The Mumakil in The Fallen Realms Army is the only formation that has this special rule. Once again, the good armies do not get any equivalent characters with it, unfortunately.
The first thing to notice is that it has the same ranges as the Extremely Hard to Kill! rule, it just has the additional effect of removing crew members (thusly reducing its capability to Shoot during the Shoot Phase and increasing its probability of Stampeding) as wound counters are applied to the Mumakil.
STEP-BY-STEP EXAMPLE OF THE FIGHT
Round 1:
Priority Phase
Gondor rolls a 1 and the Mumak rolls a 2. The Mumak Wins Priority for the Round.
It is now Good's turn to move. Formation 2 decides that they want to expand their frontage so that the inevitable charge from the Mumak will not be as devastating - however since the Mumak is within 6" of Formation 2, they have their Move Value halved and can only move 3". To reconfigure to a 3x2 configuration from the 2x2 would require a move of 4.93" ... so that's not possible; and to go to a 4x1 configuration from the 2x2 would also require a move of 4.93", so that's not possible, either. Guess they have to stay the way they are configured ... As for rotating ... as a 2x2 configuration with a 3" Move value, we could rotate clock-wise or counter-clock-wise 37.45-degrees - maybe a counter-clock-wise rotation would be the best move. Here's hoping! Formation 1 decided to rotate 45-degrees clock-wise so that Legolas can have Line-of-Sight to the Mumak. This uses up 3.49" of their movement value - so they have 2.51" left for translational movement. They move forward toward the Mumak the remaining distance.
Shoot Phase
The Mumak decides it is going to charge Formation 2. He rolls a 5 for the Charge - so the charge is successful. Having been charged by a Monster with Terror, Formation 2 rolls their courage test: 1 & 3. Adding their courage of 3 gives 7 ... not enough - so Formation 2 is reduced to Fight 0 for the remainder of the turn. Formation 1 nominates the Command Company with Legolas as the Spearhead and measures the distance to the Mumak - 7.57" ... meaning they will need to roll a 6 to reach him. They roll for the Mumak's Terror: 2 & 4. Adding Legolas' Courage of 6 gives 12 ... so that's a Pass. For the charge they roll a 5 ... Legolas uses another point of Might to adjust it up to a 6 (plus now it's an Unstoppable Charge!)... Legolas is now at 1 Might Point remaining, and the charge is successful - hopefully it will be enough with the Mumak's Resilience still reduced during the Fight Phase. Since the Mumak is being charged by a company with Terror (due to Legolas providing it via the Bestow Terror Special Rule) the Mumak rolls its Courage Test: 4 & 1 ... adding the Mumak's Courage Value gives 9 ... LOL ... the Mumak is Fight 0 for the turn, too! (Bad day Mr. Mumak!)
Fight Phase
OK, Good's turn to Fight ... Formation 1 has Striking Order (Cavalry) so they get to attack next. The Command Company has a Fight of 6 from Legolas - so against the Fight of 0 that the Mumak has this turn that means that they get 8 dice for Attack Value (fighting directly) + 6 for the difference in Fight Value (Battle Skill) + 1 for Charging + D3 (rolled a 3 ... therefore +2) for the Unstoppable Charge. That is 17 dice from Company 1 ... Company 2 is also fighting directly so they give 8 dice for their Attack Value (fighting directly) + 3 for the difference in Fight Value (Battle Skill) + 1 for Charging + D3 (roll a 2 ... therefore +1) for the Unstoppable Charge. That's 13 dice from Company 2. Companies 3 and 4 are support - so they provide 1 die each and 2D3 dice for their Unstoppable Charge. Company 3 gets a 4 ... so +2 more dice and Company 4 gets a 1 ... so +1 more dice. So, the grand total of dice from Formation 1 is: 17+13+3+2= 35 dice. Strength 3 against Defense 8 needs 6/4's to Hit. Let's see what the 35 dice produce: 6, 1, 6, 3, 4, 4, 1, 6, 1, 1, 5, 4, 6, 5, 4, 3, 1, 2, 1, 6, 1, 5, 5, 6, 1, 6, 6, 5, 5, 5, 1, 3, 4, 3, & 2. There are eight 6's - rerolling them (needing 4+'s) gives: 6, 5, 2, 2, 5, 1, 4, & 6) - that's 5 rolls on the Ridiculously Hard to Kill! table (since the Mumak has a Resilience of 1 still due to Legolas' Crippling Shot during the Shoot Phase). Here we go ... First roll on the table is a 4 - adding the 3 counters gives a 7: Flesh Wound (another dead crewman and another counter - 9 crew remaining and 4 counters, so far). Second roll on the table is a 3 - adding the 4 counters gives a 7, again: Flesh Wound (another dead crewman and another counter - 8 crew remaining and 5 counters, so far). Third roll is a 1 - adding the 5 counters gives a 6: Flesh Wound (dead crewman and another counter - 7 crew remaining and 6 counters, so far). Fourth roll is a 1 - adding the 6 counters is a 7: Flesh Wound (dead crewman and another counter - 6 crew remaining and 7 counters). Fifth roll is a 3 - adding the 7 counters gives 10: Debilitating Strike (2 crew are slain and 2 more wound counters - 4 crew remaining and 9 counters, now). Fifth, and final, roll is 4 - adding the 9 counters is 13: Devastating Wound (3 crew dead and 3 counters - 1 crew remains ...so much for the Shooting capability of The Crew special rule for the Mumak, now ... and he has 12 counters on him, now). Holy Cow! Go Crippling Shot!
Now for Formation 2's turn. Formation 2 has one company this is fighting directly and 2 support. That 8 dice (for Attack Value) + 0 (for Battle Skill) + 1 (for support from company 2) + 1 (for support from company 3) = 10 dice. They also need 6/4's to Hit: 4, 2, 1, 5, 2, 2, 4, 5, 3, & 6. They got one 6 - re-rolling the 6 (needing 4+) they roll a 5. One roll on the Mumak's table. They roll a 4 adding the 12 counters gives 16: Devastating Wound (3 crew dead and 3 counters - 0 crew remains and that gives 15 total counters on the Mumak).
Fight Results
[** Recall that we modified the Determine Victor Rule back in Part 2/5 **] The Mumak inflicted 21 wounds. Good added 15 counters to the Mumak. This means that the Mumak wins the fight and both Good Formations have to fall back 1" and take a Panic Test.
Formation 2 rolls a 1 and experience an Onset of Dismay - rolling for the Courage Test: 2 & 2 - adding their Courage Value of 3 gives 7 (Failed by 3 ... 3 more additional casualties to Formation 2) and they are also Disordered.
Formation 1 rolls a 1 (son-of-a-!) and experience an Onset of Dismay - rolling for the Courage Test: 1 & 1 (are you kidding me?) adding their Courage Value of 6 (from Legolas) gives 8 (Failed by 2 ... 2 more additional casualties to Formation 1) and they are also Disordered.
So, this is what we have at the end of Round 1 - that was rather bloody! Three full companies of Minas Tirith Warriors are gone and the Mumak barely survives with 15 Wound Counters on him.
Also, since the Mumak received 1+ wound counters this turn and since he has no crew members alive, this means that during Round 2+ he is going to Stampede! This should be interesting ... I suspect that Legolas is going to do another Epic Shot - so it's going to be lights out for the Mumak in Round 2.
Round 2:
Priority Phase
Gondor rolls a 3 and the Mumak rolls a 3. It is a tie, so both sides re-roll. Gondor rolls a 5 and the Mumak rolls a 2, so Gondor wins Priority for the Round.
Move Phase
Shoot Phase
Now that the Mumak has run off Legolas cannot do an About Face! to shoot the Mumak. Also, since all the crewmen of the Mumak are dead, there is no Shoot Phase.
Charge Phase
No one is within charge range distance, so there is no Charge Phase for Round 2.
Fight Phase
No one is in contact, so there is no Fight Phase for Round 2.
Round 3:
Priority Phase
Gondor rolls a 4 and the Mumak rolls a 2, so Gondor wins Priority for the Round.
Move Phase
Shoot Phase
Legolas measures the distance to the Mumak ... 11.4" - just within the 12" range of Epic Shot ... Perfect! Legolas is going to use his Crippling Shot again (just to make sure that his Epic Shot doesn't get a 1 on the D6 against the Mumak's Resilience of 2). He rolls a 5, reducing the Mumak's Resilience to 1 and expends his last point of Might to perform an Epic Shot. Rolling the D6 for the number of hits gives a 5 - which means 5 automatic rolls against the Ridiculously Hard to Kill! table. For the first roll, Gondor rolls a 5 - adding the 15 wound counters gives 20 … delivering the final Death Blow to the Mumak.
FINAL ANALYSIS
The Mumak took out a total of 29 Warriors in just the one Round that it was fighting (that's 45% of the total) - so if Legolas wasn't there to cause so much damage with the Crippling Shot, he could have taken out the 2 formations in possibly 2-3 Rounds. Maybe it would have been wiser to initially have the Mumak attack Legolas' Formation (not the command company directly since they have Terror, but the company to the left of the command company). But then would Legolas just react to that by simply jumping to the other formation and rinse-and-repeat what happened above... Interesting!
That was fun!
Hopefully you can see that even though a Monster is Ridiculously Hard to Kill does not mean that it is not able to be destroyed - and proper army participation of heroes, engagement, and a little bit luck help a lot!
LINKS TO OTHER PARTS OF THE HARD TO KILL SERIES
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