I think 58xReinforce is overspending, especially for the first turn

I mean, it's only if every other defense has failed, which means the enemy was using something that pierces Perfect defenses. Which means they likely put in a fairly serious investment. It's around the needed amount to actually dodge something truly serious like that, I think.

That said, I did mean to have that only kick in once our Reinforce Shield is down. One moment. EDIT: And done.
 
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Hm..... I see we are going for overwatch. We will see how things turn out then.
Kinda curious though, will we go for the noble with our kinsman or the other knight?
 
Alright, so, here's a plan:

[X] Plan Ranged Dueling
-[X] Assign Semi-Halting Vortex, unassign Heated Shroud
-[X] Invest 3 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 4 in Silver-Tongue, 3 in Scouting (-15 Orthstirr)
-[X] Remove one Bomb Boulder from our Fylgja and give it to Farbjorn, replace it with a Glue Pot, have our Fylgja get ready to feed us items quickly. Put Sagaseeker in our Armory Pocket and pull out our Bolt Thrower instead, which we'll start with slung over our back so we can pull out and throw a boulder when needed (we'll drop it and draw Sagaseeker when and if needed).
-[X]Activate Banish The Night
-[X] 81d6 Attack (72d6 tricks)
-[X] 30d6 Defense (30d6 tricks)
-[X] 0d6 Intercept
-[X] Put 4 Orthstirr into 8 layers of Reinforce Shield before the combat begins (-4 Orthstirr) and activate our Explosive-Reactive Armor (-9 Orthstirr) using our armor's Orthstirr reserve.
-[X] Activate Stoker State 3 (-9 Orthstirr), Slipstream (-8 Orthstirr),and Ember-Wing Cloak (-6 Orthstirr) as combat begins (all subsequent rolls include the +1d6 from Skyfire).
-[X] Put up a 50d6+9 (w/Hugareida) Semi-Halting Vortex to protect us andthose near us from ranged attacks, do not use it against melee attacks (-50 Orthstirr).
-[X] Make a 71d6+5 Orthstirr-Enhanced x17 Chuck attack w/Puncture with a bomb boulder (-30 Orthstirr, -1 Odr) once we have an opening to do so at the gate, also make a total of up to nine 8d6+5 Sharpenedx3 Basic Attacks using our Bolt Thrower (-3 Orthstirr each) and up to nine 5d6+5 Orthstirr-Enhancedx3 Kindle Spinners (-5 Orthstirr each)opportunistically.
-[X] Against a wave of javelins, throw out up to two 27d6+5 (w/Hugareida) Orthstirr-Enhanced x12 Inertia-Arresting Throws to protect other groups of people not immediately around us (-18 Orthstirr each)
-[X] Against the first attack by the 8th Decade bird where the range makes it viable use Contested Movement adding all our Stoker State dice tothe action (-3 Orthstirr, 23d6+5 or higher on the roll) counterattacking with a quick-drawn Glue-Pot w/Puncture (-9 Orthstirr).
-[X] Against melee attacks by the 3rd Decade bird (if it comes for us) use Contested Movement alone (-3 Orthstirr, 8d6+5 roll) and counterattackwith a Firebomb-Strike + Stunner Slam combo w/Puncture (-23 Orthstirr) intended to be nonlethal and knock the bird out.
-[X] If something specifically with Puncture heads at us, have the Semi-Halting Vortex ignore it, and pull a shield from our Fylgja and use that to counter it. Otherwise, by default use our ongoing Semi-Halting Vortex to defend against ranged attacks against us or those near us, if anything gets through that or looks too big for it to work against, or against melee attacks from non-birds, try and throw up a regular Halting Vortex (-4 Orthstirr) again to defend against any attacks against ourselves and anyone near us if possible and use Sidestep (-2 Orthstirr) if it is not, and if something that ignores that or otherwise gets through and Reinforce Shield is down or somehow out of commission use up to four 60d6+9 Reinforcedx58 Sway defenses to save ourselves (-60 Orthstirr each).
-[X] In the unlikely event we go down to 100 Orthstirr or below stoke Frami
-[X] Tactics – Tell Barki to specifically go for the less powerful bird and to incapacitate without killing if possible, and have Vagn stick with us as much as possible. Give a Boulder-Bomb to Farbjorn immediately pre-combat and suggest he use Odr on it (that part using Eyespeech) and toss it at the gates, providing us a means of entrance, then prepare he, Stigulf, and their other people to intercept Serge and defend us all from his charge (we assume he knows his business about how to do that). At that point, our forces advance into the courtyard, with Halla in the air providing defensive overwatch from Javelin attacks as best as possible and taking potshots with Kindle Spinner. At our first opportunity we throw our remaining boulder bomb at the second gate and pull our Bolt Thrower off our back and start using attacks with that as well (including at the more powerful bird). Hopefully, all of this draws the more powerful bird into attacking us.

This is a trifle complicated looking, but it really just comes down to giving a few people specific orders and using our bomb boulders plus playing defense against javelin volleys as much as possible.

EDIT: Edited to target our boulder the second gate instead of the Thanes.
is there nothing better to unassign then heated shroud? it might be really useful when we go to melee
also, does Halla intend to make no attacks before breaching Gate 2? because that seems a tad wasteful when we can just put the boulder somewhere and draw it. with Halla's speed she might be able to make quite a lot of attacks with the bolt thrower before we are inside- and it will add to stoker state too improving our chances with the bird.
don't we intend to go attacking in melee once gate 2 is breached? in fact why breach gate 2 rather then bomb thanes with boulder then scale the wall?
 
is there nothing better to unassign then heated shroud? it might be really useful when we go to melee

The logic on this is that we have a massive amount of buddies in this fight, and Heated Shroud doesn't grasp the concept of not burning everyone equally, so its gonna fuck up our mates just as much us the enemies.

does Halla intend to make no attacks before breaching Gate 2

We have a large amount of Boltthrower and Kindle Spinner shots lined up for whenever they are viable, its just how the text is formatted for readability

don't we intend to go attacking in melee once gate 2 is breached? in fact why breach gate 2 rather then bomb thanes with boulder then scale the wall?

The gate breaching should be a round break, and were opening up the second gate as while yes, we could probably kill half a dozen thanes with the bomb, getting a way into the main castle is much more useful as our guys can rush in instead of climbing in, which will fuck up the enemy battle line more. Also it will let Fabjiorn and his murder squad deal with the 8th Decade Knight sooner and fresher that if they had to go over the wall and fight a couple dudes before the scariest guy in the fight
 
is there nothing better to unassign then heated shroud? it might be really useful when we go to melee

Collateral damage and friendly fire are issues. I don't think it's a good fit for this specific engagement.

also, does Halla intend to make no attacks before breaching Gate 2? because that seems a tad wasteful when we can just put the boulder somewhere and draw it. with Halla's speed she might be able to make quite a lot of attacks with the bolt thrower before we are inside- and it will add to stoker state too improving our chances with the bird.

We're potentially making Kindle Spinner attacks as seems warranted even before the boulder, but the idea is to use the boulder ASAP so they don't have time to react, and to not draw it until we are using it (since we can insta-draw with our new Fylgja trick and want it to be surprising). But we can't insta-swap only insta-draw, so we need empty hands for that...so no Bolt Thrower attacks until we've done that.

don't we intend to go attacking in melee once gate 2 is breached? in fact why breach gate 2 rather then bomb thanes with boulder then scale the wall?

Because breaching Gate 2 is a lot more effective than scaling the wall. And we do indeed intend to engage in melee, but I figured this round would be spent shepherding our troops to the gate playing overwatch and not provide much in the way of opportunities...melee comes next turn. Also, relevantly, our melee Sharpened Basic Attacks do 5 damage, but our Bolt Thrower Sharpened Basic Attacks do 9 damage. Using those while it's still viable seems a good call.
 
Barki is totally gonna die if the 8th Decade Birb goes for his Fylgja, which it is fairly likely to do IMO.
 
Barki is totally gonna die if the 8th Decade Birb goes for his Fylgja, which it is fairly likely to do IMO.
And unless Solrun can tell us everything needed to save someone whose Fylgja died (we are missing the 'get into underwolrd' 'get out of underworld' and 'talisman to locate soul', any of those could require something Solrun didn't pack into her Fylgja and can't substitue locally) we'd take weeks to be able to save him. Weeks of Fylgja death is a fate that would probably make people wish for true death.
 
Aside from drawing aggro, which we're doing to the best of our ability, I'm not sure what we're supposed to do for Barki here. Honestly, he and Halla probably aren't even the only people flying, so I wouldn't assume the 8th Decade bird will even go for him. It could happen, but I wouldn't assume it like people seem to be.
 
Aside from drawing aggro, which we're doing to the best of our ability, I'm not sure what we're supposed to do for Barki here. Honestly, he and Halla probably aren't even the only people flying, so I wouldn't assume the 8th Decade bird will even go for him. It could happen, but I wouldn't assume it like people seem to be.
even if it does, I don't think its gonna one shot him like that. he's not that weak. we just gotta prevent any lasting duel of the birds. which isn't so hard, most likely
 
And voting is now closed
Scheduled vote count started by Imperial Fister on Aug 20, 2023 at 6:42 PM, finished with 65 posts and 8 votes.

  • [X] Plan Ranged Dueling
    -[X] Assign Semi-Halting Vortex, unassign Heated Shroud
    -[X] Invest 3 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 4 in Silver-Tongue, 3 in Scouting (-15 Orthstirr)
    -[X] Remove one Bomb Boulder from our Fylgja and give it to Farbjorn, replace it with a Glue Pot, have our Fylgja get ready to feed us items quickly. Put Sagaseeker in our Armory Pocket and pull out our Bolt Thrower instead, which we'll start with slung over our back so we can pull out and throw a boulder when needed (we'll drop it and draw Sagaseeker when and if needed).
    -[X]Activate Banish The Night
    -[X] 83d6 Attack (74d6 tricks)
    -[X] 28d6 Defense (28d6 tricks)
    -[X] 0d6 Intercept
    -[X] Put 4 Orthstirr into 8 layers of Reinforce Shield before the combat begins (-4 Orthstirr) and activate our Explosive-Reactive Armor (-9 Orthstirr) using our armor's Orthstirr reserve.
    -[X] Activate Stoker State 3 (-9 Orthstirr), Slipstream (-8 Orthstirr),and Ember-Wing Cloak (-6 Orthstirr) as combat begins (all subsequent rolls include the +1d6 from Skyfire).
    -[X] Put up a 50d6+9 (w/Hugareida) Semi-Halting Vortex to protect us andthose near us from ranged attacks, do not use it against melee attacks (-50 Orthstirr).
    -[X] Make a 70d6+5 Orthstirr-Enhanced x17 Chuck attack w/Puncture with a bomb boulder (-30 Orthstirr, -1 Odr) once we have an opening to do so at the gate, also make a total of up to nine 8d6+5 Sharpenedx3 Basic Attacks using our Bolt Thrower (-3 Orthstirr each) and up to six 7d6+5 (w/Hugareida) Orthstirr-Enhancedx3 Kindle Spinners (-5 Orthstirr each) opportunistically.
    -[X] Against a wave of javelins, throw out up to two 27d6+5 (w/Hugareida) Orthstirr-Enhanced x13 Inertia-Arresting Throws to protect other groups of people not immediately around us (-19 Orthstirr each)
    -[X] Against the first attack by the 8th Decade bird where the range makes it viable use Contested Movement adding all our Stoker State dice tothe action (-3 Orthstirr, 23d6+5 or higher on the roll) counterattacking with a quick-drawn Glue-Pot w/Puncture (-9 Orthstirr).
    -[X] Against melee attacks by the 3rd Decade bird (if it comes for us) use Contested Movement alone (-3 Orthstirr, 8d6+5 roll) and counterattackwith a Firebomb-Strike + Stunner Slam combo w/Puncture (-23 Orthstirr) intended to be nonlethal and knock the bird out.
    -[X] If something specifically with Puncture heads at us, have the Semi-Halting Vortex ignore it, and pull a shield from our Fylgja and use that to counter it. Otherwise, by default use our ongoing Semi-Halting Vortex to defend against ranged attacks against us or those near us, if anything gets through that or looks too big for it to work against, or against melee attacks from non-birds, try and throw up a regular Halting Vortex (-4 Orthstirr) again to defend against any attacks against ourselves and anyone near us if possible and use Sidestep (-2 Orthstirr) if it is not, and if something that ignores that or otherwise gets through and Reinforce Shield is down or somehow out of commission use up to four 60d6+9 Reinforcedx58 Sway defenses to save ourselves (-60 Orthstirr each).
    -[X] In the unlikely event we go down to 100 Orthstirr or below stoke Frami
    -[X] Tactics – Tell Barki to specifically go for the less powerful bird and to incapacitate without killing if possible, and have Vagn stick with us as much as possible. Give a Boulder-Bomb to Farbjorn immediately pre-combat and suggest he use Odr on it (that part using Eyespeech) and toss it at the gates, providing us a means of entrance, then prepare he, Stigulf, and their other people to intercept Serge and defend us all from his charge (we assume he knows his business about how to do that). At that point, our forces advance into the courtyard, with Halla in the air providing defensive overwatch from Javelin attacks as best as possible and taking potshots with Kindle Spinner. At our first opportunity we throw our remaining boulder bomb at the second gate and pull our Bolt Thrower off our back and start using attacks with that as well (including at the more powerful bird). Hopefully, all of this draws the more powerful bird into attacking us.
 
Summer 9/Voyage 1.9 | Unruly Thanes 2 Part 1
[X] Plan Ranged Dueling
-[X] Assign Semi-Halting Vortex, unassign Heated Shroud
-[X] Invest 3 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 4 in Silver-Tongue, 3 in Scouting (-15 Orthstirr)
-[X] Remove one Bomb Boulder from our Fylgja and give it to Farbjorn, replace it with a Glue Pot, have our Fylgja get ready to feed us items quickly. Put Sagaseeker in our Armory Pocket and pull out our Bolt Thrower instead, which we'll start with slung over our back so we can pull out and throw a boulder when needed (we'll drop it and draw Sagaseeker when and if needed).
-[X]Activate Banish The Night
-[X] 83d6 Attack (74d6 tricks)
-[X] 28d6 Defense (28d6 tricks)
-[X] 0d6 Intercept
-[X] Put 4 Orthstirr into 8 layers of Reinforce Shield before the combat begins (-4 Orthstirr) and activate our Explosive-Reactive Armor (-9 Orthstirr) using our armor's Orthstirr reserve.

-[X] Activate Stoker State 3 (-9 Orthstirr), Slipstream (-8 Orthstirr),and Ember-Wing Cloak (-6 Orthstirr) as combat begins (all subsequent rolls include the +1d6 from Skyfire).

-[X] Put up a 50d6+9 (w/Hugareida) Semi-Halting Vortex to protect us andthose near us from ranged attacks, do not use it against melee attacks (-50 Orthstirr).

-[X] Make a 70d6+5 Orthstirr-Enhanced x17 Chuck attack w/Puncture with a bomb boulder (-30 Orthstirr, -1 Odr) once we have an opening to do so at the gate, also make a total of up to nine 8d6+5 Sharpenedx3 Basic Attacks using our Bolt Thrower (-3 Orthstirr each) and up to six 7d6+5 (w/Hugareida) Orthstirr-Enhancedx3 Kindle Spinners (-5 Orthstirr each) opportunistically.

-[X] Against a wave of javelins, throw out up to two 27d6+5 (w/Hugareida) Orthstirr-Enhanced x13 Inertia-Arresting Throws to protect other groups of people not immediately around us (-19 Orthstirr each)

-[X] Against the first attack by the 8th Decade bird where the range makes it viable use Contested Movement adding all our Stoker State dice tothe action (-3 Orthstirr, 23d6+5 or higher on the roll) counterattacking with a quick-drawn Glue-Pot w/Puncture (-9 Orthstirr).

-[X] Against melee attacks by the 3rd Decade bird (if it comes for us) use Contested Movement alone (-3 Orthstirr, 8d6+5 roll) and counterattackwith a Firebomb-Strike + Stunner Slam combo w/Puncture (-23 Orthstirr) intended to be nonlethal and knock the bird out.

-[X] If something specifically with Puncture heads at us, have the Semi-Halting Vortex ignore it, and pull a shield from our Fylgja and use that to counter it. Otherwise, by default use our ongoing Semi-Halting Vortex to defend against ranged attacks against us or those near us, if anything gets through that or looks too big for it to work against, or against melee attacks from non-birds, try and throw up a regular Halting Vortex (-4 Orthstirr) again to defend against any attacks against ourselves and anyone near us if possible and use Sidestep (-2 Orthstirr) if it is not, and if something that ignores that or otherwise gets through and Reinforce Shield is down or somehow out of commission use up to four 60d6+9 Reinforcedx58 Sway defenses to save ourselves (-60 Orthstirr each).

-[X] In the unlikely event we go down to 100 Orthstirr or below stoke Frami

-[X] Tactics – Tell Barki to specifically go for the less powerful bird and to incapacitate without killing if possible, and have Vagn stick with us as much as possible. Give a Boulder-Bomb to Farbjorn immediately pre-combat and suggest he use Odr on it (that part using Eyespeech) and toss it at the gates, providing us a means of entrance, then prepare he, Stigulf, and their other people to intercept Serge and defend us all from his charge (we assume he knows his business about how to do that). At that point, our forces advance into the courtyard, with Halla in the air providing defensive overwatch from Javelin attacks as best as possible and taking potshots with Kindle Spinner. At our first opportunity we throw our remaining boulder bomb at the second gate and pull our Bolt Thrower off our back and start using attacks with that as well (including at the more powerful bird). Hopefully, all of this draws the more powerful bird into attacking us.
0~0~0

Farbjorn eyes the rune-carved boulder you place in front of him, not overly impressed by it. Fair is fair, after all, he's taller than it. "And this is your plan to break the gates?"

You narrow your eyes, "You got a better one?"

"Yeah," he says as he cracks his neck, "I do."

With that, he confidently strides towards the gate of the outer wall—a large, imposing door set into the only stone part of the structure. Rolling his shoulders as he walks, he seems to sink ever-so-slightly deeper into the ground with every step he takes.

His men start to trickle in behind him as he reaches the gate. Farbjorn tilts his head to the side as if appraising the door and you watch with furrowed brows as he comes to a conclusion. Nods to himself, a smile spreads across his face as he crouches.

His fingers dig into the dirt and your jaw hinges open. Muscles flex, straining with all their might as veins and arteries stand-out on his flesh. That easy, confident smile of his stays shining even as his teeth stay gritted. Where once there was the noise of looming battle, now there is only a single sound echoing across the field—the sound of cracking stone and crumbling earth.

Keeping his back straight as he plants his feet firm in the ground, Farbjorn lifts with his legs.

The entire doorway—gatehouse and all—shudders as it rises into the air. Rust red orthstirr surges as Farbjorn holds the entire structure aloft! As once-packed earth crumbles and newly-loosened stones fall, everyone watches with baited breath as Farbjorn's smile merely broadens—like the weight of a building many times his size means utterly nothing to him!

He takes a single step forward—a step as easy and as unburdened as every step preceding it—and throws.

Gate meets gate in an teeth-rattling clash of wood, iron, and stone. A giant dust cloud flies from the impact, obscuring the sight but all in attendance know what just happened. In one fell swoop, a single man has breached the gates.

A hawk cries and Farbjorn stiffens as Serge Gagnon enters the fray. With lance in hand and an armor-clad charger between his legs, the Knight bursts from the smoke as his horse easily clears the pile of rubble.

Gagnon's lance shines with white-gold Fervor as he aims it square at Farbjorn.
(Prayer Charge: (275+35)x2=620 vs Fortified Trick Defense: 610+15=625, Defender Wins! Strike-Through Negated!)
Farbjorn's arm swings up and his fingers splay wide. The taste of odr—unknowable to most, but very familiar to you—fills the air as a spray of red blood joins it. The tip of Gagnon's lance sprouts from the back of Farbjorn's palm as both warriors stand still. A trench three times as long as Farbjorn is tall stretches from where he once stood to where he stands now—the force of the blow nothing to trifle with.

Driving a foot into the ground, Farbjorn lurches forward, grabs the horse by the barding, and bodily hurls both mount and rider head-over-hoofs behind him. Gagnon's horse rights itself with ease as it daintily alights at the bottom of the hill, but Farbjorn isn't far behind. The moment the pair left his grasp, Farbjorn chased after them with a single, bounding leap.

As Norseman and Christian face off, it's clear that this is a duel between champions—a duel between men of rank, irrespective of their different cultures. There will be no interrupting them, not if one wants to remain in good standing with either.

The battle begins in earnest.

Your Norsemen shout battle cries as they stream forward in the vague shape of an arrow while your Kinsman curses from atop the wall. He twists around on the spot, barking orders as he turns, and leaps down from the battlement. A mixed collection of mercenary Norsemen and Thanes follow close behind as they rush to fill the gate-shaped gap.

On wings of crimson fire, you streak across the sky as you spearhead the charge as best you can. Light glows from your body as you take the role of the guiding star. Your Kinsman waves his naked sword as the arrow nearly reaches the line forming on the mound of rubble.

A wave of power-clad javelins comes thundering out, only to freeze in midair as twin Inertia-Arresting Throws bind them down.

You and your Kinsman lock steely eyes as charging spear meets bracing shield and blood stains the rubble red.

(Round End)
(Unspent Orthstirr and Odr Refunded)
0~0~0
(Tactics: 6x1, 5x4, 4x6, 2x3)13+5+1=19 Successes
(Your Formation's Attack: 28+63(Size)+5(Champions)=96 vs Enemy Formation's Defense: 3+20(Defending)+40(Size)+3(Champions)=66, Attackers Win! Formation Breakdown!)
As the charging spearhead clashes with the defending shieldwall, the lines ebb and flow as shield impacts shield. However, the rubble provides poor footing for the defenders and their shieldwall crumbles in the face of your onslaught.
(Allied Initial Casualties: 6-3(Initial Victory Reduces by Half)=1 of Farbjorn's Felag, 2 of Yours) (Enemy Initial Casualties: 4=1 Norseman, 3 Thanes.)
As the formations break down and duels and small group fights break out across the interior of the sea fort, seven bodies are left on and surrounding the rubble. Three are from your side while four are from the enemy's.
(Allied Death Saves: 3, 5, 5) 1 Dead, 2 Wounded (Identity Rolls: 16, 22) (Enemy Death Saves: 1, 4, 3, 2) 3 Dead, 1 Wounded
One of Farbjorn's felag—a younger man by the name of Holgi Jamdisson—lays face-down on the rubble. He took an javelin to the eye socket and that was that, poor guy. Two of yours lay on the ground as well—Trygve Ironoath with a pair of missing legs and Ivor Thinbow paralyzed by a broken back. They're alive, but out of the fight for the time being. Cultivator birds circle overhead, waiting for an opportunity to finish off your wounded.

On the other side, things are looking much better—for you, that is. Four enemies are on the ground with three dead and one wounded. Stigmar and Hakon Thunderclap both scored a Thane each while Trausti and Tryggr shared a Mercenary kill and Roar Shiningspear managed to wound another Thane.
Champion Activity: (Kinsman: Dueling) (Louis: Dueling) (Thomas: Dueling) (Vagn: Dueling) (Stigulf: Fighting) (Unknown 1: Dueling) (Unknown 2: Fighting). Duels: (Louis vs Unknown 1) (Thomas vs Vagn)
The champions have taken to the battlefield and are currently dueling each other and fighting their enemies. Louis Dubois and a member of Farbjorn's Felag that you don't know are currently dueling. Thomas Laurent and Vagn Wheel-Drifter are currently dueling. Stigulf and his second are is fighting whoever they can find while your Kinsman, unable to find a champion to duel, has turned to slaying anyone he can find.

All in all, the battle is going in your favor, though Tobias Belanger has disappeared from the top of the tower.

You can either seek out a champion to duel, assault the enemy soldiers, or go for the objective—which may involve both of those things as well.

Which would you like to do?
[ ] Duel a Champion
[ ] Battle amongst the men
-[ ] Focus on supporting your men
-[ ] Focus on slaying the enemy
[ ] Aim for the objective

Endurance: (13/13) | Frenzy: (5/5) (+5 to all Combat Rolls) | Armor Health: (17/17) (+4 to Defense) | (8/8) Reinforce Shield, ERA is active
Orthstirr: (444/660) | Odr: (36)
( ) Frami: 220 | ( ) Virthing: 220 | ( ) Saemd: 220
Sagaseeker has 49 orthstirr in his reservoir.
Your Armor has 0/13 orthstirr in its reservoir.
Shapeshifting is granting you (+1 Damage and +1 Attack-Speed)
Your combat pool is 111d6 and you have 15d6 Stoked Dice

0~0~0

AN: Alright, this is the test for mass combat from the commander/champion's perspective. When you're not in the commander's chair or one of the strongest warriors in an army, all you can do is fight the man and/or men before you.

This will be a short vote, with the next update being a tactical breakdown of your foe/s and the actual combat planning section.
 
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