The Thralls had two dice with no bonuses. Does the Anglo-Saxon Warlord finish off the Thralls or does he ride with his Thegns? The idea of eight dice hitting on '3' was just too tempting, so the Warlord charged. The Thegns rested, then galloped left behind the hill, threatening the Viking Warlord next turn, along with the Bondi. Although they lost, I think the Ceorls got the better of the exchange. The Hirdmen threw six dice, hitting on '4', scoring four hits, two of which were saved. The Ceorl unit threw eight dice, hitting on '5', scoring one hit, which was not saved. I still wanted to save that for the Warlord battle, so the Hirdmen played no abilities. ![]() That left Heimdall, which lowers your armor but grants you five attack dice. I wanted to save that for the Warlord, given that the Geburs had played Call to Arms. The Hirdmen had the option of using Frigg, which removes a fatigue or grants three attack dice. The Hirdmen had six attack dice and no bonuses. The Ceorl unit had eight attack dice and no bonuses. This was a risky charge as the Anglo-Saxons paid for no melee bonuses, but the Vikings had three skills remaining. The second Ceorl unit initiated a charge against the Hirdmen on the left side of the hill. I started the turn by playing Unison and moving the left Ceorl unit around the left flank of the hill, facing off against the Hirdmen on the hill and the Bondi below. Finally I paid for two Great Fyrd activations for the Gebur unit. I paid for Unison so the two Ceorl units could activate. ![]() I played Call to Arms to boost Levy to Warrior Aggression level. I played Valiant Hearts as usual to boost everyone's unit size.
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