IntroductionChao Kung) has foreseen this attack and has summoned Kung Fu warriors to aid in defending the local peasants. He has also sent a plea to a band of mercenaries who are slightly further off, in the hope that they will side with their fellow humans against the green menace. Will these motley forces be enough to stave off disaster?
This is a 48AP battle using the Hordes of the Things rules, so there are 2 commands on each side.
- The attackers are all goblins - we used 1 army of foot troops (mostly hordes, but with some warbands as well) and 1 army of wolf riders. Oh, and both goblin armies had a large number of trolls with them as well!
- The defenders also have 2 armies. The villagers (Kung Fu army) is deployed as normal. However, the mercenaries - who have a distinctly Renaissance Italian appearance - such is the joy of HOTT - aren't initially on the board. Instead, they will enter on the southern edge at any location or locations desired on their first bound or later, using PiPs as normal to make these initial moves.
- The attackers win if they capture the village/stronghold. The defenders win if both attacking armies become demoralised before they can capture the village.
The GameMasses of goblins advanced as fast as they could towards the village, intending to outflank the defenders on both sides and overwhelm them. A few of the wolf riders peeled off to face the approaching mercenaries, hoping to delay them whilst the rest of the goblins did their grisly work.
In response, the Kung Fu heroes charged the goblin warbands, without much success on either side. Bartolomeo Crespi, the leader of the mercenaries, led his small body of knights to meet the goblin riders, whilst his crossbowmen and artillery covered the open space beside him. Some of the mercenary foot troops, including a pair of assassins, moved forward through the woods.
Chao Kung sat in front of the village, meditating as the defenders and attackers engaged all along the line. Initially there was a lot of pushing and shoving, but the villagers were generally holding their own. However, there were just too many goblins and a large column of green meanies started to outflank the battle line to the north.
In revenge, the assassins leaped out of the woods and attacked the general of the wolf riders, who just happened to be at the end of the first line of attackers. The flying machine joined in as well (the mercenaries rolled a '6' for PiPs on the turn following the death of their general). Taken by surprise, the evil goblin leader was quickly dispatched by the furious assault.
Let's see: only 2 elements removed so far - but they're both generals!
The Abbot Strikes Back
Alone on the very entrance to the village, Chao Kung and his deacon faced the foul-breathed monster. As it turns out, clerics in HOTT aren't too bad in combat - they're not as powerful as heroes, of course, but still are capable of holding their own against many opponents. In this case, the abbot was unmovable and the troll retreated in confusion, its tiny mind unable to figure out why it was retiring.