Chainmail - play by post - turn 7

Ойындар

where lots and lots of melee happens
** Green Orders
Skirmish charge A inf
Western archers move as close to skirmish rear as movement allows, wrap into melee on western flank of A Inf.
Heavy Infantry charge Western red skirmish line.
Armored Infantry 6 inch advance screening archer flank. Force casualty check to all within 6 inches. Wrap into combat with archers if within 3 in and archers are in combat.
Easter archers charge heavy horse.
** Yellow Orders
A Inf: charge the skirmishers
Composite bowmen. Move up enough to fire indirectly at the H Inf
Western 4 blocks of skirmishers fire at the remaining skirmishers in the centre. Fall back half a move if the H Inf attempt to enter charge range
5 blocks of skirmishers screening the HInf: fire at will on the AInf. The most northern block moves back 3 inches in order to stay out of AInf charge range.
HINF: Stand your ground
HCav: charge the LInf in the east. Attempt to stay on the mostly eastern portion in order to not draw in the AInf
MCav: Rest for now.
Crossbows: move northwest in the wake of the Cav charge and start plinging on the AInf.
Heroes and superhero: rejoin units.

Пікірлер: 2

  • @AuthoritativeNewsNetwork
    @AuthoritativeNewsNetwork2 ай бұрын

    The hero forcing those morale checks was huge.

  • @ThePinkPhantom
    @ThePinkPhantom2 ай бұрын

    So do you only add/keep fatigue markers if they move during the movement phase? How do you adjudicate forced movement (retreat/rout)? Did I miss something, were the composite bows and crossbows too close to friendlies to fire?I keep losing track, how did the yellow A foot acquire the second fatigue after only 2 rounds of melee?