Some last info before the actual battle begins...
Balgar Blackwing, Level 2 Dwarf wizard has 12 constitution points
Useful spells include:
Windblast, cost of 2 energy, prevents enemy from moving next turn.
Flight, 3 energy, fly 12"
Lightning Bolt, 3 energy, 24" range, Str 4 attack
Aura of Protection, 3 energy, an extra 4+ save
Cure Severe Wounds, 3 energy
Rune Vane Totem: has a Toughness of D, 6 Wounds
Immune to Beholder's eye powers, must be destroyed in close combat.
The game ends when either the Rune Totem or Beholder is destroyed.
Before the game starts, we allow the Dwarves to shift their deployment around, knowing what type of enemy they now face.
Initial thoughts on Dwarven strategy is about weighing the risks of bunching up to do damage to the Beholder but suffering casualties from its various template weapons.
Since the Beholder can float around, it doesnt need the bridge. It moves right over the seemingly bottomless chasm.
Beholder moves up 6" in first phase, then another 6" in the reserve phase. Now for the magic phase, where it can fire off its arsenal of eye powers...
Hoth Rebel: “Your tauntaun will freeze before you reach the first marker.”
H. Solo: “Then I’ll see you in Hell!”
The turn starts with the Catapult lobbing off a rock at the Beholder. First we roll a d6 for overshoot, then undershoot, then left and right deviation. Then we place the 3" template and amazingly, the Beholder is hit! 4+ to hit any model underneath, but a +1 for being large, and another for having more than 5 wounds. Thats a 2+ to hit, and it is easily rolled. Damage? d3 Str 5 hits... causes 1 wound. Lets review Beholder damage allocation, 3 areas to choose from: carapace, main eye, or randomized minor eye. The Dwarves further consider where to cause the damage: Main eye has 3 hitpoints, carapace with 12, or minor eyes with 1 point each, total of 9. If we choose main eye, it will lose 1 point, but will still fire, and the carapace will need at least 2 to cause a -1" of movement loss. So they decide to damage the minor eyes for an immediate loss of a Beholder weapon... which we randomize to be the minor eye stalk with the Paralyze power. Buh-bye, Paralyze power, we hardly knew ye!
Then we get 8 crossbows up in Easthold, 2 from Prince Helfasts unit, and 2 more from the militia (Penny and Sleepy! Who knew he could use that thing for more than leaning on and napping!) The 8 up in Easthold are long range and need 4+ after modifiers and score 4 hits, need 4's to wound and cause 2 wounds! The Dwarves below roll and Sleepy and Penny hit, but only Sleepy hits to wound! Thats 3 wounds on the Beholder! After consultation, the Dwarves use 2 wounds on the carapace, so Beholder is slowed to 5" per move. And the last wound to knock off another minor eye, which turns out to be the Slow eye... The Dwarves are cautiously optimistic. "If it bleeds, we can kill it..."
Finally, we have the Dwarf magic phase. Balgar has 12 constitution points for casting spells. Useful spells he has are: Windblast to prevent movement for 1 turn, Flight, Lightning, Aura of Protection, Cure Wounds. He decides to start simple and cast an Aura of Protection around himself for an additional 4+ Save.
No, he must pay some attention to the danger nearby. He uses
Telekinetic Blast to fling Prince Helfast's unit back into Counsellor
The Slayers go under the bridge ledge and come up behind the Beholder. Which is a mistake, and they realize that too late. The Beholder is too fast to catch. Unless some one slows it down further downfield.
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