8) Chance encounter with Witch Hunters
Edit: This was meant to be number 8, not a smiley...
Just check the "disable smilies" box. (Ansob.)
Noble pan Proschek, DS sword, RXB, helmet, SDC, toughened leathers, buckler, Fey Quickness, Wyrdstone Hunter
Lordling Vilém: Sword, buckler, toughened leathers, W2, Ld9
Lordling Jan: Halberd, RXB, toughened leathers , Ld9, Hardened, Stesso Tempo
Sorceress Barunka: Sword, Word of Pain, Deathspasm, I6
Beastmistress Adélka: Sword, Beastlash, toughened leathers, Master of Poisons, T4, Old battle wound, Scars, Step Aside
2 Shades: Sword, RXB, A2, Ld9
2 Witch Elves - Viktorka and Kristla: Sword & Dagger
2 dogs - Sultán & Tyrl: teeth
Adélka was recovering from her wounds, so she did not make poison this time. Further more, thanks to her old wound, she stayed home this time, and so did her dogs.
Witch Hunters: Priest, three Witch Hunters, three flagellants (two with WS4 A2), one zealot, four dogs, one halfcook.
I let WH player to choose her table quarter. She put her fire support to a well defensible three-floor building, and combat group on the ground, ready to go forward.
I spread my warband in my quarter, trying not to be seen by shooters and trying not to provide a single target for charge. I also had a tower in my quarter, and I considered moving pan Proschek there. So I had pan Proschek with shades on the left flank, near the tower, Vilém with WE's and Barunka in the centre, and Jan on the right flank to minimize hiding opportunities for any attackers.
WH combat group moved a bit forward. I moved a bit forward as well, trying to send Vilém and one WE on a right flank, to get around their combat group and get some of their shooters.
They moved forward again, preparing their dogs to bait my WE's out and then hit them by flagellants. This time I saw the danger, so in my turn, I drawed back. They went forward again, I went back again.
Now I had an excellent killing ground prepared - a small square. If the dogs came there, they would be attacked not only by WE's but also by shades and pan Proschek, with Barunka and her Deathspasm nearby, and probably out of charge range of flagellants. WH fire support provided no cover here, because, thanks to my constant movement in cover, they were useless in their building, so they abandoned this position and were now moving to a new one.
Unfortunately, WH player realised it, too. WH combat group turned on the spot and went away, letting one flagellant hidden in a building as a rearguard. This time, they went around the battlefield to Jan, guarding my weak right flank. I moved there as well, with one shade guarding the centre and pan Proschek and the other shade going forward on left flank trying to get to their rear, where weak halfling and heroes carrying wyrdstone were. This later proved to be a mistake.
As they were approaching Jan, he managed to put zealot OOA with a lucky shot. When WH dogs got into charge range, he climbed to the first floor of a ruin he was hiding behind, to further frustration of WH player, who then decided to go forward by brute force.
Dogs went forward, flagellants behind them, heroes stayed hidden.
One of my WE charged a dog, the other was out of range. Vilém also charged a dog. The other WE moved closer, Barunka moved into Deathspasm range, Jan moved into firing position.
Pan Proschek with his shade, almost out of RXB range, fired at one of flagellants. No result. So did the other shade. No result. Barunka tried deathspasm on flagellant and failed. Jan shot at another flagellant and missed. In CC, WE put her dog OOA, Vilém missed.
In WH turn, Vilém and WE were surrounded by dogs and flagellants, and one flagellant charged Barunka. One Witch hunter tried to shoot at my other WE, but missed (probably the one and only shot of WH in the game). Vilém was bitten by dogs, lost a wound, but was not able to hit a dog himself. WE went OOA. Barunka survived.
In my turn, pan Proschek and shades came closer. Jan jumped from the building and charged the flagellant beating Vilém (but it was not a diving charge). The surviving WE charged a witch hunter, who, trying to get into firing position, got into her range. pan Proschek with shades shot again, again with no result. Barunka again failed to cast deathspasm, this time on flagellant beating her. WE managed to knock the witch hunter down, Barunka went OOA after flail hit, Vilém, bitten by dogs, went OOA. Jan missed the flagellant, flagellant missed one hit, but not the other one, and Jan went OOA. Thanks to Stesso Tempo, Jan got one more attack, but that one missed as well.
Then I routed.
Pan Proschek, thanks to his Wyrdstone Hunter skill, found two shards of wyrdstone. Jan will miss next two battles. Other than that, all members, who were OOA, are OK. Barunka increased her initiative again. WE group also got higher initiative. I could imagine more useful advances... Anyway, now I have money for a corsair.
I think, that the problem of Master of Poison is, that:
1) It is obviously skill for a beastmaster. BM can affor it best, because he starts with the least XP, and so has highest chance to also get some useful combat-related skill in historically short time.
2) However, BM is a CC hero who often goes OOA, therefore being unable to search for rare items.
3) Therefore I think that weakness of MoP is not its 0-2 range, but its dependence on ability to search for rare items.
I also think, that parrying rule is broken. OK, it is out of DE warband rules, but anyway. The way parrying works means, that it can only be attempted, if attacker did not roll 6. With 2 attacks, rolling 6 has probability of 1/3.
Low WS parrying model is hit on 3+, and can parry if the to hit roll was 3-5 - 3/4 of cases. High WS parrying model is hit on 4+, and can parry on to hit roll of 4-5 - 2/3 of cases.
I could go on with the math, but I don't have enough time for it. Generally, the higher WS the model has, the lower chance it has to gain benefit of parrying. The opposite should be true.