The Winter War: Part 4
Your troops take advantage of the brief lull between waves to enact another contingency: shuffling the frontline and reserve units. Against a force of this size, you knew you'd be engaged for a prolonged period. Your soldiers should have a chance to take a breather and avoid exhausting themselves.

As the next wave draws closer you finally catch a glimpse of the...abominations...your scouts spoke of. Their descriptions were accurate. There is no way such creatures are natural. Mounds of lumbering, mismatched flesh in the shape of troll-sized equines, held together by rippling shadow magic and unsightly crystalline growths that visibly spark with arcane energy lumber towards your lines. There are dozens of them, perhaps a hundred or more. And advancing behind them are tens of thousands of armored warriors. Your troops have suffered only 1% casualties thus far...yet you are concerned. Your scouts reported that the dark king's carriage was at the rear of the enemy column, and thus far you've seen no sign of him. How far back does this invading army stretch?

(Cannons: 49+5(Cold Omake)+15(Bloodied King Omake)=69)
(Ballistae: 34+20(Canterlot, Tis a Silly Place Omake)+10(The Dark Lord Approaches Omake)=64)

Your cannons fire, iron projectiles pulverizing flesh and shattering crystal. Abominations fall, some crushing the soldiers around them when they impact the ground, or momentarily slowing the enemy's advance as their own corpses form obstacles that must be navigated around. The crews fire as quickly as they can, the barrels of the guns steaming in the frigid air as smoke threatens to obscure their sight. Each cannonball scores a hit and brings down a monster, but you only have four cannons, and they can only fire so fast.

Your ballistae add to the volley, the quiet twang of loosed bolts drowned out by the cacophony of their explosive brethren. The spear-sized arrows pierce mutated flesh and skewer the massive beasts. Dark ichor drips from gaping wounds and stains the snow, and more abominations fall. Not as many as when the cannons fire, you see a few of the creatures continuing to move even with an arrow in their chests, but most hit by the bolts fall. Still, you only have a handful of the massive bows, and though they fire marginally faster than the cannons, the two units can't hope to do more than make a dent in the enemy's numbers. The abominations march on.

(Arrows: 25+10(A Letter from an Enterprising Servant Omake)+10(Diversifying Assets Omake)+5(Fire Arrows)=50)

The enemy's advance is only somewhat slowed by the remains of the artificial sinkhole, as the forces of darkness clamber over the corpses of their vanguard. But the slight delay is enough for the rest of your ranged assets to target them. Once again, a hail of arrows falls upon the advancing column. But the abominations are more resilient than hoped. Hundreds of arrows bounce off hard crystal or embed themselves in thick hide to no effect. One in a thousand arrows hits something vital and brings down an abomination. The archers quickly shift their fire towards the more numerous soldiers, but here too they have difficulty scoring killing blows. They do score kills, but it's a drop in the bucket compared to the ocean of black-armored soldiers relentlessly advancing towards your lines.

(Kill it with Fire!: 88)

The flame-weapons prove to be far more effective. Geysers of fire fly from the muzzles of your flamethrowers, engulfing the twisted creatures in flames. The slave-soldiers that had come before had shown no reaction to being set alight. The abominations break with this trend. They scream.

Unearthly howls and shrieks pierce the air as flesh bubbles and melts and crystal cracks and breaks under intense heat. The creatures actually begin to rampage, lashing out and crushing many of the soldiers among them before finally collapsing, dead. The aerial bombers add to the conflagration, hitting the few abominations that escape the wrath of the "brass dragons" and sowing further chaos amongst the enemy's ranks.

Unfortunately, the volunteer flyers must eventually return to rest and rearm, and the enemy advances too close to your lines for your flame-spitters to risk opening up on. Still, this leaves less than a dozen of the abominations for your ground troops to face, and the flame troops quickly adjust their aim, firing on the column of still advancing soldiers behind the monstrosities. It now falls to the bulk of your army to face this charge of the grotesque.

(Monster Slaying: 46+15(Heart Song of War Omake)+15(Banner of the Early Empire)-5(Large)=71)

The remaining abominations hit your lines with a crash, crushing many of the front rank beneath their misshapen feet, blasts of raw, uncontrolled magic arcing off of them like lightning to incinerate warriors out of their reach. Still despite their strength and ferocity, they are few in number, and are quickly skewered by spears and slashed with blades, even as their unnatural strength kills many of the defenders. Despite reaping a significant toll from the first ranks of the army, the last of the abominations fall. The line quickly reforms itself, soldiers and militia rushing to fill in the gaps in the line...just in time for the main body of the attacking force to slam into them.

(Hold the Line: 85)

Once again, a mass of dark metal and cursed flesh throws itself against your defenses. And again, the Gryphons, Dogs and Yaks of the North hold fast. But this wave is greater than the last. There is no more sinkhole to waylay the enemy, no traps to thin their numbers, and so focused were your ranged assets upon the abominations that only now do they turn their attention to the writhing swarms of armored soldiers charging relentlessly towards your lines and slamming into your soldiers without fear of death. But to the eternal credit of all who stand upon the field of battle, your troops continue to hold.

Dogs dig in their heels, lashing out with axe and blade to defend their new home and new pack from this new enemy. Yaks gore with their horns and kick out with their hooves, their great strength crumpling armor plating like paper as they fight and die alongside strangers and their tribal rivals. Gryphons fight with the primal strength of their genetic forebears, fighting with the ferocity of lions and the swiftness of eagles. Militia or mercenary, veteran or raw recruit, all hold their ground, raging against the forces of darkness that would seek to destroy them and everything they've ever known.

It is a battle of attrition, a battle of endurance where only the defenders can feel fatigue. The frontline shifts back and forth as warriors fall, leaving momentary gaps in the line that are hurriedly filled in by those standing behind them. For every one of your own that falls, three or four of the enemy are also brought down, but their numbers seem endless, an infinite swarm of faceless, identically armored foes.

The bodies of the enemy dead begin to pile up, the advancing horde clambering and spilling over the corpses of their own comrades in a mad scramble to throw themselves upon your troops. Blood flows from thousands of mortal wounds, staining the fallen snow a dark red, flowing downhill in rivers of gore. You can smell the tell-tale coppery scent of blood from your command post, well behind the lines. You can only imagine the overwhelming stench of death at the front. The noise too, must be overwhelming. The air is filled with the clang and scrapes of metal against metal, screams of defiance and pain, and the shouts of officers telling their fellows to hold.

After what feels like hours to you and years for those on the frontline, the enemies' numbers seem to thin, the assault beginning to die down as tide begins to turn, the attackers now outnumbered by the defenders. Only a few scant minutes later, the last suicidal southerner meets their end upon a blade, and the battered defenders let out a tired, relieved cheer...a cheer that cuts off as the dark shapes on the horizon begin to draw closer once again.

Your enemy isn't holding back any longer. They're throwing everything they have into this next attack. And they've saved their best for last. Fifteen thousand warriors, different from the ones before. These are larger, more imposing, their armor coated in darkness as their king lends them a fraction of his foul magic. And at the center of their formation, pulled by more than a dozen beasts of pure writhing shadow with fang-filled maws, sits a black carriage, pulsing with tendrils and waves of unnatural power.

Such is the concentration of arcane might within it that you must tear your eyes away as they throb with pain at the sight of such wrongness.


Sombra, his Eldritch creatures, and his Elite Guard approach your lines. Your forces have taken significant casualties, are exhausted and are starting to run low on ammo. What do you do?


[ ] Blow the Charges and Run!: You've destroyed the majority of the enemy force, but your forces are bloodied, exhausted and running low on ammo. And the worst of the enemy assault has yet to come. Blow the charges and have the Knights cover the retreat back to Lanner. You'll finish the enemy off when your forces are well rested and better supplied.

[ ] Blow the Charges and Bury Them!: The light at the end of the tunnel is visible. Wait until the enemy column is in the avalanche zone and trigger the explosives. Then, send your Knights and soldiers forward to finish off this threat and end this nightmare.

[ ] Write-In



Imperial Army of Gryphus
7,565 Warriors
2230 Polearms
5000 Archers
740 Diamond Dogs
5 Mobile Ballistae
4 Cannons
2 Flame Projectors

Imperial Knightly Orders
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
30 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
The Knights Talon
1 Grandmaster Colombroni Pigeonio
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
The Knights Panther
1 Grandmaster Adrian Dawnquill
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms

Mercenaries
The War Wolves
315 Diamond Dogs
The Wood Stalkers
95 Warriors, 300 Archers
The Black Pikes
220 Pikes
The Crimson Company
145 Gryphon Berserkers
The Troll Busters
4 Static Flamethrowers

Auxiliaries/Allies
10,115 Imperial Militia
8,210 Yak Chargers


For the record, you narrowly avoided a morale check on the hold the line roll.
 
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[X] Blow the Charges and Run!: You've destroyed the majority of the enemy force, but your forces are bloodied, exhausted and running low on ammo. And the worst of the enemy assault has yet to come. Blow the charges and have the Knights cover the retreat back to Lanner. You'll finish the enemy off when your forces are well rested and better supplied.
 
[X] Blow the Charges and Run!: You've destroyed the majority of the enemy force, but your forces are bloodied, exhausted and running low on ammo. And the worst of the enemy assault has yet to come. Blow the charges and have the Knights cover the retreat back to Lanner. You'll finish the enemy off when your forces are well rested and better supplied.

really should wait until we can stack as many advantages as we can if sombra himself is finaly here.
 
[x] Blow the Charges and Run!

We butchered his meat shields but were exhausted by it. Now it's time to show our cleverness and slow him down so we can regroup, rearm and recover and ready up for what's probably going to hit us harder. And maybe get a roll for reinforcement.
 
[X] Blow the Charges and Run!: You've destroyed the majority of the enemy force, but your forces are bloodied, exhausted and running low on ammo. And the worst of the enemy assault has yet to come. Blow the charges and have the Knights cover the retreat back to Lanner. You'll finish the enemy off when your forces are well rested and better supplied.
WE
have to get the fuck out of here, and fast. Screw holding the line, we have to refill our ammunition and retreat to the City to get a better defensive position.
 
The most profitable action in warfare is relentless and rapid pursuit.

[x] Blow the Charges and Bury Them!

A moment of destiny. End it. Here and now.
 
[X] Blow the Charges and Run!: You've destroyed the majority of the enemy force, but your forces are bloodied, exhausted and running low on ammo. And the worst of the enemy assault has yet to come. Blow the charges and have the Knights cover the retreat back to Lanner. You'll finish the enemy off when your forces are well rested and better supplied.

really should wait until we can stack as many advantages as we can if sombra himself is finaly here.

The problem is that we gave no idea of what kinds of reserves he has. The reality is that we cant handle another invasion like this anytime soon. If he has nothing this is a good choice, if he has something and chooses to reinforce...
 
Well then.
Glad for the horde of Omakes, holding the Dice Line.

[X] Blow the Charges and Run!

No balistas, no cannons, no fire, no arrows.
Or too little of it. And too little strength to fight back.

Bury them and run. Not advantage to be had here. Not even number equalizing.
 
We forget our 3 knight orders have yet to be touched and are still fresh let us take the chance to end this here and now. This is what we held them back for. Is it not?
 
If we run now in hopes to get ready it won't work.
He probably underestimated us and won't do that again, next time he will prepare better .

We have our knights, most Elite units ready as well, we can end this now .
 
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[x] Blow the Charges and Bury Them!
Adhoc vote count started by Raptor580 on Feb 15, 2019 at 11:31 AM, finished with 19 posts and 10 votes.

  • [x] Blow the Charges and Bury Them!
    [X] Blow the Charges and Run!: You've destroyed the majority of the enemy force, but your forces are bloodied, exhausted and running low on ammo. And the worst of the enemy assault has yet to come. Blow the charges and have the Knights cover the retreat back to Lanner. You'll finish the enemy off when your forces are well rested and better supplied.
    [x] Blow the Charges and Run!
 
Why do people choose run we have 3 knights fresh to fight. And this will be the only chance we have against him he underestimated us once we can be sure he will not do it again and we may never see a chance like this again. It has to end now.
 
[X] Blow the Charges and Run!: You've destroyed the majority of the enemy force, but your forces are bloodied, exhausted and running low on ammo. And the worst of the enemy assault has yet to come. Blow the charges and have the Knights cover the retreat back to Lanner. You'll finish the enemy off when your forces are well rested and better supplied.

Let's fight another day.
 
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