Saturday, 29 January 2011

The Hunt Begins: Turn 7-9

1) With the Witch King having broken through the defensive line of Dunedain, the next few turns were more a race as a hoard of persuers chased him. A string of failed courage checks stopped the Dunedain from bringing their numbers to bear.

2) A reinforcement arrived and moved to intercept the other Nazgul. Although the Dunedain was beaten off in combat, the Nazgul was still obliged to lose one point of Will. This meant that the second Ringwraith was banished and the Dunedain had won!

At this point the game would normally have ended, but as it was part of a campaign it was important to see if the Witch King would lose much more Will before he escaped.

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