Post by rygar on Nov 25, 2014 2:09:59 GMT -5
My moment involves an intense survival fight against 4 pulls which at one point had me taking a commemorative ss in anticipation of the inevitable game over.
it started innocuously enough as a simultaneous 2 pull although at that time I thought it was one. When the first menacing necromancer drifted into view from west spotting wickedness (read 490 damage , even more than lord Emerai) on its evil countenance with his retinue of bladesman and archers, smarty Vincent was at eight tiles away from the necro. For this reason and because I opted to not rush forward into the fog of war, I decided to risk moving Vincent one tile back to test if I can position the team safely from its range and so draw them closer to be annihilated next turn. However, being the dastardly and deviously designed map it is, that one tile back was enough to trigger another pull from the east.
The next turn brought the second necro drifting from east in a classic pincer. I resolved to break the more dangerous western side in one sharp offensive move with all my firepower, still believing it's just 2 pulls. Enemy turn next brought more undead streaming from north western. By then I had that nasty sinking feeling. Still, I strove for tactical ground away from most ranged fire for my main body, leaving brave Kincaid out there to keep archers at bay. I reasoned the only ground left was south-westerly , lined by imposing rockwall. The hapless Vincent, however, in climbing to safety managed to trigger the 4th group.
it culminated in a 3way outflanked death trap as depicted here. The first necro was already crushed along with much of its retinue in that ss. Through a combination of Kincaid superhuman reflexes, my main body rapidly blasting away the ghouls, wolves and then the archers, and generous pots, the party finally prevail Ss to commemorate the aftermath
whoever designed this map, well done and thanks for the grueling fight ! :thumbs up:
it started innocuously enough as a simultaneous 2 pull although at that time I thought it was one. When the first menacing necromancer drifted into view from west spotting wickedness (read 490 damage , even more than lord Emerai) on its evil countenance with his retinue of bladesman and archers, smarty Vincent was at eight tiles away from the necro. For this reason and because I opted to not rush forward into the fog of war, I decided to risk moving Vincent one tile back to test if I can position the team safely from its range and so draw them closer to be annihilated next turn. However, being the dastardly and deviously designed map it is, that one tile back was enough to trigger another pull from the east.
The next turn brought the second necro drifting from east in a classic pincer. I resolved to break the more dangerous western side in one sharp offensive move with all my firepower, still believing it's just 2 pulls. Enemy turn next brought more undead streaming from north western. By then I had that nasty sinking feeling. Still, I strove for tactical ground away from most ranged fire for my main body, leaving brave Kincaid out there to keep archers at bay. I reasoned the only ground left was south-westerly , lined by imposing rockwall. The hapless Vincent, however, in climbing to safety managed to trigger the 4th group.
it culminated in a 3way outflanked death trap as depicted here. The first necro was already crushed along with much of its retinue in that ss. Through a combination of Kincaid superhuman reflexes, my main body rapidly blasting away the ghouls, wolves and then the archers, and generous pots, the party finally prevail Ss to commemorate the aftermath
whoever designed this map, well done and thanks for the grueling fight ! :thumbs up: