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Post by steeltitan on Oct 24, 2019 12:57:43 GMT
Thanks for the report. Too bad you couldnt get a point in earlier to prevent PoM winning 5-0 before attrition swung it your way.
I have a question for you. How do you manage focus resources between S&P, the feat and the Marauders?
In this matchup you can easily burn your feat on one Marauder removing a colossal but normally you'd probably want to keep it to get more jacks in.
Do you find yourself not casting S&P to free up focus to hand out to jacks?
I typically face 2 Interceptors or 2 Interceptors and a Vulcan and feating for just one Marauder removing one of three huge bases and then being outthreat for the rest of the game isnt great.
I try to fit in S0 for BC but it really cuts into other options and I dont see how Vlad can do it all himself.
How do you typically juggle it all?
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Post by borderprince on Oct 24, 2019 13:43:28 GMT
If it isn't really bad manners to butt in, and it may be that igor does it really differently...
Huge-based battle engines are pretty vulnerable to a Marauder that charges for free and has 1 Focus allocated to it. Vlad1 can afford to do that via Feat, cast S&P and fully load another Marauder to try and deal with a colossal. You might end up leaving Vlad1 on 0 camp. But he doesn't need to be that far forward and can be surrounded by chumps/Heroes of the Motherland to save him from shooting. Much can depend on table state for that.
For this to work, you need to have put a reasonable amount of damage on the colossal first (and ideally the battle engine too). Fortunately, WGK has lots of shooting to start chipping away. S&P rockets are good and have decent range. The artillery pieces are not bad (and the Mortar can sometimes even hit the huge based models!); 2 man WGI CRAs are also nice for inflicting a few points of damage on models. The Gun Carriages are good at damaging opposing huge bases. Use the shooting to do some damage before you charge in with the Marauders makes a huge difference.
That said, I run Sorscha0 too, but mainly for the threat range increase. I'm still trying to choose between a Destroyer or a Rager for her jack, so she doesn't really help with the Focus issue for Vlad1's Marauders.
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igor
Junior Strategist
Posts: 122
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Post by igor on Oct 27, 2019 8:43:53 GMT
Thanks for the report. Too bad you couldnt get a point in earlier to prevent PoM winning 5-0 before attrition swung it your way. I have a question for you. How do you manage focus resources between S&P, the feat and the Marauders? In this matchup you can easily burn your feat on one Marauder removing a colossal but normally you'd probably want to keep it to get more jacks in. Do you find yourself not casting S&P to free up focus to hand out to jacks? If it isn't really bad manners to butt in, and it may be that igor does it really differently... Don't worry about butting in. One shouldn't underestimate the value of a good butt in. In addition, I basically agree with what you wrote. Anyway, here is a longer answer Marauders normally works wonders against huge bases. If we look at the Judicator it has 60 boxes, which is only rivalled by the Ghordson Earthdriller, and only surpassed by our own colossal. At ARM 19 is it on the normal for a huge base warjack. On average, the Marauder will do 30 point of damage on a charge attack against a huge base, and 27 on the rest of the attacks. A fully loaded Marauder charging would the do 34 points of damage against a Judicator. It obviously gets more fun under Vlad's feat and/or S&P. Here is a tabel summing up the expected damage output against a Judicator under different combinations: Attack | Charge | Walk | Charge+feat | Charge+S&P | Walk+S&P | Charge+feat+S&P | 1st free | 11 | 8 | 11 | 13 | 9 | 13 | 2nd free | 8 | 8 | 8 | 9 | 9 | 9 | 1st bought | 8 | 8 | 8 | 9 | 9 | 9 | 2nd bought | 8 | 8 | 8 | 9 | 9 | 9 | 3rd bought | | 8 | 8 | | 9 | 9 | Sum | 34 | 38 | 41 | 41 | 46 | 50 |
So, one Marauder with a bit of help can easily take out a Judicator. Basically only 10 boxes need to be removed. Here's looking at the Rocketeer. A single Rocketeer will do 5 points of damage against a Judicator (under S&P), and 3 without. So just two Rocketeers and a Marauder will take out a Judicator! It is not only the free charge, which is important. The whole double base SPD is where the real money is. I have been playing a lot of WGK under Irusk2 (see here for a few battle reports), using the same tripple Marauder. However, what was really lacking there was speed. Vlad fixes this. A Marauder can now threat 12", 14" if we somehow manage to get Boundless Charge on it as well. Blood Boon is our friend here. If Vlad can kill something, he can cast Boundless Charge for free (see here for a battle report including exactly that situation). I seems that the normal 8" threat of a Khador 'jack simply doesn't cut it. In particular in a world where ARM 20 base just isn't enough anymore. So to sum up. Vlad can feat, fill up one Marauder and add one to another one; and still cast S&P. This, of course requires a bit of lucky/clever positioning, and leaves him naked. But normally, the latter shouldn't be a problem if he is not too far ahead. In this particular game, there was basically only one threat that I needed to get rid off. That was the Judicator. So, I didn't mind burning the feat on a single 'jack. Vlad was also behind a wall, and not exposed to any charge danger. Also, as a general rule I approach Marauders from a German engineering perspective. I bring one Marauders, one for backup, and one for backup to the backup. Normally, I do not expect more than one (perhaps two with a bit of luck) to actually kill something large. I typically face 2 Interceptors or 2 Interceptors and a Vulcan and feating for just one Marauder removing one of three huge bases and then being outthreat for the rest of the game isnt great. This is hard. They typically out-range and out-gun Vlad and his happy bunch. Is such a situation there is a case for getting more that on 'jack to use the feat. However, the Inceptor only has 36 boxes and ARM 19. So, it can be killed by a Marauder only walking up to it without any bells and whistles; or by a charge without the feat. The Vulcan is comparable to the Judicator. I try to fit in S0 for BC but it really cuts into other options and I dont see how Vlad can do it all himself. If it isn't really bad manners to butt in, and it may be that igor does it really differently... That said, I run Sorscha0 too, but mainly for the threat range increase. I'm still trying to choose between a Destroyer or a Rager for her jack, so she doesn't really help with the Focus issue for Vlad1's Marauders.
I have been thinking a lot about how to get here onboard as well. It would definitely make Boundless Charge easier. She could also run a unit of Rifle Corps, perhaps along with Joe. That would make a pretty self contained group. So far, I haven't been able to make it work. I like the tripple Marauder, as well as double Gun Carriage. So, that doesn't live a lot of space. But one of these days
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Post by borderprince on Oct 27, 2019 9:48:16 GMT
I have been thinking a lot about how to get here onboard as well. It would definitely make Boundless Charge easier. She could also run a unit of Rifle Corps, perhaps along with Joe. That would make a pretty self contained group. So far, I haven't been able to make it work. I like the tripple Marauder, as well as double Gun Carriage. So, that doesn't live a lot of space. But one of these days You definitely have to trim the fat to get Sorscha0 in. I'm currently running:
Vlad1
-Marauder
-Marauder
-Marauder
-Adjunct
Max WGI +UA (free) + 1 rocket
Min WGRC + 3 rockets
Gun Carriage
Gun Carriage
Sorscha0
-Rager
It is seriously light on solos, and no Joe. Vlad1 can, I think, just about run WGK without Joe as you have the accuracy buff from S&P. I don't miss Tough much because I don't like to rely on it. You could lose the rocket from the WGI and either drop the WGRC to WGI or lose another rocket, to fit him in if you wanted.
The Rager's been decent and the Shield Guard has saved a Gun Carriage from Blind a couple of times, which has been really valuable. Given this list often plays into shooting heavy lists, the Shield Guard is currently tipping the Rager over the line against a Destroyer for Sorscha0. That said, Sorscha0 + WGRC + Destroyer is a very attractive firebase. The reason I didn't like that the one time I tried it was that Sorscha0 does need to be sufficiently far forward to supply Boundless Charge when you need it, and the rest of the shooting models really don't need to move up so much.
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Post by steeltitan on Oct 27, 2019 16:09:37 GMT
Thanks a lot for that data, that's very useful! With me having played Jaws pretty exclusively (not exactly known for its ranged output), I have to get used to the idea that you can actually put significant damage on something first from range before charging in your jack.
I do feel comforted by the fact Igor is playing the list against a variety of lists and not dying to use Sorscha per se. That means it's not as much of a must-include as I keep thinking, in the context of resources. Going up against Blind definitely adds to the value of having a Rager around though, but unless my regular opponent switches to Gearheart, I do hate paying the 10p tax. In a list full of shooting, does a Destroyer really add much? You can get a lot of nice stuff for 4 points.
My updated list looks like this:
Vlad - Marauder - Marauder - Marauder
Gun Carriage Gun Carriage
Min Rifle with 3x Rockets Min Rifles with 3x Rockets
Alexia 2
2x Kapitan (REQ 1) Joe (REQ 2) Field Gun (REQ 3)
I decided to drop the Adjunct and try a field gun instead. It's very match-up dependent (I wouldn't want to miss out on eyeless sight against my other regular opponents playing Trolls and his super annoying Stealth Bears), but I'm currently plagued by Admonition Counter Charge Toros and knocking them down sounds great.
The Kapitans look good to me. +2 RAT is solid on the GCs but infantry in terrain can still be too hard to hit but deviating on them will do just fine so the rerolls sound great. It also gives me two extra solos for contesting and scoring.
In my last three games, I LOVED Alexia2. "Unfortunately" she was full of souls every turn (from my own dudes) and I basically prevented my opponent scoring on my turn every turn (theoretically, I have to get better at positioning). You should really consider her.
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igor
Junior Strategist
Posts: 122
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Post by igor on Oct 27, 2019 18:39:52 GMT
Interesting twists to get Sorscha onboard. This is the best I came up with. What do you think?
Khador [Theme] Winter Guard Kommand
[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28] - Marauder [11] - Marauder [11] - Marauder [11] Kovnik Apprentice Kratikoff [0(4)] - Rager [10] Kovnik Jozef Grigorovich [0(4)] Winter Guard Infantry (min) [6] - Winter Guard Infantry Officer & Standard [0(4)] - Winter Guard Rocketeer (3) [6] Winter Guard Rifle Corps (min) [8] - Winter Guard Rocketeer (3) [6] Winter Guard Gun Carriage [17] Winter Guard Gun Carriage [17]
I would be unhappy about loosing Joe. Not so much for Courage of the Forefathers (tough); even though it sometimes comes in handy. I'm a big fan of For the Motherland. It makes the Rifle Corps hit above their weight. S&P and FtM makes them hit DEF 15 on the average, and DEF 17 if aiming. This is often important in particular for the Rocketeers since they can't combine. Also, Bear Strength (+4 STR) is not to be frown upon. This makes the average damage output for a Winter Guard charges a whooping 24! That actually makes them dangerous for enemy heavies.
The Infantry really needs the officer to get Reposition and sprays. I would probably prefer another Rifle Corps, but points are spare.
I think the Infantry should go with Vlad for Sacrificial Pawn. The Rifle Corps could go with Sorscha and her Rager as a self contained block. Joe will assist where needed.
The list will do fine on rectangular zones (seven options: four 'jacks, Vlad, and two Carriages), but purely on circular zones (three options: two units and Vlad) and flags (three options: Joe, Sorscha and Vlad). Compared to the existing list, where there are six options for controlling a rectangular zone (three 'jacks, Vlad, and two Carriages), five options for circular zones (four units and Vlad), and four options for flags (Joe, two Kapitans and Vlad).
I would really like to hear your experiences with your two versions including Sorscha.
For the Motherland.
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Post by borderprince on Oct 28, 2019 13:58:24 GMT
Experience with builds with Sorscha0. Worth bearing in mind that I deliberately built the list to be a close range shooting list for the most part. So if you're trying for more sit back and shoot WGK + Vlad1, the experience won't help. My personal view is that Khador struggles to produce a good gunline list. Yes Khadoran shooting is powerful, but there is only fairly limited anti-stealth/clouds tech unless you really build the list for it and this list isn't one of those. I'm generally planning on playing this into more shooty opponents, but it's meant to be fairly generalist.
1 - Scenario is a problem, especially circle zones. However, the hitting power and relative durability of the list does ameliorate this. You can at least contest with fairly tough models. For scenario play, I've found that my main anti-solo tech tends to be 2 man CRAs from the WGRC. POW12 under S&P threatens to box quite a few solos with one shot, and the CRA gets them to decent accuracy even without Joe. You do lose volume of fire by doing this. The Rager has helped with scenario play (discussed below).
2 - The extra 2" threat range from Sorscha0 can be really helpful in feat turn/pressuring your opponents to hold high value models back. Things like a Railless Interceptor can't move into spray range without risking being charged by a Marauder. That said, against some opponents you don't really need the extra distance on your jacks. Don't forget you can Boundless Charge the Gun Carriage if required.
3 - Sorscha0 is pretty squishy, a high value target and unlike Joe and your caster doesn't have Sac Pawn. Boundless Charge is fairly short-ranged, which is usually not an issue on feat turn, but it can be a problem later in the game. Unless your opponent has no shooting, you should have Fog of War up. Ambushers are not your friend. Similarly Acrobatic assassin type models (I am not looking forward to opposing Eliminators). Hutchuk gave me nightmares once (POW12 Brain Damage shot is likely to damage, and then there's no Boundless Charge), but flubbed for his opponent as he has often seemed to do for me. Make sure to protect her, but equally be willing to give her up if saving her will cost too much. If you've had a couple of Boundless Charges out of her, that might be all you're getting. As with Butcher1, a boosted Blunderbuss shot can be surprisingly useful in a pinch.
4 - With the Rager, I have low expectations of Sorscha0's jack. If I need the Shield Guard, it stays close to the models it needs to protect (often Sorscha0, but sometimes the Gun Carriage if there's some ranged Blind or other nasty status effects around - Hutchuk's Rust Bomb for example). If not, it can sit in a zone to either score or contest as appropriate, often just on the edge of Sorscha0's control area. Opposing models in the zone are subject to pot shots from the gun under S&P, often boosting to hit. Effective ARM20 is enough to make removing it from the zone a hassle, Fog of War gives it DEF13 against shooting (does sometimes make a difference) and the gun hits hard enough to be a nuisance.
The Rager's not meant to do much work, so rarely disappoints. Maybe kills a solo or a few troopers over the game. But it can be enough of a nuisance to cause opponents to run troopers in to tie it up (happened a couple of times now). Turns out MAT6 melee with S&P is actually OK to deal with the lots of the kind of models that run to jam, and the Rager can have 4 melee attacks just from Power Up focus. But it's only OK. As with much in life, the key to happiness is low expectations - then things can only get better.
The couple of times I used a Destroyer it wasn't that different for scenario purposes, but could reach out and touch things that are further away. That was handy, but not essential, especially as most of the rest of the list is moving up into closer ranges.
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igor
Junior Strategist
Posts: 122
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Post by igor on Nov 4, 2019 16:22:18 GMT
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Post by borderprince on Nov 5, 2019 20:52:15 GMT
Nicely done. A good reminder that you don't always want/need to use Vlad1's feat for a massive alpha strike.
Quick question/request for clarification - when the Gun Carriage was tied up in melee, did you use Ton of Bricks to start slamming things? I can't tell from the photos, and I didn't see a mention of it, but would it have helped?
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igor
Junior Strategist
Posts: 122
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Post by igor on Nov 6, 2019 8:03:26 GMT
Nicely done. A good reminder that you don't always want/need to use Vlad1's feat for a massive alpha strike.
Quick question/request for clarification - when the Gun Carriage was tied up in melee, did you use Ton of Bricks to start slamming things? I can't tell from the photos, and I didn't see a mention of it, but would it have helped?
Thank you. As I use Vlad more and more I discover that his feat plays many roll. Of the top of my head there is clearly the alpha-strike; but also, as seen here, a positioning or scenario pressure tool; last, but not least it also works as a deterrent to keep, in particular huge-bases honest (I have a battle report against Retribution coming up that demonstrates this). I did not use Ton of Bricks, as there is an unfortunate almost Skornegy. Here goes: 1) A carriage is a Cavalry model, so it is allowed to do initial attack with its Mounts (p. 75, Prime Rules MK3). 2) However, a Cavalry model cannot make initial attacks when it chooses to do impacts (ibid.) 3) As a general rule Crushing Weight allows a carriage to make Impact Attacks when moving less than 3". The implicit assumption is that charge attacks follow the same idea. However, it does not say that it can make Charge Attacks. 4) Trampling Hooves tells us that a carriage can make Charge Attacks with its mount. 2) However, a Charge Attack requires a move of at least 3" (p. 31, ibid.). So, if we charge a Gun Carriage to make any number of Impact Attacks and move less than 3", it looses its initial Mount Attack; if there is less that 3", and we want to make initial attacks only a move should be made, and alas no Impact Attacks. So, in this case I needed to do impact attacks, and as there were less that 3" I did a charge but no charge attack, thus no slam. Personally I think PP could ease up the Crushing Weight rule. I did play it like it could make its slam attack irregardless of moved distance for a long time. It turns out I was wrong.
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Post by auraco on Nov 6, 2019 12:01:52 GMT
Nicely done. A good reminder that you don't always want/need to use Vlad1's feat for a massive alpha strike.
Quick question/request for clarification - when the Gun Carriage was tied up in melee, did you use Ton of Bricks to start slamming things? I can't tell from the photos, and I didn't see a mention of it, but would it have helped?
Thank you. As I use Vlad more and more I discover that his feat plays many roll. Of the top of my head there is clearly the alpha-strike; but also, as seen here, a positioning or scenario pressure tool; last, but not least it also works as a deterrent to keep, in particular huge-bases honest (I have a battle report against Retribution coming up that demonstrates this). I did not use Ton of Bricks, as there is an unfortunate almost Skornegy. Here goes: 1) A carriage is a Cavalry model, so it is allowed to do initial attack with its Mounts (p. 75, Prime Rules MK3). 2) However, a Cavalry model cannot make initial attacks when it chooses to do impacts (ibid.) 3) As a general rule Crushing Weight allows a carriage to make Impact Attacks when moving less than 3". The implicit assumption is that charge attacks follow the same idea. However, it does not say that it can make Charge Attacks. 4) Trampling Hooves tells us that a carriage can make Charge Attacks with its mount. 2) However, a Charge Attack requires a move of at least 3" (p. 31, ibid.). So, if we charge a Gun Carriage to make any number of Impact Attacks and move less than 3", it looses its initial Mount Attack; if there is less that 3", and we want to make initial attacks only a move should be made, and alas no Impact Attacks. So, in this case I needed to do impact attacks, and as there were less that 3" I did a charge but no charge attack, thus no slam. Personally I think PP could ease up the Crushing Weight rule. I did play it like it could make its slam attack irregardless of moved distance for a long time. It turns out I was wrong. I'm pretty sure that's not how it works. There is no such thing as a cavalry model not being able to do initial attack when it's using it's doing impact attacks. Crushing weight isn't linked to the charge attack itself, it just means that if you declare a charge against something you can do impact attack without the 3'' buildup, you could declare a charge against something in your melee range at the begining of the gun carriage activation and still get your impact attack. Your charge attack would not get the boosted cavalry attack roll or the boosted damage roll, but you'd still be able to do the impact hit with line breaker as a normal impact attack. I'm not sure exactly which rule you're refering to when saying it can't slam regardless of the distance moved, because Ton of bricks is pretty clear that if the attack is not an impact hit, it will slam, so even if the gun carriage did not move it can still slam with it's mount attack on anything that is not an impact attack. There is no skornergy here, I think you might be misinterpreting some rules if you find that model skornergic.
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igor
Junior Strategist
Posts: 122
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Post by igor on Nov 6, 2019 13:34:34 GMT
I'm pretty sure that's not how it works. There are few things that would make me happier that knowing that it is not how it works. Let me try to recap what I have been told. I have been trying to argument that this is not how it works, but so far I have lost. So the argument is as follows (if I understood it correctly): 1) A Gun Carriage is a Cavalry model" A cavalry model using its Combat Action for melee attacks can make one initial attack with its Mount just as with any other melee weapon." [p. 76, Prime Digest]. This would be the normal case. 2) A Cavalry model making impact affects the melee capabilities." A cavalry model cannot make an initial melee attack with its Mount during an activation it charged. Instead, a charging cavalry model uses its Mount to make impact attacks." [ibid.]. So, if it does impact there is no melee. " It cannot make further impact attacks during this charge. If the charging cavalry model did not move at least 3 ̋ before contacting the other model, it does not make any impact attacks and must stop its movement at that point." [ibid]. Only one time during activation and at least a 3" move. Crushing Weight fixes the 3" and the only once problem as it: " When it charges, this model is not required to move at least 3˝ to make impact attacks. Instead of making impact attacks only once, this model can make impact attacks each time it contacts a model for the first time during its charge." [Card] So far a Carriage can make any number of impact attacks even if it Charges less than 3". 3) A charge with less that 3" allows for any number of impacts, but no charge attack" A charging model that is engaging its charge target at the end of its charge movement has made a successful charge. The charging model must use its Combat Action to make either initial melee attacks or a special attack with a melee weapon." [p. 31, Prime Digest]. So, it the Carriage arrives it can do melee attacks. Normally, the mount will not be able to do melee as it has already done impact (2, above). However, Trampling Hooves says: " This model can make charge attacks with this weapon in addition to making impact attacks." [Card]. So we are still good. The Carriage gets to make a Charge Attack despite having made Impact Attacks. However, the rule book says: " If the charging model advanced at least 3", its first attack with a melee weapon targeting the model it charged is a charge attack." (original emphasis) [p. 31, Prime Digest]. Also: " If a charging model moved less than 3", its first attack with a melee weapon is not a charge attack." [ibid.] Here is the caveat. Trampling Hooves only says that the Carriage gets to do Charge Attacks. However, if it did not move 3" it is not a Charge Attack. It basically sums up to: If it wants to slam it should go at least 3" (and charge). It can do as many impacts as it want on the way. Or moving less that 3" gives no impacts but a slam. This is where I ran out of counter arguments. I will be really happy to have a counter argument.
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Post by borderprince on Nov 6, 2019 16:04:44 GMT
I'm pretty sure that's not how it works. There are few things that would make me happier that knowing that it is not how it works. Let me try to recap what I have been told. I have been trying to argument that this is not how it works, but so far I have lost. So the argument is as follows (if I understood it correctly): 1) A Gun Carriage is a Cavalry model" A cavalry model using its Combat Action for melee attacks can make one initial attack with its Mount just as with any other melee weapon." [p. 76, Prime Digest]. This would be the normal case. 2) A Cavalry model making impact affects the melee capabilities." A cavalry model cannot make an initial melee attack with its Mount during an activation it charged. Instead, a charging cavalry model uses its Mount to make impact attacks." [ibid.]. So, if it does impact there is no melee. " It cannot make further impact attacks during this charge. If the charging cavalry model did not move at least 3 ̋ before contacting the other model, it does not make any impact attacks and must stop its movement at that point." [ibid]. Only one time during activation and at least a 3" move. Crushing Weight fixes the 3" and the only once problem as it: " When it charges, this model is not required to move at least 3˝ to make impact attacks. Instead of making impact attacks only once, this model can make impact attacks each time it contacts a model for the first time during its charge." [Card] So far a Carriage can make any number of impact attacks even if it Charges less than 3". 3) A charge with less that 3" allows for any number of impacts, but no charge attack" A charging model that is engaging its charge target at the end of its charge movement has made a successful charge. The charging model must use its Combat Action to make either initial melee attacks or a special attack with a melee weapon." [p. 31, Prime Digest]. So, it the Carriage arrives it can do melee attacks. Normally, the mount will not be able to do melee as it has already done impact (2, above). However, Trampling Hooves says: " This model can make charge attacks with this weapon in addition to making impact attacks." [Card]. So we are still good. The Carriage gets to make a Charge Attack despite having made Impact Attacks. However, the rule book says: " If the charging model advanced at least 3", its first attack with a melee weapon targeting the model it charged is a charge attack." (original emphasis) [p. 31, Prime Digest]. Also: " If a charging model moved less than 3", its first attack with a melee weapon is not a charge attack." [ibid.] Here is the caveat. Trampling Hooves only says that the Carriage gets to do Charge Attacks. However, if it did not move 3" it is not a Charge Attack. It basically sums up to: If it wants to slam it should go at least 3" (and charge). It can do as many impacts as it want on the way. Or moving less that 3" gives no impacts but a slam. This is where I ran out of counter arguments. I will be really happy to have a counter argument. I think you're right.
I actually hadn't appreciated you were making impact attacks in the report, which then opened this whole can of worms.
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igor
Junior Strategist
Posts: 122
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Post by igor on Nov 18, 2019 7:27:03 GMT
Orsus (in his 3rd incarnation) has gone into one of his tantrums. He is convinced that Vlad and his Winter Guards are not loyal to the Empress. I guess he haven't heard about the engagement - or perhaps he has... Vlad contains the tantrum by demonstrating how to apply a Gun Carriage as a sneaky assassination tool. You can read all about it here: greylordarchives.blogspot.com/2019/11/vladimir-tzepesci-dark-prince-vlad1-vs_18.htmlUntil next time. For the Motherland!
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Post by borderprince on Nov 19, 2019 5:53:58 GMT
Not often you think of a mass of metal and charging horses as "stealthy"!
Well played.
The wall obviously really helped, but focusing on the knockdown potential on the list was a really good idea. I do regret having lost the Field guns from my list.
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