STRANGERS IN A STRANGE LAND
You’ve captured the first 6 of these strange soldiers, with their unusual clothing and peculiar speech. Well done! That brings your haul of free stretch goal miniatures to 160, which is pretty impressive by any measure. Few games include as much, and all this is in addition to the core game contents!
However, you are right to suspect that these unfamiliar warriors may not be alone. Certainly, something strange is going on. Among other things, a second note has been found.
While you ponder its meaning, you must continue the advance. The next bulwark to assault is the heights at $1,300k. It seems that these hide more of this new force, this time in the form of 4 Sipahi or Noble cavalry. It’s hard to tell which at this distance. And what’s the difference anyway?
The Sipahi are extremely swift and nimble horsemen, with a movement of 3, and the ability to slip away from an attack if they roll a blank on their defence. They clearly perform scouting duties, and will threaten the flanks of any careless opponent with ease. Fighting against them will be a big change to facing the more familiar knights.
The Noble cavalry are both more aggressive and more heavily armoured than the Sipahis, but even these heavier cavalry are nimble horsemen. Rather than the attacker choosing which area a defeated unit is pushed back into, the Noble cavalry get to decide for themselves. But be careful. Even in defence these wily horsemen can be lethal. Their Retaliation skill allows them to harm attackers who grow too careless.
All told, these riders are most elusive and dangerous foes. They are faster than your men, and can advance at lighting speed and still attack. You will need to rethink your to defeat them.
Now, elusive or not we need to advance and capture them! Onward! To victory!
The Voice in Her Head
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