Turn 5. Clansmen.
Firstly, the Frostfang Cavalry and Tundra Wolves continued to claim to sections of the board, with the horde of Ice Elementals claiming the other section of the Clansmen side of the battlefield, with the three sections of Frostbound territory still under contention.
The Cavern Dweller had been wavered, but remained in place, blocking the way forward for the Naiads and Hrimm, but without assistance, it was doomed. Therefore, the regiment of Orlaf’s Raider still on the hill and currently free from combat, raced down the hill into Hrimm’s flank.
The Clansmen’s Snow Foxes had no line of sight on the Ice Kin Bolt thrower in the far left corner, but did have line of sight on the Half Elves. The Clarion could see both, however, currently his charge on the bolt thrower was denied by the Snow Foxes, so the foxes had to charge first into the berserkers, which they did. Then the clarion charged the bolt thrower.
The Clansmen’s Frost Giant charged the second Bolt Thrower as it was in the way.
The horde of human Clansmen had two possible targets, a much battered Snow troll Prime, or the regiment of trolls so targetted the Prime. If they could kill it, the regiment of trolls would be without its inspiring presence when the Lord attacked them again.
The second of Orlaf’s raiders attacked the third Bolt Thrower, and Orlaf attacked the Master hunter.
With no shooting or spell casting, we got straight into combat, targetting the leaders first.
Orlaf took the lead, giving The Ice Kin Master Hunter 4 wounds and wavering her.
The horde of human Clansmen went next, doing a further 11 wounds bringing it to 19. Could the Prime roll snake eyes again? … nope. gone.
Next up was Hrimm, and the downhill charge by the regiment of Raiders. With a d3 roll for additional attacks giving them 1 extra die roll, they had 13 dice , of which an impressive 11 hit. Hrimm was defence 5, but with two handed weapons Crushing 2 and the hill charge they only needed 2s to wound, and viscous to reroll the 1s. All 11 wounded, bringing Hrimm to 15 wounds … and they rolled two 6s to check his nerve… ouch! So either way, Hrimm is automatically wavered. but with 23 in total he would fail, so he can get a re-roll for his own inspiring presence. The second roll was nearly as bad, 11, so Hrimm was defeated.
The other Raider regiment attacked a bolt thrower , 24 hits out of 36 dice, and thanks to Viscious 24 wounds, and one less bolt thrower .
Next , the Lord attacked the regiment of Trolls in the side, but no bonus dice for his efforts, but the new Lord profile gave him 6 attacks +1 for his snow fox, all hit. 6 wounds , making it 7 in total. and 7 rolled was 14, enough to waver the Snow Trolls at least. With a giant about to do the nasty on the middle bolt thrower, in triplicate, the Snow trolls were doomed .The giant rolled badly, only getting 30 die to hit, but despite this, he gave the thrower 8 wounds+ Brutal and rolled 9 for nerve test, which was more than enough. Satisfied with his day’s work, the giant turned around the way he had come, hoping to find a tasty half elf to eat .
The Snow foxes were ahead of him there, and got three wounds into the Berserkers, making it 19 in total, surely that was enough…with a nerve roll of 10, it certainly was. Fair credit to the Half elf Berserkers though, they had achieved an awful lot for a troop.
The Clarion attacked the final bolt thrower, with his new look of 5 attacks hitting on 3s,. Ironically, he rolled a lot of twos, but still got 9 hits in, for 5 wounds. plus Dread. so neding 9/11 . he rolled 6, so total of 12 wiped the last bolt thrower out. (again, credit due that all three bolt throwers survived to round 5.
Which left it up to the Frostbound to pull a miracle out of the hat .
Snow trolls wavered so did nothing. Ice Kin Master Hunter likewise wavered. That left Ice Naids, Ice Elementals, which were too far away to be helpful and Serakina, with no combative spells. Her radiance of life was useless even to heal the Master hunter. The best she could do was surge the Ice Elementals into combat, or near to it at any rate, as the naiads were in the way whichever unit theey declared a charge on. The Naiads opted to attack Orlaf’s raiders that had just defeated Hrimm, in the hope that Serakina did enough to get the ice Elementals to Ice Shards spell the Cavern Dweller.
That part of the plan worked at least. The shambling Ice Elementals were surged an additional 3 " , which was enough to give the Cavern Dweller a nasty case of frostbite. causing 6 wounds. bringing the Cavern Dweller to 18 in total. The nerve roll wiped him out.
The final attack was the Ice Naiads regiment, who really needed to be a horde to be effective. They were more an anvil unit, not a hammer, and managed two wounds, bringing the Raiders to 8 wounds. Enev then, the nerve roll failed to waver.
With Turn six to go, it was blatantly obvious that the Human Clansmen had already won. They dominated 4 of the 6 areas of the battlefield, and contested strongly in the other two.
So Frostbound accepted defeat.
Had you asked me at the end of round 2, i’d have put good money on a Frostbound win, but the dice gods were not on their side.