Mortal Gods

Mortal gods... The dead are rising!

Paul
Heavy hero
Light hero
Experienced Hoplites x 2
Lightly armoured Hoplites x 1
Archer group x 1
Slinger group x 1

William and Max
Heavy hero
Light hero x 2
Hoplites with heavy armour x 2
Archer group x 1
Slinger group x 1

The scenario we chose was which is a basic kill-kill-kill scenario but where heroes are worth double points when you come to tally up the points.

We deployed our forces in a standard line up and placed our units one by one in turn.

In previous games I have had massive success with the Slinger group + Hero combo. The magic was getting the slingers to shoot 4 times due to shooting twice when stationary and the hero passing actions to them. My opponent was well aware of this and so was leaving the best until last!



Our troop selection. As our forces were all skellies the portraits were obviously from when they were alive. ;)


The first turn was pretty uneventful with both of us just nudging forward but Paul pulled his first fate card and well... to say it was a bit of an overpowered card and would dictate the game would be underselling it.   Colour me Green!


I decided to get stuck in to the action asap and moved a group of my heavy hoplites to charge into the Paul's heavy hoplites.  I was 11 inches away and their charge range is 6 inches. In Mortal Gods however you can push them a little harder and roll a dice to charge a bit further. Great but if you roll a 1 then you go pretty much nowhere.



So I needed a 4 on the die and rolled.. 


a 4!  bwhahahaha   PRAISE HADES


The combat however was pretty awful with the hoplites doing absolutely no damage. With that done they were pushed back an inch due to being the "losers" of that engagement.

My second in command chattered his bony jaw in disgust and went in for an epic charge himself.  He needed a roll of exactly 3 to reach the enemy.. which we promptly rolled! whooo  PRAISE HADES ONCE AGAIN


 The second in command SMASHED into the now defenceless hoplites and with some stellar rolling managed to almost annihilate the unit down to one man.

The roll was a critical, which allowed him to charge again. We decided to charge into the nearby full hoplite unit and leave the dregs for the nearby hoplite.  I rolled to check he could charge as they were slightly further away than the nearest. It passed and off he went on his murderous rampage.



We rolled Ok and managed to kill off one man. The armoured hoplites have quite a few health per man so it can be tough to kill them all. 

The opponent drew a fate token and we then drew a token to activate the archers who promptly picked off and killed the lone hoplite.  A test of courage was rolled but everybody annoyingly passed.




The next turn consisted of Paul pulling another fate token so wasn't able to do anything. We pulled a token and went for a massive gamble with our units on the left flank.  We knew how dangerous slingers could be so we shot our heavy hoplites off like a rocket with a a HUGE charge of 12 inches into the enemy slingers. We needed a roll of 6, which of course we got.  Some may say we were using loaded dice by only Hades could confirm.   PRAISE HADES


Annoyingly the slingers proved to be quite resilient to my hoplite attack with only one of their member dying.


On the right flank, Paul eventually pulled an activation token, which he used to activate his main hero. He was slightly too far away for a regular charge and so rolled to enhance the range. He rolled slightly short, much to my relief!   


On the left flank Paul's second in command charged forward into our armoured hoplites but failed to land any killing blows.



Our slingers finally manage to score a kill which wasn't easy with their reduced number on the hoplites on top of the hill.


With one dead they failed their moral check and ran away!


Paul pulled another hero activation and charged forward to utterly decimate my second in command who just crumbled back into a pile of bones.



On the left my our 3rd in command charged forward to do combat with the enemy green hoplite. We gambled as we needed another 4 inches to reach the enemy green hero.. annnd we rolled exactly 4! bwhahaha.  Unfortunately as our armoured hoplites were in the way, our attack was reduced by one die.  We did some damage but not quite enough to kill him outright. 


We had the next activation again due to Paul pulling yet another fate token, which he used to heal 1 point of health on his 2nd in command.   We pulled a token to activate the archers who landed an arrow right in his head for an outright KILL. PRAISE HADES



Paul pulled another fate token to no effect. 


On the right the undead hoplites were charged by the living. One of them was uhm.. re-slain? and failed their courage test to skitter back 6 inches.



To avenge their fallen brothers a firing squad opened up to little effect.



Paul picked yet another fate card (His speciality) This card was a particularly nasty in that it allowed either of us to move any miniature 6 inches. We agreed in a gentlemanly way not to move any models off the board as it would had spelt certain doom for my hero.


The card was used and I moved Pauls hoplites far-far away (up to the board edge) and he moved my skeletal hoplites away from his slingers...

Next up Paul's hero charged in and annihilated my slingers!  It was complete overkill, which caused my bowmen to run away and allowed the hero to follow-up into another charge into my hero!


Luckily no damage was dealt and my hero was currently OK.




My skellie hoplites run in for an attack to try and defend my hero... 



Unfortunately they completely failed to do any damage!



Next up (after paul pulled another fate token to heal his hero again) my archers took a shot at Pauls hero.  They managed to get through ONE piece of damage but....





Paul rolled exactly what he needed with his armour roll and shrugged off any damage...


With that uneventful roll the game was over! My team won by a very thin margin, all thanks to Hades of course.


Undead man of the match who racked up a spectacular kill streak.

Card of the match.  I think we worked out that this card healed around 6 points worth of damage.


Are you looking for a gaming club in the South East of England? 
If so join us at Wycombe Warband.






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