Battle Brothers Ignominy Challenge

 W I D O W  M A K E R S

Being a journal of the Widow Makers battle company: Days 6 - 10.

War late game crisis
QT3 map seed
Veteran/Veteran/Medium/IronMan
Permanent Destruction disabled.

We decided to take the contract, dire wolves be damned. Our tailor thinks he may be able to craft something for us from their pelts one day, in any case. Once we start following the tracks, it appears that we may be right in our assessment.

At last we run them to ground and a short but vicious battle ensues with 3 dire wolves. We are victorious with only a few scratches. We get three dire wolf pelts for our trouble. We’ll sell 2 and keep the 3rd in case our tailor wants to do something with it.

Once back in town we collect our pay and head south to Treiten again. We have vowed to get in their good graces as a company ambition and we are close to doing so. Surely one or two more contracts will tip the scales in our favor. When we arrive, they do have a contract. It seems their villagers are going missing and they want us to track down whatever is doing it. Talk about deja vu.

We start following the tracks and sure enough…

We quickly dispatch the dire wolves and sell some more pelts. Then we see one more contract. A dangerous but lucrative one to deliver some goods to a far northern keep. We accept and the men are eager for the adventure so far from home.

We arrive uneventfully on the afternoon of our 10th day as a company.

Fortunately, fulfilling this contract has raised our standing with Treiten enough to fulfill our company ambition. Now we are in the north and will look for work there.

What a relief. @Coldsteel is so good at this game, I expected by day 10 he would have 12 guys all in heavy armor and armed with war hammers.

Not that this is a competition…
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Saga of the Piñatas
Days 16 - 18

Things started well enough. Took on a couple of one skull delivery contracts, and hired on Hakon the Butcher, a real brute.


And Casimir the Fisher of steely determination.

In Grafenhaven Havard the Trademaster hires the magnificent seven to clear out a graveyard north of the town. Seven Wiedergangers await and are easily dispatched.

The archers Alder and Lothar the Fat each pick up the Bulls Eye perk. In the aftermath of battle Eugen finds an odd talisman of crow feathers and cow leather. Thinking little of it, he pockets it and will show it to Havard.

Returning to Grafenhaven Havard recognizes the talisman from the Necromancer’s Chamber and begs the men to travel there and destroy the Necromancer, offering 340 crowns. After a brief discussion the men accept the contract.

An afternoon’s march brings the Piñatas to the Necromancer’s Chamber. They discovered ten Weidergangers, a few are armored and a Necromancer. They should have run for their lives. Instead they lost them.

Here ends our saga.

Best of luck to the rest of you.

 W I D O W  M A K E R S

Being a journal of the Widow Makers battle company: Days 11 - 15.

War late game crisis
QT3 map seed
Veteran/Veteran/Medium/IronMan
Permanent Destruction disabled.

Ah, the great white north. What a scenic place it is. And what a boring place for good contracts. After a few local fetch and delivery contracts, we take one for 500 gold that takes us back to the south. It’s not a caravan protection job, so we have to hoof it ourselves and use our own food. So be it, off we go to Kahlenberg.

To save food we decide to take the shortest route possible, cutting across unexplored country. As we do, we discover an abandoned stronghold. Something we will try to check out once (if) our company gets stronger in the future.

We make the delivery with no other incidents of note and decide to head back over to our familiar starting towns once more. A quick scouting of contracts and men for hire turns up nothing of note so we decide to take a very lucrative 3 skull caravan protection contract. It’s a roll of the dice and it can end of being very good or very bad. The men are confident and so we take the job.

At first, all goes well. We are followed by a group of 10 bandits for a spell but we lose them when we turn north through the woods. And then, out of nowhere, on day 14…

It’s not too bad, 8 of them and things should have gone well. Lothar has high initiative and deploys into a good firing position and uses it to good advantage. Unfortunately, he’s flanked in a few turns by a giant ax wielding bandit who will eventually lop his head off with it.

After a tough fight where Eugen and Reiner take injuries we control the rest of the battle and there are no other deaths. But, one of our founding brothers is no more.

After the battle it’s a silent and somber group of men that continues the escort the rest of the way to its destination. I have to be careful and watch the men closely. They’re (rightfully) angry that the caravan guards stood idly by while we fought and didn’t lift a finger to help us. I’ve seen the looks my men give them. It could get ugly if I’m not vigilant.

After another tense day of travel, we reach our destination and receive our pay on day 15. It feels like blood money but what can we do? We also have much bigger problems now. Lothar was our only archer. Without one our company will be at much higher risk in battle. For now I have pressed Steinar into service with the crossbow but he’s a sad replacement as his skills are much lower. We must find a better alternative in the days ahead.

Thanks for the links. I picked up the game on GOG and was pretty lost after the first quest was over in my first game.

The misadventures of the Ringolos – Days 6 to 10

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Day 6
No contracts are on offer in Grafehaven, so we go back north to Wunderstadt, where only a bad cargo contract is offered. Back to Treiten then, where our adventure started. We negotiate the terms of a caravan contract to the west, but don’t seal the deal quite yet. The pay would barely cover our wages for that period. We head North towards the forest village of Tanndorf.

The settlement leaders offer two one-skull contracts: the first for recovering a demonic statuette from some thieves and the second for attacking a brigand lair. We will start with the safer mission, catching the thieves

Day 7
We are evenly matched in number, but we start on the high ground and they have no ranged attacker. We have to be very careful about those two 2-handed axe wielders on the right flank though.

Babar sinks a quarrel in the left eye of the well-armoured axeman! The second one impales himself on our spearwall. The center line holds strong and two more bandits die on our bristling spears. The rest lose their nerve and fall quickly.

We loot another dagger, a short sword and a decent gambeson. Gustave, Archibald, Volker, Wilreich and Babar all level up. Having just witnessed the power of a bolt to the face, they all take Steel Brow, save Babar who will be better served by Dodge.

Right after the battle, a mysterious man offers to double our fee to get his hands on the statuette. 270 crowns is far from enough to sacrifice our reputation, not to mention the other contract awaiting us back in town. We turn him down.

We get the rest of our pay and accept the other contract. Before going after the bandit lair, we take a detour north to the keep of Grunburg. We desperately need tools. We buy two bundles and some grain, leaving us with just over 200 crowns.

Day 8
We reach the ruined dwellings where they hide out, but our scouts are useless. We must attack blindly and be ready to retreat if needed.

We face six thugs and two raiders. The odds are favorable, but that axe-swinging raider looks quite dangerous. He must be taken down fast. He rushes us so we surround him and kill him quickly. Volker gets surrounded by three thugs, but his shieldwall saves him and we make short work of the remaining enemies. We loot 132 crowns and a strong nasal helmet.

After we return to Tanndorf and get paid, we succeed in our ambition by becoming friendly with the village.

Day 9
An uneventful day. We go back west to Treiten and take the caravan guarding contract. We buy two bottles of mead and plan to resell them for a profit on our way there, but our caravan turns north just before reaching the big city. Hopefully no one drinks it before we find a buyer. We resolve to accumulate 2000 crowns to create our own banner. Right now, nothing distinguishes us from a troop of brigands.

Day 10
We agree to hunt down the mysterious creatures that terrorize the village of
Kahlenberg. It’s a 2-skull contract for 540 crowns, so it will be tough, but I fear running out of ressources while looking for work more than whatever beasts we are after.

Nachzehrers are afoot! Just before the battle, I move Kettilmund to the front-line and give him a spear. We plan to let them throw themselves on our spearwall. We draw the beasts back to hilly ground, but we start in a terrible position. This is where giving everyone Pathfinder will pay off.

This is much better.

We stay patient and let them come at us. We break-up our orderly line to stand over any fallen nachzherer to prevent them from feeding. A small one is a nuisance, but once it feeds, the battle can quickly go south. No one takes so much as a scratch!

We collect a few fangs as trophies and then make our way back to the village, where we get paid and resupply. Babar the Plump is now talented enough to use the bow we looted earlier, so Horace the Messenger gets the crossbow and keeps his pitchfork. We visit the small armorer and purchase a closed mail coif for Babar. All three backliners now carry bandages.

It has been ten days since the company was ambushed and almost destroyed. We now have to decide whether to go north and look for contracts in new settlements, or to stay south where the richer cities are. Since we have accumulated a lot of loot and still have to sell that mead, we decide to stay in the south. Our finances are still too weak to travel the longer distances in the north without any guarantee of even finding contracts. The sparse north must wait.

 W I D O W  M A K E R S

Being a journal of the Widow Makers battle company: Days 16 - 20.

War late game crisis
QT3 map seed
Veteran/Veteran/Medium/IronMan
Permanent Destruction disabled.

All other company priorities are set aside for now save for recruitment. We need to find men with an aptitude for becoming bowmen. To that end, we travel to the forest town of Tanndorf, hoping they will have the type of men we’re looking for. Unfortunately, only a few there available for hire actually have a bow and those are asking for wages that we simply can’t afford as a new company. We travel on, visiting the cities and towns to the south once more in hopes of getting lucky.

We don’t see anyone that looks like a likely replacement and so we take a chance and hire a dangerous looking candidate named Alvar. It turns out he has no aptitude for bows at all but at least has decent melee skills. He will fill in on the front line for now and Steinar is moved to the back rank.

We travel back to Tanndorf to resupply and see that they have a 2 skull rated contract to clear out a bandit keep well to the northeast. It might be dangerous but we need equipment and money. We take it.

The keep is quite a distance away across the water. The boys bitch about the water crossing but if they weren’t complaining about something constantly, I’d be worried. Because we don’t know how many archers they may have or what type, we decide to wait until dark to attack.

The enemy only has a single archer and he can’t hit the side of a barn in the dark. We maintain good formation and mow them down. Soon, their leader panics.

Alvar, our new recruit, does well with two kills. Maybe the boy has a future with us.

Back to Tanndorf and a short caravan escort contract to the south. We are ambushed by bandits and in the fight our new recruit is killed. I guess he doesn’t have a future with us after all. It’s a reminder for us all that recruits are especially vulnerable until they become veterans at this craft.

The battle spoils are not bad and we do get a nice nasal helmet but I am concerned about our lack of heavier armor. We need to start making a more concerned effort to recover it from our battles.

Once again we need replacements. At 6 men we are just to few to weather losses and take bigger contracts. We head south to the city of Wunderstadt. We’ve saved a goodly war chest and now it’s time to take a bigger risk and hire 3 or 4 men and let the dice fall where they may.

I’m busy with guests but I’ll update my story soon.

 W I D O W  M A K E R S

Being a journal of the Widow Makers battle company: Days 21 - 25.

War late game crisis
QT3 map seed
Veteran/Veteran/Medium/IronMan
Permanent Destruction disabled.

I’ve kept the company size fairly low until now. Both to reduce payroll costs and to try to be extremely careful with the men we hire to expand the company size. However, slow expansion isn’t cutting it since we’ve lost two men. Men that both could have been saved if the company had been a bit larger.

So, we visit the nearby cities and towns on a hiring spree, picking every able bodied man that looked like he knew one end of a sword from the other that we could afford to hire. The result is a company of 10 men and even an additional archer of some promise, though sadly he’s a bleeder.

Hiring spree done, we’re now low on cash with a greatly increased payroll. We need to be more aggressive with taking on higher paying contracts and it just so happens that Wunderstadt has one for us.

This could get nasty because I suspect it may involve raiders but the chance at a big payday and good equipment spoils pushes us to accept the contract. We quickly track them down nearby.

Sure enough, there are a few raiders involved. Poachers too. 12 of them against 10 of us.The men’s knuckles turn white as they grip the handles of their weapons harder. Grimly, we attack.

There are three enemy bowmen and several heavily armored raiders so it’s important to be patient and deploy into a good defensive formation with a shield wall. We need to get our two crossbows into range of their front line so they they will try to rush our defensive formation rather than hanging back and letting their archers pick us apart. I’m able to place both crossbowmen on elevated terrain to extend their range and protect them with men with shields up. The one to the south only has a single shield man protecting him but it’s enough. After wounding one of their archers with a bolt and hitting several of their men, they close in on us. With shields up, we fend off all their arrows as they close and counter punch with deadly bolt fire.

The lines clash. At this point, it’s a matter of maintaining line and shield discipline and taking them apart, piece by piece. After three of the enemy fall, the rest start to panic. I yell for the shield man guarding the southern crossbow to sprint over to pin down the archers, who have broken.

The rest is mop-up work. We run down the last of the archers and it’s over. A few of the men have serious wounds but all have survived the battle and four have gained new skills.

The loot is decent and we picked up another nasal helmet from one of the raiders and a shortbow, but still no chain armor.

Back in Wunderstadt we collect a big payday and visit the local healers in the temple to take care of our two wounded men. After the healers skilled administrations It will now only take a single day for both to heal.

Relaxing at the local alehouse we hear a rumor that Treiten has work so we pack up and march over there. It will give the wounded men a chance to heal and get our equipment repaired before we take another contract.

When we arrive, we see it’s a less dangerous contract to track down some kind of beasts. This is a perfect breather contract after the last one.

As it turns out, it’s Nachzehrers. These beasts aren’t too smart and will continually throw themselves against a battle-line so I break the spare spears out of storage and hand them out before engaging. Spearwall will be our best friend in the coming battle. I also take the spare bow and give it to our third best archer and move him to the back rank.

We engage on a clear open field of battle.

Spearwall does the job and the bodies pile up. We’re careful to stand atop the bodies of the fallen so that the ghouls can’t feed on their fallen and gain strength. Soon, there is only one.

It was an easy fight. We suffered no serious injuries at all. We take the ghoul’s teeth back to Treiten and collect our pay. Four of the the new recruits have gained skill from the battle so all is going well with our company’s newly ambitious direction.

There’s a caravan contract waiting for us back in Wunderstadt that would take us back to the great white north. We need to decide if we want to stay in the south where the pickings have been good or look for a change of venue. Our current company ambition is to save up enough to buy a battle standard and we need several more contracts without setbacks to achieve it.

I have a feeling this may soon just be Coldsteel’s thread. Excellent tips scattered throughout an excellent AAR.

I was going to do a play-through also, but seeing @Coldsteel doing an excellent job changed my mind and made me just sit back and enjoy the fruits of his labour =).

Hah, the fruits of my labor are probably going to be a total company wipe any time now, lol. That’s just the way Battle Brothers rolls.

Lol I’m busy entertaining guests. It’s exhausting living in the real world. No gaming for days now, days!

I think come Monday I’ll progress. I’m on day 1 though…

Holy crap! A whole lot happened with the Widowmakers during days 26-30. Lots of action. It’ll take me a while to put everything together into a report.

EDIT: Also, by the way, Battle Brothers is currently on sale at GOG for 35% off.

My next update should be up by tomorrow night. Let’s just say that Battletech has sidetracked me a little :)

The misadventures of the Ringolos – Days 11 to 15
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Day 11
We accept a small contract to carry cargo south to Grafenhaven. It doesn’t pay much, but we were heading there anyway. A drunk in the tavern tells us he spotted something odd way off the road, in the steppes not far south of Wunderstadt. We should investigate after our current mission.

We hire Diethelm, a grave-keeper who is unremarkable but for his tiny stature. It should help him survive longer when he holds the left flank. He gets a spear and a shield and some decent armour.

We reach Grafenhaven, get paid and sell off our mead. We made a measly two crowns of profit per bottle. We should leave the alcohol trade to the innkeeps. A patron in the tavern tells us of something peculiar he glimpsed on the steppe not far east of Grafenhaven. Could this be the same place the drunk was telling us about the other day? We will have a look later.

Day 12
Someone wants to hire us to recover his stolen coin collection. We bargain hard and get him to raise the payment to 670 crowns. That would almost double what we have now and bring us very close to getting that banner.

We catch the bandits. We face seven thugs, but three have two-handed axes. We destroy them without much trouble. After the battle, a strange man offers us 1660 crowns for the coin collection. That is a huge sum, but our reputation in a huge trading city is worth more. Maybe we would have answered differently if we had been working for one of those pitiful villages in the tundra.

We take a short caravan guard mission to Kahlenberg up north. It pays little, but it will take us through Wunderstadt and allow us to see if there are any contracts on offer there.

Day 13
Our wanderings take us to Tanndorf, where we agree to find the Fingerbone of Sir Gerhardt in a ruin north-west of us.

During the night, we catch a man trying to make off with some of our supplies. We give him some food and he is so grateful that he wants to join us. At this point, we can’t afford to turn down a free recruit, even one as unimpressive as him. It turns out that he is no so bad. If Alfgeir the vagabond can gain some experience and become a bit more confident, he could hold his own.

Day 14
We reach the Guardian’s Keep Ruins. We face 9 undead auxiliaries. Their shieldwall can hold all day long as the never tire.

Alfgeir turns tail just after our lines crash together, and Volker does the same not long after. We manage to destroy the undead without any loss of life, but we will need to rest for a while.

Day 15
We get paid, then head south-east to the large village of Kaiwader. We reach it just as the sun sets. In the tavern, we overhear someone mentioning something hidden in the plains west of the village.

We buy ourselves a round at the tavern to try and forget the skeletal horrors we just faced. Archibald gets drunk, and none of us can blame him.

We take a contract to hunt down terrible beasts that terrorize the village. The hunt will begin at sunrise.

Day 2.
Back in Treiten, we hire Reinhold, who is now nicknamed the spartan.

Wiedirich takes up the bow, moving to the backline, and we visit Tanndorf to have a look, wherein we receive a 1 skull contract to clear out some ruins. I decide to invest some money in better armour. I note the presence of a Witchunter and a Poacher in Tanndorf. Promising recruits for later.

On the way to the quest site, we decide we will become friends with one of the towns. As a starting ambition it is usually fairly easy.
Day 3.
Battle!

This should have been a straightforward fight but I got caught out of positioning and then the rng screwed me over, with a series of 55% + attacks missing, but several of their attacks, at 40% hitting, and then casing bleeding attacks, and then people routing…

I lose 4 brothers out of 7, including both my Archers.

In this game, a momentary lapse of concentration can get you very dead very fast. I could have just fled, as the mission was technically already accomplished, or got my spearwall up earlier, or invested more in cleavers to hurt the Undead…

The only consolation is that it’s still early game. A loss of 60% off my fighting force at day 100 would have been disastrous.

Day 4:

I am going around trying to find mission I can do. I suspect my saga is already over but I fight on.

Day 5:

I have a 1 skull contract from Gunnheim to kill some Brigand thugs. Thing is there are more of them than there are of me.

I am also now broke.

I assumed this is my last fight, but I won.

After collecting the reward from Gunnheim, I take a gamble and buy some furs at below market price, and decide to head to the nearest keep, Hellehovel, to try and turn a profit.

I arrive at night so wait until the next day.

Day 6:

We sell the furs and some looted mead, we are now technically not broke. However our situation is precarious indeed.

Ouch! Things look grim. I hope you manage to recover.

 W I D O W  M A K E R S

Being a journal of the Widow Makers battle company: Days 26 - 30.

War late game crisis
QT3 map seed
Veteran/Veteran/Medium/IronMan
Permanent Destruction disabled.

That evening we met in the local tavern’s long room and drank ale late into the night, discussing whether to remain in the south or to move our base of operations to the northern kingdoms. It really didn’t take that long to decide the issue. All of our current company members were recruited in the south and the lush forests and hot dry Savannah here they call the ‘Barrens’ are home to these men. Plus the work has been good here lately. So, we will stay.

We move south along the coastal cities looking for work but nothing appealing presents itself. We are about to head back north when we are offered an easy delivery contract that will take us right where we’re going anyway.

It’s not a lot but it’ll pay for the costs of the travel and allow us to buy some food when we arrive. The first two thirds of the trip are uneventful but then the unexpected happens. Talk about bad luck.

So, we aren’t going to let these bastards ruin our company reputation. When we say we’ll deliver something, it gets delivered. So, we follow the tracks. As we’re doing so, one of the two former thieves in our company proves his worth. Every little bit helps.

Finally we track the thieves to their lair. Did I say this was an easy contract? Brigand raiders! And a marksman is among them. Not exactly what I wanted to hear from our scouts’ report.

We have no choice but to attack. The men are angry about the theft and the forced detour from what should have been an easy job. Now lives are on the line and their blood is up. Grimly and silently we slip through the forest until we make contact with them and form our battle line as they form theirs. It’s a fight in the wood. I hate fighting on this type of terrain but it is what it is. Time for blood.

Their marksman makes the first move, springing from cover behind his fellow brigands and snapping off a crossbow bolt that smacks into a shield with a wooden thunk. Then Torkel, who has reactions almost as fast as the marksman, fires his own bolt back in response. It’s a remarkable shot, his bolt hits the marksman squarely in the face and kills him instantly. The marksman had no headgear on and, as I tell my men frequently, this is what happens when you don’t wear your headgear. Wear anything, a scarf is better than nothing. Later, after the battle, I will use this example to drive the point home again with my men.

Taking the marksman out on the very first action of the battle has greatly improved our odds of getting though this thing without taking a lot of crippling injuries. A poacher remains but we can deal with him. There are only 6 thieves remaining so if we can deal with the two brigand raiders in mail armor, we will prevail.

The battleground is naturally divided by terrain and two battles take place, one in the north and one in the south. The brigand poacher hangs back, partially behind a tree so he’s hard to hit but he can hit us just fine, damn him.

A few days ago we took in a stray dog and he has attached himself to Torhelm the Craven of all people. To the men’s great wonder, when Torhelm was hard pressed in the southern action, the dog sprang forth in defense of his new master and fought with a savagery that was something to behold, even for hardened fighters such as we.

Amazingly, the dog immediately landed attacks on two of the brigands and the tide begins to turn in the southern action. The Brigand raider wearing chain mail there is dispatched, despite his superior terrain. At the same time the mailed brigand raider in the northern action is also felled by a flail to the head. This will hopefully preserve his mail armor in good enough working order to repair it later. With the way now unblocked, our ax wielder springs forward and closes with the poacher to pin him down.

The dog continues to wreak holy hell in the south of the map. Covered with his own blood as well as that of the men whose throats he’s ripped out, he looks around and seeing that no enemies remain, he turns towards the poacher. Now it’s a race to mop up.

Victory is ours. Only Torkel has suffered a major wound, thanks in large part to his heroic opening shot. it was his only kill but it was a huge one.

The battle spoils are magnificent. Not only did we recover our first suit of mail (from the brigand downed by the flail head shot), we also recovered two more nasal helmets, a crossbow and a military spear. Also, food (which we needed), gold and tools for repairs.

The detour over, we get back on track, finish the delivery to Tanndorf, and get paid. After resting a bit, visiting the healer to the south and buying provisions, we are approached by the city authorities who ask us to drive off some brigands located in a hideout well to the northeast. It looks manageable and the pay is good so we accept.

When we get there, things look a bit more complicated. There’s a roving patrol of undead nearby which we do NOT want to get involved with right now. Also, a party of 6 raiders has just emerged from the hideout. If we can take them out first, then when we attack the hideout, it may have less brigands to defend it.

We attack. This time Steinar immediately cripples a brigand with a wound on the first shot of battle. A good omen.

They have a single raider officer with chain mail and a brightly colored green helm. It’s a nice helm but it’s his armor I want. I instruct the men to surround him carefully and whack him on the head until he dies. Soon he panics.

It’s over in only 5 rounds. No one is seriously hurt

And We get our second suit of chain mail.

Now it’s time to face the denizens of the hideout full on. Hopefully, they will be at less than full strength but there are raiders and more than one marksman. It won’t be easy.

The men are still tired and carrying a few minor wounds and damaged equipment from the previous fight but we attack in good order. One again the fighting is split into north and south action by the wooded terrain. We stand and make them come to us. This causes them to be fatigued by crossing the heavily wooded battlefield. By the time they reach us their stamina is already lower than ours.

As in the previous battle, we concentrate on taking out the raiders and marksmen first. After an extremely grueling fight, a single archer remains. We unleash the hound.

The hound runs him down where we could not. It’s over. It was a brutal fight. Four of the company were seriously wounded but none lost their lives. A few learned hard earned lessons and new skills for the next fight.

The battle spoils are again good. We recover our third suit of mail in as many days and a very nice new type of full nasal helmet. A considerable amount of gold and other supplies is also among the loot.

We head back to collect our pay and the newly captured food has made the men a bit giddy. They’re not used to eating this well.

We collect our payday and head south to Wunderstadt again to get our wounded treated. Also, we finally have earned enough to buy a battle standard. Soon I will need to promote one of the men to sergeant to carry the banner and rally the man. But that’s a decision for another day.

It’s been an eventful and chaotic few days. Much renown has been earned by our company and our battles will only get tougher from now on as a result. But that’s for tomorrow, for now we must heal and enjoy our recent success and survival as a company. Just to live, to breath one breath after another, it is a wondrous thing. One only appreciated to the fullest when you have come so close to never breathing again.

I’ve not even played this game yet. Your AAR’s are a fine example of why I love this forum so much. Thank you for sharing your game with us with great prose and flair along the way.

Here’s to the battle hound!