Quote:
Originally Posted by DragonRider
-The Incinerate mages decided to burn vampires instead of Skratti.
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The Skrattir where either positioned out of range. Or had 100% fire immunity. The vamps provided a nice target. Else your mages might have cast stuff that could have damaged me. (control spells, or the astral damage spells).
Quote:
Originally Posted by DragonRider
-There was a lot more Bloodletting than I expected. I really wish it was easier to tell whether or not this actually affected anything. Ditto for all the other magic that was cast, really.
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Let me explain my reasoning.
The Rain and Darkness should have stopped your archers. (precision was down the drain due to the rain and the Darkness. Rain also helped to offset the fatigue bonus your fire mages get due to the high magic domain. (I made a mistake here, rain doesn't interfere with archery, storm does)).
Grip of winter was a nice, your troops might get fatigue and frozen spell, while mine are cold immune. This spell also meant, when your mages got above 100 fat. They would never recover. It didn't work as well as I hoped.
Quagmire helped to up the encumbrance on your knights. +2 together with the frozen winter penalty would have helped. the -1 attack and def was also welcome. (Small mistake, the +2 enc on my combat skrattir could have made them get criticals in a long fight).
Your troops had a lot of exp stars, mine didn't. Your royal guard had a def around 21 before the magics. Vamps had 11 attack. After it was 10 vs 10.
The spell Bloodletting does more damage than listed in the description. The 1 dam is actually an open ended roll. So it could more damage, and I was hoping on the 2 hp hits to count as a wound, or on doing enough damage to just kill some troops (Worked on a mage, he died because of the bloodletting spam). This together with the blood rain spell. Would give me a good chance of a rout. And I didn't need to kill your mages to stop the army. I had to kill enough of the troops. Damaging troops also forces morale checks.
Also most of my troops either regenerated, drained life, or had a lot of hp. So I would be harmed less by the bloodlettings.
The rush of strength gave +4 str to all my troops. So the vamps drained 2 more hp and 8 more fatigue on each hit.
And because I took out your escape routes the rout meant that all the troops died.
(I was planning on even more battlefield magic, but I miscalculated in the fatigue department, and some of my mages went a bit offscript. (That is where the claws of kok came from. Which I was very thankful for, as you can imagine. I wasn't that happy with the winter ward on the blood slaves...).