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Pigryn - Mermerant (2025, may, 9)
Quote from IoM-Christian on 2025-05-10, 10:09Three years... since our last test testgame. So Wednesday we agreed to play on Friday 9th. So I spent the days assembling and painting as much for two rosters: Pigryn and Mermerant! I managed to balance them with only 1 point difference; for a test of missile rain and lance tips, versus two-health and strong brute force. Fielding the armies, my co-dev Peter said, "It's demoralising looking at that bulky wall of muscle and flesh." So the Pigryn models at least did their initial job well.
----- SETTING UP GAME AND ARMIES ----- Setting up some terrain, we rolled for game length (5 turns) and the initiative (I won).
Placing D6A (d6 averaged die) unit cards until all done.
Then we revealed – and toggled – until the armies were ready.
Rolling for game length... we then distributed the generals Order Activation Tokens, and rolled for initiative.
ROUND 1, PHASE 1
I won and chose to go last. So Peter rolled for Unit Type Chits, and we drew a few each. Resulting in very little Mermerant advancement, and generally missile troops just readied themselves. Then my Pigryns advanced slowly, almost reluctant, as if they weren't quite sure what their general's plan was.One of the units I even decided should go around a flanking forest...The massive rain of arrows and slingshots decimated the Pigryn units quite a lot – maybe too much. But no wonder I tried to keep the big guys safe having them outflank as the Mermerant lowborn displayed some bravery, and songs will be sung.ROUND 1, PHASE 2Realising the Pigryn army was in a bad situation I rushed them forward, desperatlely hoping I would reach some models before being shot down. But alas, they were once more killed at a distance – well, not all.Then the Mermerant cavalry decided it was time and charged...Smashing into the Pigryns that fell at the Mermerant lances, the Pigryn general had but one choice – retreat for another day's victory...All in all a very cool and entertaining game. But Missile seemed a tad to tough so a slight adjusting might come along.
Three years... since our last test testgame. So Wednesday we agreed to play on Friday 9th. So I spent the days assembling and painting as much for two rosters: Pigryn and Mermerant! I managed to balance them with only 1 point difference; for a test of missile rain and lance tips, versus two-health and strong brute force. Fielding the armies, my co-dev Peter said, "It's demoralising looking at that bulky wall of muscle and flesh." So the Pigryn models at least did their initial job well.
| ----- SETTING UP GAME AND ARMIES ----- |
Setting up some terrain, we rolled for game length (5 turns) and the initiative (I won).
Placing D6A (d6 averaged die) unit cards until all done.

Then we revealed – and toggled – until the armies were ready.

Rolling for game length... we then distributed the generals Order Activation Tokens, and rolled for initiative.
ROUND 1, PHASE 1








