AAR: The Necromancer’s End, Part 2
The Necromancer, his assistant, and his skeletal party were heading south through the forest as shown here. The ugly ogres and their pet troll, spotting a potential victim, immediately headed in for the kill. Being slow and stupid, this took quite a while. First one ogre would shamble forward, then the other. Thanks to their bumbling ineptitude, the Necromancer had plenty of time to organize a defense.
Rushing through the fallen columns of an ancient abandoned temple, lurking behind any available hiding place, the cowardly and thuggish Warchief split off one ogre and the troll to cross the stream at a narrow footbridge (on the right of the photo).
The Necromancer, fearing for the safety of his lizardman employee, chose to split his own forces. He stationed three shooters to the west and gathered up his five swordsmen to the east.
The first of the ogres foolishly charged the shooters on the left, clearly signalling his murderous intent. The handsome and dashing Necromancer whipped up a bit of sorcery, and transfixed the ogre in place. The skeleton archers, the weakest fighters in the battle, somehow manage to defend themselves and their beloved boss by knocking their attacker out of the fight.
Meanwhile, to the west, one of the wall-eyed knuckledragging ogres was hurling massive boulders across the stream, to no effect.
The ogres finally sent their heavy hitter across the bridge and straight into the massed rank of skeletal warriors.
With the death of one too many friendly skeletons, the Necromancer encouraged his skeletons to quit the field. After a brief start, they reconsidered and rushed back to assist their beloved employer, who stands alone to buy them time to escape.
Guess which faction was run by your humble host. |
Aftermath: So this battle pitted a large force of easily activated weaklings against a larger force of poorly motivated brutes. The ogre player got off to a rough start, pushing his luck by rolling for two actions. With 4+ figures, that didn’t work out so well. His Warchief in particular took himself out of the game completely. Late in the game, he went with a slower and more methodical approach by throwing just one dice for each ogre. That way they each got a chance to do something each round rather than risk having that first guy come up snake eyes and wasting a full turn standing around.
The real back-breaker was that triple-failure roll on the Necromancer’s spellcasting early in the fight. A fallen troll triple-teamed by skeletons still has the advantage in the fight, but a transfixed troll is at their mercy.
For my part, I made the mistake of using my Leader (the wizard) to order the melee skeletons around. He would have been far more successful ordering the archers to combine fire while shooting energy bolts at a target. That way even a lost fight wouldn’t have resulted in a casualty.
Live and learn.
We’re still learning the ins and outs of this game, but hope next to run a more complicated battle between a small adventuring party and an orcish warband.