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Chapter 6
by
Psilon
Wath are your troops commands?
A clasic never dies
You decide on a classic battle strategy. With the battle plan in your head you shout your commands - skeletons in first line, a formation of 3 rows - immediately after your order, Sarada raises her hands and sends the command to the skeletal puppets. they form on a straight line in 3 rows of even numbers - Goblins, get behind them, spread out formation, don't get closer than 3 meters - The goblins do as you told them and some even know how much 3 meters is, so they correct their brethren if they stay to close to the skeletons formation. At that moment the Heroes notice your troops movement, but disregard it as just another wave of **** minions, so they continue advancing at their own pace, talking to one another about how their gonna beat the Dark Lord, oh that was their last mistake. With the Heroes in their own little world you gave the next order - Orcs, take positions at the flanks of the formation, 5 meters away of the main line and 15 meters behind, as soon as the main line engages the enemy you will encircle the enemy and charge their flanks when I command and only when I command, if anyone disobeys this order I will slowly roast them, before I eat them - The orcs take their places and stand firm, with your threat fresh in their heads they don't dare disobey. Last but not least, Sarada and the rest of the lizardfolk, their position clear - Sarada, you and your people remain in the back and harass the enemy with precise shots of your bows, and Sarada concentrate your spells on the gnome mage - with a nod of understanding, they take their positions, finally everyone is in position, with you in the middle you give the order - Advance - and the squadron starts to move, the Heroes still distracted talking to one another, and almost half-way through the main hall is the perfect time to attack.
When the heroes reach the middle of the hall, you decide is time to spring into action - Skeletons charge at the enemy - Sarada raises her hands, passing the command to the puppets. They launch themselves to the Heroes in a suicidal fashion, screamed a voiceless scream, raising their poor melee weapons over their heads, this are basic skeletons and only a few of them have shields and none of them possess armor, cannon fodder at its most basic.
The heroes stop and wait for the enemies to come, the fools, expecting to be another mob of **** minions. the skeletons reach and charge the heroes. The fight begins, the sound of bones crushing, metal against poorly made metal and battle cries and holy praises, this was it, no turning back, either you win this or die. Sarada summons a few more skeletons replenishing their numbers as they fall, this continues on for a few minutes giving the heroes a false sense of security, and in the meantime you weigh the threat level of each individual. The giant knight is clearly the leader, as it cuts the heads of two skeletons he gives commands to the guys in the back and the nun at his side, but as time goes on he stops and concentrates in his own individual fight. this is the biggest weakness you plan to exploit in this fight, when facing a supposed easy enemy, Heroes stop working together and concentrate on their own fights forgetting their allies and their situations, and when you launch the next phase of the plan they will be even more oblivious of what surrounds them. The nun seems to be some kind of supportive tank, taking most of the blows in her massive tower shield and blessing her allies with divine protection and regeneration. But just like her leader once the fight goes on, she stops and directs her full attention at the enemy in front of her. The dwarf comes next, his arquebus is quite the powerful weapon, destroying three skulls with one shot, he also seems to be an alchemist for he takes potions out of his big backpack and throwing them at his allies when they ask for one, this also stops as the fighting continues, leaving him only concentrated on shooting as many enemies as possible, luckily for you his reloading time is long and complicated.the gnome is not that complicated, he's a fire-obsessed mage and probably the most dangerous of the group, the big ass explosions of before have given rise to much smaller and controlled explosions, still, even in his weakened state those explosions are dangerous. He is probably running out of mana by his mad but stressed aspect. Finally, the hybrid archer, she's the one that worries you the most, that bow of her and that ludicrous accuracy could end you in a second, if you were a few years older they would be nothing and only greater spells could possibly go through your scales, but with only 22 years of age(physically) the possible magic on those arrows could pierce your heart or skull and one shot you. She doesn't own anything else that could threaten you, two daggers in her waist and a sling, nothing much. at first, she keeps her attention on the battlefield at large, never losing sight of her comrades and supporting them when necessary, but at the last moment, she also slips into a shelf centered state.
time for phase two, - Goblins, attack through the ranks of skeletons and engage in hit and run tactics don't let them catch you, strike in a weak spot or anywhere you look - you shout in perfect Goblin speech thanks to the Magipedia, Heroes never bother to learn the language of the Dark Lord servants so you can use this to keep your orders a secret and take them by surprise. The goblin horde launches to the fight, you wait to see if the plan works,........... and wait,........... and wait,......... until you hear it, the shout of pain of a Hero, the goblins are mostly armed whit crooked and twisted daggers made to cause pain rather than kill right away, the previous one is followed by another, and then another, and another that fades into a scream of anger, and so on and so on. Yes, phase two is a success, with the goblins attacking the Heroes in their exposed spots and withdrawing before they can retaliate, the goblins increase the frustration of the heroes, distracting them even more and wounding them in the process.
Now is time for the coup de grâce. - Orcs, charge, no mercy - you shout in orc, immediately you hear their war cries and see them run to the heroes in both sides, they are trapped, - Hunters, fire - you command to the lizardfolk, they release their arrows into the frame and keep a steady flow of them, always aiming as closely as possible to the heroes, who in return are completely lost and in panic, they will fall, but you must take care of the most dangerous ones and quickly, or risk them turning the tides, but which ones?
¿Who do you attack?
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Memoirs of a Minion
Fight, kill, die and fuck for your evil master (not necessarily in that order)!
Inspired by the immensely entertaining CHYOO story "Game Monster" by Cantalope and the very awesome video game, Overlord, in this story you are a magically spawned minion-type creature (goblin, zombie, ghoul, dark knight, etc) born to live, fight and die for your evil overlord master. Serve your master well and survive the many pitfalls of minion-dom and rise up above the rank of fodder for heroes to your overlord's right hand. Fail or betray your master (and get caught doing so) and meet your gruesome and horrible . In either case, you'll be sure to fight, kill and (if you're lucky)defile heroes and other creatures and foes along the way, all in the name of your dark master!
Updated on Aug 6, 2022
by TMJ2008
Created on Jun 3, 2015
by TMJ2008
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