the set up and initial deployment
Time for the first HOTT battle of the new campaigning season. This is designed as the first in a linked sequence. The winner would have a greater proportion of its casualties returned; would be the attacker in the next battle and would have one extra command in that battle - foreseen as three versus four commands.
This first encounter assumes the standard generic campaign of good versus evil alliances battling over a strategically vital sector which is a confluence of rivers and regions. Here is the sheepfold stronghold, defended by a dwarf command of hero, 2 flyers, 4 knights, 4 riders. The attacking goblinoids were 1 hero, 2 behemoths, 2 flyers, 4 warband.
the dwarf hero moved out to engage, flanked by knights. The flyers got stuck into the orc behemoth.
which swatted them away
the orc hero made a dash to engage the dwarf knights on the other flank.
but dwarf riders, with flyers also engaged hacked at the behemoth again, trying to make it stop. They failed again - the great beast acting as an effective shield for the goblinoid centre.
the orc general / hero saw his chance to get close to the sheepfold. If the dwarves got a good initiative throw, they would be able to waste him in his isolation and win the game - a big gamble then.
the orc warbands continued a stand up fight with the dwarf knights and riders on the dwarf left.
the orcs suffered their only casualty of the game when one warband was destroyed by the knights opposite it, as just to the left, the dwarf knights that attacked the hero in flank could not stop him. He would get a shot at the stronghold / sheepfold.
His assault went in.
It was the only action the goblinoids could do that turn.
6+1 against 5+5 = victory to the goblinoids.
the scene at end of game. very quick and decisive.
So, in the next game, the goblinoids will attack with four commands against three.


































































