I want to try out
dialogue-window-thingie that I saw in other Codex LP’s, just for additional flavor (only during combat). If they annoy you or smth, don’t be shy to say so. I also made the screenshots more lightweight, hope it won’t affect the quality.
* * *
Caelum’s formations look interesting.
Several squads with combined units. Not what I would do in their shoes, but still.
Our circle looks gud, even without zombies.
Vanghuhaha’s Fravashi casts Air Shield. Fravashi is this thing:
It may or may not appear near some commanders of EA Caelum (and some other nations, like Ragha, if I understand it correctly) during battle. They can’t be scripted, and are unreliable at best.
Seraphine Deanica (kinda simple name for Caelum, eh?) casts Sermon of Courage on a mammoth squad, raising their morale a bit. Good call. No point in targeting lizzurds – they are beyond any help.
Blind bitch Vahagahata casts Blessing. Most of holy spells have precision 100, so you can’t really miss them too much, even when you don’t have precision at all.
For those who forgot already: Caelum’s blessing grants +5 Undying; +3 Defence. Their sacred troops are scattered among separate squads, so most of them will charge without Amrav’s blessing.
Archer squads shoot our decoys, no surprise here.
They missed. Humans of Helheim can’t even pray right, but at least they are lucky.
Non-flying units of Caelum move a bit. The flying ones stay in place – they were obviously given “Hold and Attack” order.
Meanwhile, our skalds begin raising dead, and our Vanjarls enter Sabbath by sacrificing virgins from the capital.
Vanjarls drop down with 140 fatigue, no less. Communion/Sabbath slaves will die if their fatigue exceeds 200, but it shouldn’t be the case in this battle. If I calculated right, Vanjarls will recover slowly each turn unitl turn 6 (then AI will take control over Grimwulf, and only Illwinter knows what spells he shall cast).
Everything seems to go according to initial plan, when suddenly Royal Skalds begin to cast Raise Skeletons, instead of Raise Dead.
That isn’t good. Skeletons are only slightly better than zombies (it all depends on equipment, which is semi-random in both cases), but they come in much lesser numbers. Only three instead of ten. This is bad.
I’m not totally sure why it happened. I know that Raise Dead spell is affected by the amount of unburied corpses in the current province. Which should be decent, considering recent Caelum attack, their constantly dying units, BoT that kills population, my Death 3 scale, etc. Oh, well. I guess the province has ran out of corpses, and stupid me for not paying attention.
Gotta make us some fresh corpses asap! But before that, mass buffing from Crispy and Andhaira.
Thankfully, both spells landed almost in the middle of the circle, affecting most of our infantry and giving them +3 to protection and +4 to strength.
Grimravy enters Sabbath, finishing the ritual. All royal skalds made their turn, summoning what was availiable. Our current circle looks like this:
Undead chaff will move ahead a little, but their low speed (and more summoning during turn 2) won’t break the circle much.
Now it’s time for my WILD BET: the archers. Thrilling, isn’t it? (inb4: no.)
Two arrows from magical longbows pierce the air with a sweet sound of death. Did they connect?
Of course they did! MORE SO, Valescere’s shot was so lucky, the wounded mammoth got a Battle Fright affliction. Which made his already low morale equal…
Minus fucking one.
Both ArtB and Valescere didn’t move an inch while shooting, so they should be safe inside the circle when Caelum attacks. We’ll see.
Commencing turn 2! Fravashi casts Astral Shield, while both Seraphines cast Sermons of Courage.
Mammoth with -1 morale has now 0. Argh.
Enemy arrows incoming.
And they missed (ok, one arrow connected with 0 dmg).
The wolves are the fastest non-flying units of Caelum. They missed our provoker and went for the circle. Except for one wolf that fell behind. Why? Coz he’s too old for this crap.
Royal Skalds have gone wild. Now they cast whatever undead summoning spells they want.
Astral Shield doesn’t guarantee immunity vs Caelum attacks, but it should keep the Vanjarls alive until they will be totally surrounded. Which hopefully won’t happen.
All Vanjarls now have 137 fatigue (last turn it was 140). We are doing fine.
Svartalves buff a bunch of armed zombies.
Huskarls throw javelins at wolves, making some good connects. Valescere and ArtB fire another one.
This time Valescere’s arrow did only 3 damage without any additional afflictions, but at least it has hit the same mammoth as last time. ArtB landed a solid shot, inflicting 16 dmg and Diseased affliction.
Here comes more Sermons of Courage. Shit is about to get serious.
No more fucking around. The battle has begun.
Most of our Helkarls have 89 fatigue because of casting Animate Skeleton on turn 2, so they are able to protect themselves. Svartalves have 90 fatigue. Hopefully, Andhaira will manage to cast Terror before he’ll be slaughtered.
The wolves are routing already. Javelins did a good job.
Another barrage of arrows.
Once again, they were targeting our decoys. Notice how none of the flying infantry targeted them, btw.
All arrows missed, except for one. One arrow connected. The wound was fatal.
Birdmen attempt to kill us all. Human serfs can’t defend as well as Vanir, but that’s no surprise.
Andhaira didn’t get a chance to cast Terror, unfortunately. What a waste of death gem.
Caelum fails to deliver a decent hit upon any Vanir. They mostly fight with undead, just as I was hoping.
Mammoths, lizzurds and tribal archers moved closer.
… Actually, I noticed one very stupid thing on AI’s part right now. Mammoths and tribal archers are placed in the same squad. Not only it makes mammoths undisciplined (auto-skirmish formation, -2 penalty to morale), but also lowers their speed from native 16 to tribal archers’ 11. Mammoths would move
much faster on their own, and wouldn’t have a morale penalty too. Guess I’m lucky, after all?
Also, I believe that tribal archers will never use missile weapons if they are in one squad with melee-only units. Probably that’s why they didn’t fire a single arrow throughout the battle.
Airya temple guards move in their own squad, in line formation. They are reasonably strong, but too slow for Caelum’s usual pace.
Under Grimwulf’s blessing, combined with Svartalves buffs, every Vanherse turns into killing machine.
And now I am glad that most of Helkarls aren’t unconscious. Perhaps it’s not so bad they didn’t follow the script. Pretty much EVERY Vanherse and Helkarl managed to kill a birdman or two during this turn. This insane strength boost (+2 from blessing, +4 from buff) has most surely compensated the only weakness of Vanir: relatively low dmg output. Now they one-shot everything.
Helkarls who can’t reach any birdman in melee follow the script (cast Frighten spell).
Power up the bass cannon. FIRE!
Leeching Darkness awkwardly targeted the center of our own circle. That will probably kill some serfs, but meh. At least any birdman who enters the “Inner Sanctum” will face most horrible death. Our Vanir should be fine, since they have decent MR 14-15. Commanders have much more.
Crispy did much better, I’ll give him that. Turns out, he’s not just talk, but can also put his dick into those feathery butts, when needed.
His Terror spell affected a lot of those sorry losers, most of the affected are at negative morale now. -1, -2, even -3.
Now he is unconscious. Hold on there, Crisp. Helheim needs little sinister fuckers like you.
As you may remember, our 20 huskarls were given “hold and attack” order, which makes their attack begin right about… now.
Since half of Caelum units (not too powerful to begin with) are afflicted because of starvation, our huskarls don’t have any problems in landing precise and powerful hits upon them. Damn, this battle goes unexpectedly good so far.
Valescere is currently fighting with rather powerful Airya Infantry (no afflictions, exp. level 1, but has morale 0 due to Crispy’s Terror).
Crazy Brave Van Scout attempts to hit the birdman, but misses.
Heh, the poor fellow enlisted in scouts, expecting to roam across the world unnoticed. Can’t be sure about anything here in Helheim. Hope you’ll make it through this alive.
Undead horde attacks, doing relatively little damage, and killing the most wounded and afflicted ones.
ArtB fires an arrow at the same mammoth he shot last time.
Doing only 5 damage this time, no new afflictions. The beast still has 27 hp left. Seems like we won’t be able to force them into routing, after all.
Leeching Darkness check (this spell doesn't do any damage immidiately, instead all units standing in the cloud by the end of the turn must pass MR check or receive damage). Legless serf warrior, Crispy’s personal bodyguard, died. He was
standing crawling in that cloud, protecting Crispy with his life. Unfortunately, Crispy was unconscious at the moment, and couldn’t react to his death. But who knows what he was dreaming about?
Our other units were unaffected by Leeching Darkness. Where is your math now, lizzurds?
Seraphines continue casting Sermons of Courage. This time on archers, coz all the others are out of range.
Terror spell didn’t go unnoticed. The whole squad (or was it several?) retreated. Including Airya Infantryman that was about to attack Valescere.
Crispy, you scary sinister motherfucker.
It may seem like our decoy guys retreat, but in fact they are attacking the closest enemy, which are birdmen behind them. But one of them is rather nervous indeed.
The battle rages on. The hill to the north of our circle is clusterfucked with birdmen and undead. They are killing each other with passion.
Some of our Helkarls got hit as well. Why did I script them into fainting? That was rather stupid on my part. One Raise Dead should have been enough, as it seems.
More undead dies, some serfs die as well. Lots of Vanir get hit, all of a sudden, one Helkarl is at negative hp and bleeding out. Random birdman retreats (probably last survivor of some small squad).
As you can see, second wave is coming, and we haven’t dealt with first one yet. When those Spire Horn Archers will run of arrows (each has 12 arrows, for 12 turns), they will engage in combat too. We may consider them third wave, since they have large numbers and half-decent ice knives.
Yeah. Too damn close they are.
You, serf warrior! I will assign you to bodyguard duty for your bravery after this! Just… FUCK
Caelum archers finally got him. The guy almost made it back to our ranks.
I’ve had enough of this bullshit. SKALDS!
Some cast Steal Breath, some cast Frighten, others are unconscious or fighting in melee. The Real Good Thing is that Steal Breath spells were targeted at mammoths (the two closest ones). I swear to myself, I want them to FALL so bad.
No. I will not stand idly by while MAMMOTHS attack my hold and trample my people! EAT THIS!
I want to see how you’ll like it with that pathetic MR of yours. More Steal Breath from Skalds, targeting front mammoths. Excellent.
Vanir and human infantry makes another charge, dealing major damage.
If only that useless Andhaira managed to cast one more Terror, all those birdmen would probably have routed by now.
Vanjarls have 131 fatigue. Shouldn’t worry about them dying (at least I’m still able to do simple calculations). Crispy has 104.
Undead deal some damage, nothing major though. Several zombies charge into mammoths.
I’m glad that all of us pay attention to upcoming second wave, even brainless undead. We must eliminate this threat before it’s too late.
Both Van Scouts fight in melee this turn. Valescere fights crippled Iceclad (protection 19 is a bitch), ArtB faces ordinary Raptorian Militia. These guys are rockstars of this battle, I kid you not.
Wanna know why? Because they enlisted early on. (a moment of propaganda)
Leeching Darkness check.
This time I failed the check too (with fucking MR 22). Only 2 points of damage, I’m totally fine.
Can’t say the same about one of the serfs, left with 1 hp, limping and weakened. Some poor fuckers from Caelum got scratched and afflicted, one tribal archer was killed. Nothing major. Sigh. Should have casted Terror like Crisp.
Turn 5 already. Blind bitch casts Sermon of Courage upon herself, heh.
A LARGE portion of Caelum infantry routs.
Some stay and fight, but look rather miserable.
Suddenly, ANOTHER large portion retreats.
NOW we’re totally ready to face second wave.
The only, hm,
issue left is a bunch of elite iceclads (not wounded, not afflicted, not even starving – top notch of Vashamasha army).
They are pretty dangerous, but thankfully low in numbers. We can handle them.
Caelum archers miss.
Crispy is at 99 fatigue, so he should be able to reanimate some fresh zombies next turn (this turn he just recovered).
Mammoth trampling (just like any other trampling) isn’t reported in message screen, so it’s hard to capture mammoth attacks. The one in the front trampled all undead around.
All mammoths come at critically close distance, trampling undead on their way. One of them gained 99 fatigue (trampling hits fatigue like crazy), another one is shot by two skalds with Steal Breath. He falls down with thundering sound, breathless (127 fatigue).
The new Leeching Darkness hits second half of the second wave. I’m pretty damn accurate, if I dare say so myself. Of course I dare! I’m a freakin’ god.
Huskarls and serfs are mostly fighting iceclads this turn, and take them down slowly, bit by bit.
Some of our troops went for mammoths already, starting with the fallen one.
Btw, another mammoth is currently lying down in that cloud with 133 fatigue (was hit by Steal Breath). That’s two down. Four to go. Huskarls kill that mammoth, along with several more iceclads.
Leeching Darkness check. The cloud in our circle is gone, so now it’s just about two clouds in the middle of the battlefield.
Deaths, allfictions, heavy wounds, major morale hit. Yes, maybe this turn was worth the long waiting. I can watch their suffering for eternity, but I have to end this battle at some point.
If Caelum’s second wave retreats this turn, then my choice of Leeching Darkness was the right one (plus a bit of luck, of course).
Nothing interesting coming from Seraphines. Fravashi is fainted (102 fatigue). 2 much buff 4 u?
Second wave my arse. We still have to deal with iceclads.
You ffffuckers. You are literally murdering my research.
Caelum archers aim for Amrav knows what, and miss.
THE MAMMOTHS ARE ROUTING! Yaaarrrrr!
They are trampling everything on their path: humans, lizzurds, wingless birdmen. What a joyful sight.
But one thing still buggers me. One particular mammoth seems to be in separate squad. He didn’t rout. He went for the hill instead, trampling my undead.
Triple Steal Breath, and the last mammoth falls.
He is kinda nice. Diseased, of course, like almost every other mammoth of Caelum and Battle Fright affliction – once again, like most of their mammoths. Otherwise, it’s a big-ass healthy mammoth, that just needs to be fed.
I’ll keep it for myself.
Nothing more to say, actually. This update turned out to be too big as it is. Next turn every last Caelum unit routed, including commanders. We managed to kill some of their non-flying infantry while at it.
We’ve lost some units and commanders, but not NEARLY as much as I expected.
Mostly due to very, VERY stupid mistake of AI, regarding mammoths. If Vahasahahaha placed them in separate squad, they would reach my ranks one turn earlier, and with better morale. Instead, they haven’t done shit during this battle. Trampled several undead, and that’s it.
But hey. Now I’ve got MY OWN DAMN MAMMOTH – how awesome is that?
I fed him already, so he’s gud now. Although there is a birdman sitting on his back. But meh.
I’ll call him Grumpy.
That’s it. You must have one hell of a patience if you’ve read it that far. I’ll talk about aftermath of this battle a bit more during next update, but it’s really time to end this post.
End it in a badass fashion.