Adventure
09 Free Companies on a War Footing
Background
Going into this session, I'm 3-0 undefeated on this adventure. I've decided to use the same setup (http://www.boardgamegeek.com/thread/141535) I'd used previously that earned me a big 6-2 victory. The only difference is previously I'd thought Hill Giant costs 2 levels on the War Council where infact it only costs 1 level. This allow me to choose L2 Cleric, which is important for this map as there are so many Hills and Forests.
Players Set Up
Me:
Burgundy (Pennant)
L3 Commander, L1 Hill Giant, L2 Cleric
Opponent:
d'Armagnac party (Standard)
L1 Commander, L3 Wizard, L2 something else I can't remember
The Plan
1. Run my Goblinoids.
The Iron Dwarves vs Goblinoids side is not going to be pretty. I have to avoid confrontation as much as possible.
2. Stronghold.
Stronghold was placed near Goblinoid side to provide Bold. This was done in hope of reducing casualties lost to Flags/Panic Loss, as well as keeping the line.
3. Hill Giant's Rock Pile.
The Rock Pile was put in range of the starting Dwarves as well as center's heavy infantry. This was done to force my opponent to advance his troops. On top of that, the left flank was not a good place to put the Rock Pile since that area was mostly blocked by terrains.
The Early Game - Change of Plan
I tried but couldn't get hold of any advance or green banner command cards to move my Goblinoids. Instead, a break in the support line on my opponent's right flank attracted my attention. I rallied my forces on my left flank, determined to cause major wreckage.
The Mid-Game
I was lucky to secure the Hill Rumble card, which was very important in this map. Together with my cavalries and other forces, I wiped out the opponent's entire right flank (my left flank).
My opponent had problems countering my moves as he was only L1 commander. A very bad disadvantage, we agreed later, when I had L3.
On my right flank, my combination of Hill Giant, Stronghold, and supported Goblinoids held their grounds against the Iron Dwarves. By then it was already 4 - 0 against my opponent.

The End Game
The carnage on the left flank was brutal. A lone blue banner infantry unit was last seen running away from the massacre screaming.
"Oh My God! Oh My God! Somebody Help!!!"
It too, was brought down soon in the most savage manner.
At the point of dispair, my opponent finally conducted a mass assult on my Goblinoids. He took down one, but I struck back with a vengence and scored the final banner.
Final Score
6 - 1
Final Words
This was a really quick game of total ownage. We tried to disect what happened and came down to the following:
1. Levels in Commander. A L3 vs L1 round-up showed us the importance of the Commander. In fact, I had played in another game where I tried L0 just to test out the importance of the Commander. Let's just say the result ain't pretty.
2. Cleric. This map requires Cleric, period. Going into the game without one is going to be really bad, and I wish you have your collection of Dispels at hand.
3. Iron Dwarves. The Iron Dwarves are too strong not to utilize. The failure to bring them into play until too late in the game is probably the major factor.
4. Magic Pentacle. Opponent didn't use this fully. I had played in another game where my opponent (another person) put a Green Banner on it in round one and was never out of Lore to throw funny stuffs at me. L3 Wizard is not a force to be reckon with.
I guess the 6 - 1 result sets a new record for me. I don't think it will be matched anytime soon.
\(^_^)/




























