cont...
We approached the villagers who seemed in much consternation as to which avenue to escape the two groups approaching them. The villagers were controlled by dice and the table edges numbered 1-4. The villagers moved to table edge as dice roll indicated. It was very amusing. Some villagers were whizzing round the table.
We grew ever closer to the village centre and the opposing force. Crossbow arrows flew each way. Melees began.
All this while questioning any villagers close by.
I was attacked by the coven's Henchmen leader and bested him.
His men fought on without a care.
We slowly got the better of the enemy. Whittling them down. One man ran away. A 'coward' check, which is a morale check in other rule terminology.
The man who ran |
But others fought on until the villagers were no more to be seen. The aim was to question for information (witchfinders) or intimidate into silence (Coven Henchmen).
Witchfinders gained answers from 4 villagers. |
The Henchmen intimidated 2 into silence |
Two villagers left the area safely of their own accord. |
As an introductory scenario is was very pleasing. There were swings in first activation. Shooting was hit and, more usually, miss. Melees were not prolonged, most combatants had only 1 health point. The accumulation of factors in both attack and defence is not long so easily worked out (if you remember them!). I did forget the parry in the first melee but re-did it but with the same dice rolls.
The shields really turned the game, deflecting arrows or sword strokes in the Witchfinders favour.
The Coven Cultist Henchmen were unlucky in that the the polearmed henchmen was the first killed. He could have been lethal in melee. As could have been their leader, but he came upon a wily Apprentice (who threw much better dice).
One thing I didn't use in this first game was interruptions, whereby an opponent can interrupt the opposing player. I will add this next time.
I'm very much looking forward to the second scenario.