We go into this fight having made some adjustments to weapons and armour. Some of our armour was too damaged after the previous fight, so some of the "downgrades" are actually improvements.
To all those about to die, we salute you
Our early positioning does give us a key advantage - the two Necromancers are actually within bow-shot, albeit at extreme distances.
Ninjerk takes the first shot. He misses his target, but still hits flesh.
We take up positions on the brink of the hill, setting up a defensive line on the high ground. Not only does give us the advantage in a melee, but in avoiding arrows as well. A lesson that Andnjord is too confident in and pays heavily for.
Cut arm sinew. Injured shoulder. He's at -65% damage and almost dead. He'll have to settle for being a road bump
The way the terrain is, they either have to go through us using pushes or just plain killing us, or spent two or three turns going around.
Not so much to the south. Rapefuk is on the lower ground and is fighting one-one-one with a skellig, if you're ignoring the pike support. Beowulf and Azira are still waiting for their position to get hit.
SmartCheetah claims our first kill, but does it really count when they're already dead? They are quite unarmoured so our shortswords are a strong weapon of choice.
aeternalis drops another bag of bones soon after. See, this isn't so difficult
The Necromancers drop into the bottom of the valley, bringing back the skeleton that aeternalis had just destroyed. Alright, maybe we do have a fight on our hands.
Archers are a thorn in our side, even shooting up through their own men.
But two can play at that game. The wounded Necromancer is out of range, but we have a coin-flip chance of hitting this one.
Ninjerk. Intentional?
Modron gets in on the fun. Now we just have to keep holding them off.
Andnjord is relegated to providing a +5 Melee Defense boost to Rapefuk, who takes full advantage with some rather nice riposte action. Everyone is doing well.
But without fatigue, undead can use shield-wall consecutively to put a large dampener on our attacks. I'm trying to avoid attacking when they do it and Azira is our only axe-man.
Morale is playing a big part in helping us win. Just have to avoid the death-spiral that any Dwarf Fortress player is familiar with.
In an almost poetic fashion, the Necromancer is brought back from his shallow grave by his buddy. Ninjerk almost puts him down soon after, but he survives with a sliver of health and continues raising the skeletons back up as fast as we can put them down.
Azira, who'd been doing sweet fuck all until now, finally has a fight on his hands. But our defenses are holding and Ninjerk keeps up his good form, putting the other Necromancer in the dirt
Their flanking manouver to the north looks like it's going to bear fruit, right until the moment Hoodoo pushes the skeleton off the cliff for some extremely satisfying damage.
aeternalis is spared from the north to help out Azira and try to keep our archers safe.
Rapefuk tires, his shield-wall dropping and he takes an arrow to the knee, quickly followed by a flail to the other, breaking his armour.
Ruh-roh!
He almost meets his fate to a heavy blow from a pike, one that would have killed him many times over, but fate is on his side! Shit, that was just a single round of combat.
Modron is engaged in melee combat, and I'd taken away his melee weapon in favour of more arrows and a bandage. He's going to have to make a dodge roll to escape the tackle zone.
And Rapefuk isn't going down easily, smashing down one of his adversaries.
Modron escapes with just a light blow, but I'm starting to regret not giving him the standard back-up arsenal of a bludgeon and a buckler. Arrows do jack shit against skeletons.
I fucking hate ranged weapons!
RIP ᚱᚨᚷᛖᚠᚢᛈ