With a fresh Activation deck and a new Event Cue card inserted, we proceed to Turn Two of
The Steppes of Time.
The Liberi Crushers unit, the heavy-hitters known as the Cheveyo are flipped first. Centaurs are far more effective on the offense as they have the Hard Charger ability which grants them +2 GIVE when attacking after a successful charge. This is powerful because in Fanticide if you are attacking
first then you are charging -- always.
With a charge range of
D10 + 8" then can narrowly reach the enemy Bogies if I roll a 9 or higher. Realizing the potential to be counter-charged were I to simply move forward, I opt to try -- and fail! An immediate Sanity Test is required for the unit now, lest they fall prey to second thoughts and begin leaving the emerging battle early. With no leader nearby then must roll a 3+, and easily do so. Failed charge then means holding firm and not moving, near the halfway mark on my opponent's left flank.
Melissa's Crushers (Bogies) respond by moving forward 4", eager to close the distance.
On her right flank the Liberi Shootists storm around the hill, taking aim at the opposing Satyr shootists atop the opposite hill down field. With the excellent, "Fleet of Foot Bowmen" ability some Liberi can move + shoot in a single activation, a very nasty combination in the already fast-paced game system.
With four firing, four dice are allocated to different visible models within range:
Melissa prepares to roll for each Satyr targeted; I grab the dice from the indicated mini and we begin in turn. I add my GIVE of 4 to every
D10 roll. She only has a TAKE (defense) of two, so she adds +2. For clarity we both announce this and commence.
We roll each at a time and compare the total TAKE minus the total GIVE. If this number equals their Soul (1), the figure is STUNNED. If the difference exceeds (2 or more) it falls casualty.
Expertly drawn arrows find their mark to the sound of drumming hooves upon the Swarth, and three Satyr slump to the ground, dead. The fourth arrow slams into a Fae's shoulder, causing screams of pain and rage as he falls to one knee, STUNNED.
Counting the number of models STUNNED or KILLED at 4, this equates to half the unit of the horned bowmen. Suddenly unsure of their situation, the must make an immediate SANITY TEST. Unable to add the value of their Legend (he is too far away), she tosses a two -- far lower than their less-than impressive VIRTUE of SANITY. Thus, they PANIC and FLEE.
Rolling
D10 + their Gait the result is 18"! The jeering, drunken howls have been silenced but a sudden awareness of their dawning mortality. Moving fast and with expert grace they reach their deployment table edge and vanish from the battlefield.
First blood -- total Lost Soul for their unit is 8. No bonus is conferred for the WRATH scenario as they retreated and were not wiped out fully.
Fae Peeves advance around the hill unmolested, the tiny Brownies emitting nasal shouts and waving razor sharp swords, barely visible in the short grass. Their Squirrel crouches and waits with rider steady, eyeing the smooth-bodied cavalry ahead.
To their left, the Master activates, again attempting to move his spearmen closer to the stampeding Liberi. This time they make their SANITY Test (he confers a +1 bonus to the roll). White-knuckles grip their weapons and their hoofed feet dance forward with meticulous fluid grace, nearly daring the enemy to engage. This is the Masters intention.
Event Card: UNICORN!
Suddenly a blood-drenched steed, frothing at the mouth with maniacal eyes enters the battlefield. Randomly determined by Neutral Table Edge, Melissa rolls and he emerges in the center of the East ridge. Pissed off and eager to maim anything alive, this not-so sacred horned monster charges my Centaur Shootists.
Owning the HOMICIDAL RAGE trait, she will always move forward and does not auto-fail a charge on a, "1." This time we fight in Melee, which is resolved slightly differently from shooting.
Still reaching one horseman, my unit responds and moves in as many models as possible into base contact per the rules. A sick fight is on!
Her GIVE is beastly -- a 6, and we'll make that +7 on the
d10 for charging. With no spears to set my surprised bowmen defend with a modst +3 on their die roll.
First she attacks, slamming into the fray -- rolling only a total of 9! The defending centaur responds as I roll a 5+3 = 8. This is a difference of one; the Liberi have two SOUL each. Thus, the centaur is only STUNNED. The difference did not exceed his SOUL. STUNNED, he cannot attack back this turn. In addition, he will count toward combat resolution if determining who Loses and potentially Flees.
Her bloodied horn goes wide as she whips her head around attempting to kill, knocking him winded to his knees as they buckle under the maelstrom.
Although technically only armed with missile weapons, the defending Liberi now get to attack. A GIVE of 4 compares to the Unicorns Take of 4 -- an equal match, but she is outnumbered as the remaining three shall now return hostilities.
Each rolling separately they unleash a barrage of kicks and strikes; the dice difference of one hit exceeds her SOUL of 4. With a sickening snap of bones and ruptured organs the aggressive creature is dropped, one Liberi finishing her off by snapping the neck from behind. Collapsing, defeated, a bubble of blood is exhaled from her nose.
The STUNNED centaur rises and the other smack his chest quickly, asserting he is ok. Bloody unicorns! Their eyes turn to the conflict nearby.
Far away, across the Steppe, The Forest Father Monster has drawn a card. Clapping her hand and ready for action, Melissa reaches to advance it 4." I remind her that it has the VICE of MONSTROSITY; without a commander guiding him, he must pass a SANITY test to activate independently.
She fails, rolling under the target amount of 4+. Had she invested in the five point
Infested with Sprytes upgrade option, she would have passed. Regardless, she must roll and consult the Monstrous Behavior Table with a D5 toss of the die.
with audible groans at the potential result, she gets #3 -- CURIOUS! Instead of moving straight forward as Melissa desired, he takes "an unaccountable interest in something nearby." Moving toward the nearest visible squad or terrain item, we soon find the Forest Father advancing to the Bogies and investigating their branches:
He sniffs one, pokes at it, satisfies his fascination and ends the activation. Laughing Melissa sighs with relief -- he's behaving well enough and has still moved forward, which is what she needs at this point to happen on the Eastern flank.
Now Center, the Fae Legend receives his first of three Cards for the turn. desiring to impose the flank of the native Spearmen, he whistles loudly, ordering the Satyr Stickers to his left to advance in the woods, remaining slightly on the edge. Facing enemies directly ahead and to their right, the Centaurs are finding themselves in a menacing and increasingly dangerous tactical position.
Receiving yet another subsequent Cue Card, the Legend jaunts into the cover of trees to repel any potential bowfire, easily navigating the thickets and darkwood. With a Master, a Legend and two full units in Charge range, the Centaurs must soon act.
And they do -- the Stickers card is pulled. With no need for any tests they cannot wait any longer, opting to run down the Satyrs directly ahead, avoiding putting distance between them and other squad ensconced in the thickets and brambles.
Running fast, they will engage five of the models; the rest shall surround them per the rules and all who survive will have a crack at Melee, starting with the Centaurs. The MASTER raises his club and encourages his brethren to hold. The conflict is here:
Satyr's set their spears, giving them a +1 TAKE in combat as defender. Undaunted, the Centaurs crash into them; tips rip flesh and howls of battle reverberate. Only two of the four Liberi extract kills, however, and the Satyrs soon respond as we separate out four different "fights" in the combat, to ascertain whom is attacking back. The Liberi spears give them a TAKE bonus when defending as well, but they stumble back as the ferocious pagans expertly poke and slash their weapons. Melissa rolls high, exceeding the SOUL on two of my troops.
To resolve combat, we each have lost two figures, but my total SOUL lost is 4, and hers only two. Officially losing the engagement, I must roll a Sanity Test. I pass, but shakily, and at this point the Defenders by rule move back 1." There is no, "locked combat" in Fanticide. When you activate next you always have numerous options, including charging back into the fray, moving, possibly spells, etc.
The Satyrs who were just pummeled pull the next Cue card -- and this time they require no SANITY test to act, because it is theirs not the masters that was pulled. They are not receiving an order, they are acting a a collective unit with the Master attached.
A rare glimmer of fear flashes in the eyes of the two Liberi ahead as the Satyrs charge, impaling and destroying the last of the Centaur Sticker squad.
My Chieftain watches in concern as the dust settles and his spearmen are decimated. He opts to take matters into his hands, and moves 6" slightly back to his left, setting up an optimal charge for next turn. His impressive AGILITY score grants him a GAIT of 8", a vast advantage compared to the Fae enemy when considering charges. Patiently he trots into view of the Satyr Legend. The offer stands.
What a turn! We remove the eliminated units Cue Cards from the Activation Deck, select yet another random even, and shuffle. Total Soul scored thus far for Liberi: 10
Total Soul scored for the Fae: 8 + 1 (wiped out) = 9.
This match couldn't be any closer. Considering the next turn I hope with urgency that one of my Legends cards appears early in the deck, before Melissa can do too much more with her blatant control of the center of the board. Even with rules references we are only an hour into our first match. The morning sun is now burning hot across the Swarth of Nowhere. Bodies adorn the field, and it is any armies opportunity for victory.
to be continued...