Vikings, huah, what are they good for, absolutely nothing...
Posted: Tue May 12, 2009 5:30 am
Right... so there we were... after great difficulty in getting together for a game... facing off on oposite sides of the table.
Goths (+1 Initiative) vs Vikings (+3 Initiative)
Goths win initiative.
Terrain ends up like a bowling green, except for an ineffective hill at the rear of the battlefield.
So, we start to deploy. Line facing line with Huscarls in the middle.
It ends up like this:
Goths:
LF--GFGFACACGFGFGCGC--LFLFLH
-------LF----
-----FMFMHUHUHUFMFMACACAC
LF=Lightfoot
GF=Goth Foot
AC= Ally Cavalry
GC=Goth Cavalry
FM=Freemen
HU= Huscarls
Turn 1 - Viking LF move up to within range of making two gothic foot test not to charge, rest of the battle line moves up 6"
Turn 2 - Goths pass test not to charge with one BG and charge with the other 3". Rest of the Battle line moves up 3"
Turn 3 = Viking LF turn around again to try a second time to make the Gothic foot charge
Turn 4 = Goths do the same thing.
Turn 5 = Vikings now within 4" so allow the LF to go fend off the Gothic lights on the left and move to 3" of the battle line.
Turn 6 = Goths Charge:
Impact
FM1 = Disrupts
FM2 = Disrupts
HU1 = Disrupts
HU2 = Disrupts
HU3 = Steady
FM3 = Disrupts
AC = Steady
Melee
FM1 = Fragmented
FM2 = Fragmented
HU1 = Disrupted
HU2 = Disrupted
HU3 = Steady
FM3 = Disrupts
AC = Steady
Turn 7, basically straight to melee:
FM1 = Breaks
FM2 = Breaks
HU1 = Disrupted
HU2 = Disrupted
HU3 = Steady
FM3 = Disrupted
AC = Disrupted
After test for breaking HU1 Breaks.
We shake hands after only 2 hours of play, most of which was spent setting up the game.
I did absolutely NO casualties at all to the Goths. They didn't disrupt at all. Passed all tests.
Talk about a quick game.
To be honest, it didn't bother me overly as it was definitely the Dice Gods against me, but I was a little put out with one of the few chances I get to play this opponent and bang - its over!
Ian
Goths (+1 Initiative) vs Vikings (+3 Initiative)
Goths win initiative.
Terrain ends up like a bowling green, except for an ineffective hill at the rear of the battlefield.
So, we start to deploy. Line facing line with Huscarls in the middle.
It ends up like this:
Goths:
LF--GFGFACACGFGFGCGC--LFLFLH
-------LF----
-----FMFMHUHUHUFMFMACACAC
LF=Lightfoot
GF=Goth Foot
AC= Ally Cavalry
GC=Goth Cavalry
FM=Freemen
HU= Huscarls
Turn 1 - Viking LF move up to within range of making two gothic foot test not to charge, rest of the battle line moves up 6"
Turn 2 - Goths pass test not to charge with one BG and charge with the other 3". Rest of the Battle line moves up 3"
Turn 3 = Viking LF turn around again to try a second time to make the Gothic foot charge
Turn 4 = Goths do the same thing.
Turn 5 = Vikings now within 4" so allow the LF to go fend off the Gothic lights on the left and move to 3" of the battle line.
Turn 6 = Goths Charge:
Impact
FM1 = Disrupts
FM2 = Disrupts
HU1 = Disrupts
HU2 = Disrupts
HU3 = Steady
FM3 = Disrupts
AC = Steady
Melee
FM1 = Fragmented
FM2 = Fragmented
HU1 = Disrupted
HU2 = Disrupted
HU3 = Steady
FM3 = Disrupts
AC = Steady
Turn 7, basically straight to melee:
FM1 = Breaks
FM2 = Breaks
HU1 = Disrupted
HU2 = Disrupted
HU3 = Steady
FM3 = Disrupted
AC = Disrupted
After test for breaking HU1 Breaks.
We shake hands after only 2 hours of play, most of which was spent setting up the game.
I did absolutely NO casualties at all to the Goths. They didn't disrupt at all. Passed all tests.
Talk about a quick game.
To be honest, it didn't bother me overly as it was definitely the Dice Gods against me, but I was a little put out with one of the few chances I get to play this opponent and bang - its over!
Ian