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Author Topic: KalGush Scenario  (Read 3299 times)
Emberbreeze
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« on: November 25, 2011, 12:52:50 pm »

Mike and I had a game of the KalGush Scenario in the latest Twilight Traveller yesterday. Was a fun game, I played the delgon and I wholly underestimated how good the slingers and captain were and quickly lost both my KalGush, but we waved a magic wand and one sprung back to life and we continued to have a very good (and in the end close) game.

I split my force with both KalGush and 3 KalJoran and one NuraKira in one group and the other NuraKira, both bodyguards and 5 KalJoran. My plan was for the second group to be a hard hitting offensive force and for the KalGush to mop up.

Mikes forces quickly woke up before I could flame any of them in thier sleep and forced me to charge with the KalGushs escort, who were both then picked off with slinger fire (the captains target ability is very nice), after one KalGush magically shrugged off the blow which had felled him, we continued. I moved up my combat force and with stones pinging off their shields I charged in with them and the bodyguards and cut down half of Mikes force, including the militia captain the slinger captain survived. The remaining KalGush found himself up against a flameproof light cav and spent 4 turns trying to kill it while dodging stone and spears from all sides! The slinger captain set up a series of stone volleys which whittled down my forces until the KalGush was hit and killed. Game over. Mike had a couple of slingers the slinger captain and couple of militia (and the trader) remaining, and none of the tents were aflame.

Some interesting points.

KalJoran in formation are almost impervious to slinger or spear attacks. Makes them perfect for escorting your expensive ranged weapons across the field under a hail of stones.
I used the bodyguards as an offensive force (leaving my priests very exposed) It is a high risk strategy but the two bodyguards killed the militia captain with ease.
The Charge attack of the KalJoran is fantastic and it nearly turned the battle in my favour.
It was impossible to reform and regain the command structure of the army and simultaneously defend the KalGush and NuraKira
 
We discussed making the wake up on a 6+ with a +1 modifier for each model within 3", this would mean risking some sleeping in, or using the light cav to wake concentrate on waking up one tent at a time
There is nothing in the scenario to stop the trader running for the hills and there is nothing the delgon can do to catch him up. So we played that he had to stay within 6" of any tent.

Mike, there were some other points but I forget, what were they?
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Lost Egg
Lord of Engu
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« Reply #1 on: November 25, 2011, 01:30:34 pm »

Sounds like you both had fun. Sadly the Engu can't have herders...but when the big guys are done we won't need 'em.

HN
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Carcharoth
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« Reply #2 on: November 25, 2011, 05:29:38 pm »

You've got most of it there! It was a fun game, even if you weren't terribly good at protecting your KalGush and Acolytes...
I've updated the Twilight Traveller with a few tweaks - sorry if anybody had printed it already! The main points are limiting the movement of the herder, clarifying that the models are allocated to their tents before the Delgon deploy and more clearly stating the effects of smoke for ranged attacks.

Thank you, and have a Twilight Point.
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guppug
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« Reply #3 on: November 27, 2011, 09:41:24 pm »

The Herder Captains - Concentrated fire can be usefull but you have to protect him or he can become the main target for the opposing force
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