My Reivers started out with the turn priority but pulled a poor Buff Hand. So I activated the raider in single melee combat and attempted to "break away" again. I failed again and thought maybe I should just move and take the free attack, but since my opponent was due to activate next, he could just charge and catch me.
The Feudal scored a partial hit with his next attack and eliminated a single hit point from the raider. First blood to the soldier.
I activated the Reiver standing beside the melee and he fired across the path at the Feudal leader. One hit; stopped by the Feudal's assault armor.
The Feudals double-teaming the single raider finished him off next.
With the two Feudals out in the open, my leader unloaded both of his revolvers on the pair from long range (for pistols) and scored two hits. Of course, the Feudal assault armor absorbed most of the pistol round impacts, leaving the Feudal with 8 remaining hit points (of 11 starting points). My leader ended his activation by turning away from the fight and moving beyond charge range. Reivers are self-serving rogues after all.
The Feudal leader shouted a battle cry and charged the raider who had shot at him. That Reiver promptly surrendered, followed by the now slightly wounded crew mate to his left.
Feudals final score: 12 Victory Points Reivers final score: 5 Victory Points (primarily for the leader's escape). A decisive Feudal success.
I've decided to change the teamwork primary action card to a single card for a group working as a unit (that is what I used for the third turn). I'd like to re-play this scenario using the Minion and Henchman rules to see what effect that has on challenge resolution and casualties.
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