We have a local player who runs the Milites Christi, so I have fought them a couple times. They can be very defensive, and frustrating to get hits through on. A little misdirection to confuse them which is the "main" attack is useful. I've had success with a diversionary attack gobbling up his Orison (or Ray Orbison, as I call it), leaving him barren when the main attack follows up. Fun game to watch, Graham x2!
Hi Mike,yes agree, they have an unusual play style, as you said in your podcast, Ali “rope a dope” tactic. Very much counter attack, Orison led... Strange as a warband that it has knights, you would think it is a front foot army?. Thx as always, for comments.
@@grahamswargamevault2635 also Turcopoles are not armed with composite bow, but they can be activated to shoot up to L once per turn for free (and after that they get a free movement)
Thanks for this battle report - they are getting very slick and more interesting. It turned out a very one-sided battle. At 20:12 your hearthguards started with 6 dice, so shoudn't they be capped at 12 dice?
28.50? The Turcopoles use an advanced ability. Can Mercs do that? Excellent video. I like: The chunky dice to indicate armour The tablet/token to indicate a +1? The set up- boards eye view and dice board. Your clear presentation. How did the Mutts get to re-roll their Saga dice?
We have a local player who runs the Milites Christi, so I have fought them a couple times. They can be very defensive, and frustrating to get hits through on. A little misdirection to confuse them which is the "main" attack is useful. I've had success with a diversionary attack gobbling up his Orison (or Ray Orbison, as I call it), leaving him barren when the main attack follows up. Fun game to watch, Graham x2!
Hi Mike,yes agree, they have an unusual play style, as you said in your podcast, Ali “rope a dope” tactic. Very much counter attack, Orison led... Strange as a warband that it has knights, you would think it is a front foot army?. Thx as always, for comments.
It's easily missed but the Turcopoles shooting isn't fatigue free. During their first activation they will have picked up a fatigue.
Ahhh yes. I think we all get muddled with jav free shoot, comp bow free shoot. I am sure u are quite right.
@@grahamswargamevault2635 also Turcopoles are not armed with composite bow, but they can be activated to shoot up to L once per turn for free (and after that they get a free movement)
@@grahamswargamevault2635 also no double shooting crossbows unless you make another activation in between.
@@kakurof good spot. Quite right. Thank you for viewing, hope you enjoyed the game.
Thanks for this battle report - they are getting very slick and more interesting. It turned out a very one-sided battle. At 20:12 your hearthguards started with 6 dice, so shoudn't they be capped at 12 dice?
Thanks as always for viewing, appreciate the words 😀.
Just rewatched it ,Yes you are correct about the attack dice.
28.50? The Turcopoles use an advanced ability. Can Mercs do that? Excellent video. I like:
The chunky dice to indicate armour
The tablet/token to indicate a +1?
The set up- boards eye view and dice board.
Your clear presentation.
How did the Mutts get to re-roll their Saga dice?
Why is one ability covered on your board?
If I donot have the dice to do some thing, or not the figure type, I cover it up. Makes looking at the battleboard easier.