Skirmish in the Crosion Tundra
Battlefield Name: Crosion Tundra
Battlefield Effect: Every Squad lacking some resistance to ice and cold are afflicted by a -2 malus to CR.
Eversor's Army:Tactic: Witness True Strength [STR 2]: Eversor awakens the survival instincts of its enemies, drawing attention on himself. Eversor becomes the target of all unfocused enemy attacks, and he gains +1CR per STR above 2 when attacked.
EVR - Eversor 7/7 (1d18+5)
TTG - Tartarian Guards 3/3 (1d10+2)
Centaur Forces:Tactic: Hit and Run [INT 1]: your Ranged squads gain +2CR and an additional +1CR per INT above 2 when attacked by Squads lacking Ranged weapons.
CHL Centaur Hunting Leader 3/3 (1d8+1)
CTH1 - Centaur Tundra Hunter 2/2 (1d4+1)
CTH2 - Centaur Tundra Hunter 2/2 (1d4+1)
CTH3 - Centaur Tundra Hunter 2/2 (1d4+1)
Cloaked in an aura of cold unlife, Eversor charges headlong into the fray. Its every steps striking terror into the heart of the Centaurs. They attempt to keep their distance from him, pointlessly riddling it with arrows: the Lord swats away the ice missiles, the rest shatterring upon its enchanted armor.
Eversor and its forces close in the distance, and effortlessly cut down the Centaurs.
Utterly defeated, they attempt to retreat.
OpportunityA. Give chase and cut them down.
B. Offer them to lay down their arms.
C. Let them go.
1. Preparation Phase (PP)
Eversor selects Witness True Strength (+3 additional CR when attacked).
Centaur Hunting Leader selects Hit and Run.
2. Battle Phase (BP)
- Round 1
EVR 7/7 (1d18+5): [7]+5+3-2=13 vs 5+2=7 CTH2
TTG 3/3 (1d10+2): [9]+2-2=9 vs 5+2=7 CTH2
Tactic: Witness True Strength (+3 additional CR when attacked).
CHL 3/3 (1d8+1): [7]+1=8 vs 13 EVR
CTH1 2/2 (1d4+1): [2]+1=3 vs 13 EVR
CTH2 2/2 (1d4+1): [4]+1=5 vs 13 EVR
CTH3 2/2 (1d4+1): [3]+1=4 vs 13 EVR
Tactic: Hit and Run (+2CR when attacked by Squads lacking Ranged weapons).
CTH2 takes 2 Damage, and is Defeated.
- Round 2
EVR 7/7 (1d18+5): [14]+5+3-2=20 vs 2+2=4 CTH1
TTG 3/3 (1d10+2): [9]+2-2=9 vs 2+2=4 CTH1
Tactic: Witness True Strength (+3 additional CR when attacked).
CHL 3/3 (1d8+1): [3]+1=4 vs 13 EVR
CTH1 2/2 (1d4+1): [1]+1=2 vs 13 EVR
CTH2 2/2 (1d4+1): Defeated
CTH3 2/2 (1d4+1): [2]+1=3 vs 13 EVR
Tactic: Hit and Run (+2CR when attacked by Squads lacking Ranged weapons).
CTH1 takes 2 Damage, and is Defeated.
More than 50% of the Centaur forces were defeated.
The Centaurs attempt to retreat.