeteer Troupe, humming with spells of war! Unfazed, Malrand announces that he, too, is a master of Illusion. And all see the proof as, when he quacks whispered words into the Puppet Master's ear, the whole Puppeteer Troupe vanishes - laughing! Remaining Waltapuses begin to shimmer and shamble off into the swamps... Meanwhile, Blakmor's warriors are devoured by the Manticores, leaving their King standing alone against the charging bull-headed Minotaurs! |
| TURN 5 Delecti: Death Chariots: Charge King Colymar. Horde 6: Flank attack Sun Dome Pikes 1. THEN Horde 1: Attack Sun Dome Pikes 1 [GM: Intercepted by SD3]. Skeletal Warriors 1 & 2, Hordes 2 & 3: advance full move South. Horde 4: full move south east. Witchy women: Do the water magic thing (raise level) on the area immediately south of Rotten Bridge. Skull Catapult: Bomb closest available traget [GM: No targets] +Ducks: Bandits turn to face south. Malrand to join them and form a line. +Half Beasts: Manticore General: Charge Blackmoores Warriors. Manticore [GM: Minotaur!] Warbands: Full move south east. Support General if possible. Colymar: King + Blakmors + 1st Tribal move as a unit towards Death Chariots and attack if possible [GM: BlakmorsWarriors engaged by & turn to face Manticores]. 2nd, 3rd, 4th and 5th Tribal warriors move up the road as far as possible. +Sun Dome Templars: Pikes 1 & 2 move towards Zombie Hoard 6 and attack if possible. Pikes 3 & General move towards Zombie Hoard 1 and attack if possible. +Puppeteers: Walktapus 2 & Walktapus 3 move towards corpse cart, moving as far as possible. RESULTS: Witchy Women with Willow Wands (water magic): roll 1 +4(magician) = 5 v Walktapus#2: roll 5 +3(beasts) = 8 => NO EFFECT Zombie Horde#6: roll 4 +2(horde) = 6 v Sun Dome Templars#1: roll 2 +3(pikes) +3(supporting pikes) = 8 => ZOMBIE HORDE#6 RECOIL Zombie Horde#1: roll 6 +2(horde) = 8 v Sun Dome Templars#3: roll 5 +3(pikes) +3(supporting pikes) = 11 => ZOMBIE HORDE#1 RECOIL Death Chariots: roll 1 +4(knights v non-foot) -1(overlap) = 4 v King of Colymar: roll 2 +5(hero) +1(general) = 8 => DEATH CHARIOTS DESTROYED! Manticores: roll 1 +4(beasts+1) +1(general) = 6 v Blakmor's Warriors: roll 1 +3(warband) = 4 => BLAKMOR'S WARRIORS RECOIL, Manticores pursue. +Manticores POISON: roll 2 +4(beasts+1) = 6 v Blakmor's Warriors: roll 6 +3(warband) = 9 => NO EFFECT. NEXT TURN PIPs: Delecti 2, Ducks 4, Half-Beasts 6; Colymar 4, Sun Dome 4, Puppeteers 6. Delecti's Witchy Women plant their wands of willow to call forth the waters of the underworld...but the Walktapus horde (or is it the Puppeteers' magic?) surges forward and blocks them. The putrefying Zombie Hordes close in upon their enemies... but the glorious Sun Dome Templars hurl them back with ease. Delecti's Chariots of Death turn at bay and desperately charge... but are overturned and smashed by the onrushing King and warriors of the Colymar. Only the bestial ferocity of the Manticores seems able to stem the rising tide of human forces... but for how long? Even they seem to have no sting... |
| TURN 4 Delecti: Horde 5 move round corner to south edge of trading post (finish facing south) [GM: intercepted in transit by Sun Domers and turn to face]. Horde 6 move in front of Horde 1. Horde 4 move 200p east. Witchy Women: Magic attack on Sun Dome General, if he's out of range then attack closest Sun Dome Pike unit. Skull Catapult to bombard closest available target [GM: No suitable target (Sun Domers overlap ZH5)]. +Ducks: Duck bandits. Move 300p south east. +Half Beasts: Minotaur Warband to advance 200p south east. Manticore General. Advance 400p around north side of Horde 7 to attack Blackmores Warriors [GM: Don't reach to attack but do overlap] Colymar: Blakmor's warriors advance towards Zombie Hoard 7 and engage. King advances towards Chariot and engage. 1st Tribal Warrior move towards zombie hoard 8 and engage [GM: ZH8 turn to face]. +Sun Dome Templars: Sundome Templars move towards Zombie hoard 5 / 6, and will engage in battle if near enough. +Puppeteers: Puppet Master appears bottom left of map in 2 x 2 column format 600p in from south edge [GM: reinforcement columns must appear extending from their edge and must be minimum of 200p apart]. RESULTS: Witchy Women with Willow Wands (bespelling): roll 4 +4(magician) = 8 v Sun Dome General: roll 4 +3(pikes) +1(general) = 8 => No effect. Zombie Horde#7: roll 4 +2(horde) +1(hill) = 7 v Blakmor's Warriors: roll 6 +3(warband) -1(overlap by manticores) = 8 => ZOMBIE HORDE #7 DESTROYED ! Zombie Horde#8: roll 4 +2(horde) +1(hill) -0(no overlap!) = 7 v 1st Tribal Warriors: roll 6 +3(warband) = 9 => ZOMBIE HORDE#8 DESTROYED! Death Chariots: roll 5 +4(knights v non-foot) +1(hill) -2(overlaps by BW & 1TW) = 8 v King of Colymar: roll 4 +5(hero) +1(general) = 10 => DEATH CHARIOTS RECOIL Sun Dome Templars: roll 6 +3(pikes v foot) +3(pikes supporting) = 12 v Zombie Horde#5: roll 1 +2(horde) -1(overlap) = 2 => ZOMBIE HORDE #5 DESTROYED NEXT TURN PIPs: Delecti 6, Ducks 3, Half-Beasts 4; Colymar 2, Sun Dome 6, Puppeteers 1. King Colymar and his warriors smash through the hordes of zombies and clear the way to the Trading Post. The golden Sun Dome Templars' Phalanx advances and likewise skewers more zombies before they could evade. The colourful Puppeteer Troupe arrive, with disgusting, tentacled chaos beasts dancing along to the tune of their pipes... |
| TURN
3 Delecti: Delecti commands his forces thus: Skeletal Warriors, Hordes 2 & 3 Advance 200 paces south. Horde 1, Witchy women, Corpse cart Move 400 paces along road. Horde 1 wheel to line up with Horde 5 & 6 [GM: ZH1 moves separately from WW & CC as it is wheeling, but does not quite form a unit with ZH5&6 as it is on road.]. Lurkers conditionally deploy as last turn [GM: Colymar King does not move into contact so Lurkers do not deploy, so...]. If not, advance artillery and horde. +Ducks: Move 600 paces down stream, then wheel 90 degrees left should end up in column, astride the stream, facing east. +Half Beasts: Manticore general Turn SE, advance 400p to finish along east edge of trading post, facing South. Warband 2 advance 200 paces south east. Warband 1 swing round and move a bit to form line with warband 2. Colymar: Colymar Cavalry advances to engage Zombie Hoard 8. Blakmor's Warriors move to right flank of King Colymar. 1st Tribal Warriors move to left flank of King Colymar. [GM: insufficient move for either to form unit with King] +Sun Dome Templars: wheel to face Zombie Hoard 5/6 forming a 2x2 square. +Puppeteers: Arrive on turn 4 (in column led by Puppeteers, at a point along S edge to be specified by GLW). RESULTS: Colymar Cavalry#2: roll 1[again!] +3(riders) = 4 v Zombie Horde#8: roll 4 +2(horde) -1(overlap) = 5 => COLYMAR CAVALRY#1 RECOIL [AGAIN!] NEXT TURN PIPs: Delecti 4, Ducks 1, Half-Beasts 6; Colymar 3, Sun Dome 3, Puppeteers N/A. Delecti's Zombies defy the Colymar Cavalry again, flinging them back once more. But now the resplendent Sun Dome Templars have formed their gleaming phalanx on Trader's Island itself. Upon their glittering spear-points, even Death may die... And the Puppeteers' arrival is imminent: the rabid King of Colymar froths at the mouth, screaming "Come Chaos, COME! Ha-ha-ha HA!" |
| TURN
2 Delecti: Unit 1 - Zombie Horde 1, Witchy Women, Corpse Cart - Advance 400p+100p along road (1+1 pip); Unit 2 (Skeletal Warriors, Skeletal Warriors, Zombie Horde, Zombie Horde) 100p South-SouthWest (1pip); Unit 2 - Skull Catapult & Zombie Horde 4 - 200p SouthWest (1 pip); [Lurkers deploy or] Horde 5&6 advance towards Raider Cavalry; Ducks - Malrand moves downstream to rejoin Duck Bandits (1 pip); Half Beasts - Advance along road 200p Colymar: Colymar Cavalry to engage the Zombie Hoard 8. Colymar Cavalry 1 on their right flank and Colymar cavalry 2 behind them blocking off any retreat. Sun Dome Templars, form a 2 x 2 square by pikes 3 and general moving up to join pike 1 and 2. Results: Sun Dome Templars fall short of forming square unit. Colymar Cavalry cannot wrap around as a group move; Horde 8 turns to face. Colymar Cavalry#2: roll 1 +3(riders) = 4 v Zombie Horde#8: roll 5 +2(horde) -1(overlap) = 6 => COLYMAR CAVALRY#1 RECOIL Next Turn PIPs: Delecti 4, Ducks 5, Half-Beasts 3; Colymar 4, Sun Dome 4. Delecti's Zombies discomfit the Colymar horses and drive back their cavalry. But the Puppeteers and their slimy friends draw closer... |
| TURN
1 Delecti: Unit 1 - Zombie Horde 1, Witchy Women, Corpse Cart - Advance 400p along road (1 pip); Unit 5 - Zombie Hordes (7 & 8) & Death Chariots - Wheel left and advance in line along the road. Unit to finish along the crest of the island, astride the road. (2 pips [General > 1200p away]); Unit 2 - Skull Catapult & Zombie Horde 4 - Advance due south 200p (2 pips); Ducks.- Advance 400p (road move) downstream. (1 pip); Half Beasts - Advance along road 700p (4 pips) Colymar: Raider Cavalry 2 moves out of river and lines up with Raider Cavalry 1. I want both units out of the river (if possible), but there is no need to move them any further. Colymar Cavalry 2 lines up with Colymar Cavalry 1 and both advance towards the trading post as far as their movement allowence.All units on the road advance, at normal movement rate towards the trading post staying on the road. Sun Dome Templars - Move towards Rottern Bridge & form a 2 x 2 square (i.e Pike 1, Pike 3 + Pike 2, General, so Pike 1 and Pike 2 will move slightly less than pike 3 and general. Otherwise move them as far as possible.) Results: Delecti's Skull Catapult advances onto Island w/o problem (Chart says "Artillery, Bad Going = 200". For now that stands). Ducks had insufficient PIPs to form column. Half -beasts: only one extra PIP may be spent on movement [THAT WAS A GM ERROR: so Half-Beasts are credited 2 extra PIPS for road move next turn]. Sun Dome Templars had insufficient movement to form square after wheeling. Next Turn PIPs: Delecti 5, Ducks 1, Half-Beasts 3; Colymar 1, Sun Dome 1 (Snake Eyes! Sorry, Gary...). Delecti's Death Charioteers grin down at the King of Colymar as his forces get stuck in the mire. |
| TURN
0 (Setup) Delecti: [Picture supplied] Unit 1 (Zombie Horde, Delecti's General & The Witchy Women with Willow Wands, The Corpse Cart ) Deployed in column along the road from Delecti's Ruin; Unit 2 (Skeletal Warriors, Skeletal Warriors, Zombie Horde, Zombie Horde) Deployed in column, across North Stream, centre of the battle field ; Unit 3 (Skull Catapult, Zombie Horde) Deployed in column, two base widths east of Unit 2; Unit 4 (Zombie Horde, Zombie Horde) Deployed in line, West of the Trading Post, along the road ; Unit 5 (Zombie Horde, Death Chariot, Zombie Horde) Deployed in line, East of the Trading Post. NB. Both units of light cavalry have been replaced with Zombie Hordes (four units). Iron-Hoof's Half-Beasts: Unit 1 (Minatour Warband, Manticore General, Minatour Warband) Deployed in column along the road from Cinder Pits The Ducks: Unit 1 (Malrand the Brazen, Duck Psiloi) Deployed in line on the North Stream, centrally between Delecti's units 1 and 2 Colymar: Sun Dome Templers: In two columns of two, with the general in the second rank. Location North of the South Stream and in line with the fort, as near to the red line as possible. Colymar Raider Cavalry In column next to (on the left hand side) the Sun Dome Templars. Colymar Cavalry In column next to (on the right hand side) the Sun Dome Templars. Everything else on the road from Duck Point to the fort, with King Kanghal Kagradusson leading. Results: Colymar arrive in column formation, with 1 base-width between each, including the 2 columns of Sun Dome templars. The Puppeteers are due to arrive on Turn 4. Next Turn PIPs: Delecti 5, Ducks 1, Half-Beasts 6; Colymar 5, Sun Dome 4. "Delecti Deploys! For far too long, Western
Sartar has groaned under the repressive rule of the hated
Colymar Tribe. Delecti gathers his undead forces, and
with his allies - Iron-Hoof the Centaur's Half-Beasts,
and the Duck Rebel Malrand the Brazen - advances out of
the Upland Marsh towards Trader's Island where the
Colymar are gathering, waiting to be crushed into a
bloody pulp - and then recycled!" |
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