Very pleased to have finally played my first game of 'Never Mind the Billhooks'. Although I have painted quite a few (Lancastrian) units the other two players (Ian and Phil) have only just got their boxes of plastic Perry miniatures so we were limited to around 80 points a -side. Happily, Howard, our other club member has also got some figures but was unable to be here today.
Here are some of my more recently painted figures for this project plus I created a water filled ditch, just in case that card came up during play!
I can never resist devising a scenario, I was just hopeful that it would not prove to be too complex for our first game. The scenario should hopefully play well with larger forces too. Inventing some fictitious leaders for our forces based on local place names, the scenario was as follows...
The Search for Brother John Thomas.
The table will be set up with a village of several buildings in the centre including an Inn called Ye Olde Sunne Inn. As well as the village there should be a good smattering of fields, hills and trees etc... The Yorkists throw a dice, on a 1-3 they enter the table in the top NW corner, on a 4-6 in the SE bottom corner. The Lancastrians will enter the table in the opposite corner to the Yorkists. Troops maybe deployed upto 12” on a 6'x4' table. The game lasts 6 + a d3 turns. (7-9 turns). After the last turn the exhausted sides will withdraw to lick their wounds and add up their VP (Victory Points)!
Brother John Thomas (3VP): A monk with important information about the main Yorkist forces strength and movements has gone into hiding in a small village in the centre of the table. The main aim of the game is to locate the monk and keep him safe; the information he possesses is useful to both sides so he must be kept alive. There are several buildings in the village. To search for Brother John throw a d6 each time one of your units is in contact with a building. On a '6' you find Brother John, or if all buildings have been searched he will automatically be found in the very last building to be searched. A unit may only search one building a turn but different units may search different buildings during any turn. You score the 3VP if Brother John is with one of your units at the end of the game or has been escorted safely from the table back over your own deployment zone.
Captain Richard Head (1VP): Cpt Head is enjoying several quiet drinks in ye Olde Sun Inne when he is rudely interrupted by which ever side searches that building first. For a small sum of money; Capt Head agrees to help that side in the battle. Position Capt Head with a unit. Whenever that unit is in melee Capt Head adds one extra dice to the melee pool. Use a separate colour dice for Capt Head for if it scores a '6' in melee, it can be thrown again (and again as many times as it scores sixes, each six scoring a 'hit') as Capt Head dazzles all with his fighting skills. However, the first time that unit loses a melee Capt Head will desert to find another, quieter drinking hole-remove him from the table. Capt Head is only worth a VP if he is still fighting with you at the end of the game.
Note: Capt Head cannot be targeted by missile fire and will be the last man to fall in any unit targeted by such.
Horse and Cart (1VP): Any unit that captures the (newly painted) horse and cart by moving into contact with it will find amongst the food stores in the cart a full re-supply of arrows for one Retinue Archer unit. The cart moves at d6” a turn along the road until captured, and at 6” when being escorted by its captors.
VP = Victory points for the game.
You also score 1xVP for each enemy commander slain during the battle.
and the forces that were used were as follows...
Lancastrians
Earl of Lawkland (mtd). Class 3 Hero/ldr
Sir Henry Kettlesbeck (foot). Class 2 Commander.ldr (+5pts)
Type |
pts |
Move |
Shoot |
Melee D6 |
Save |
Notes |
Light Horse |
1.5 |
10/14” |
|
2 |
4+ |
Save is 3+ in melee |
2x Bill |
1 |
6” |
|
1 |
4+ |
|
2x Archers |
1 |
6” |
9S/15L” |
.5 |
5+ |
May shoot twice a turn. Hit, 5+ at short, 6 at long |
Skirmishers Handgun |
1 |
8” |
0-12” |
.5 |
5+ |
Hit 5+ |
Gun + 3 crew |
9 |
4” |
0-30” |
.5 |
5+ |
Crew x 2 when shooting, hit on a 6, all hits kill. Three or more 1's and gun blows up. |
|
|
|
|
|
|
|
Total |
80 |
|
|
|
|
|
Yorksists
Duke of Eldroth (foot). Class 3 Hero/ldr
Sir John Litton (foot). Class 2 Commander.ldr (+5pts)
Type |
pts |
Move |
Shoot |
Melee D6 |
Save |
Notes |
Men-at-Arms |
2 |
6 |
|
1.5 |
3+ |
Save is 4+ if hit by X-bow or handgun |
2x Bill |
1 |
6” |
|
1 |
4+ |
|
Archers |
1 |
6” |
9S/15L” |
.5 |
5+ |
May shoot twice a turn. Hit, 5+ at short, 6 at long |
Skirmishers Archers |
1 |
8” |
0-12” |
.5 |
5+ |
Hit 5+ up to 12”.Only 1 shot per turn. |
Gun + 3 crew |
9 |
4” |
0-30” |
.5 |
5+ |
Crew x 2 when shooting, hit on a 6, all hits kill. Three or more 1's and gun blows up. |
|
|
|
|
|
|
|
Total |
78 |
|
|
|
|
|
So, how did the game go?
Thankfully the Lancastrians did manage to recruit Sir Richard Head (the Sunne Inn is in the photo below) for 1VP and also destroy a unit of retinue archers to gain back a Morale token.
More melee on the Yorkist left flank saw most units in Disarry or even Daunted so after several action packed turns we called an end to the game with a clear victory for Phil and his Lancastrians.
Sounds like you all had fun. Looks good too. Nice to see Eldroth and Lawkland got an outing again.
ReplyDeleteI always enjoy using local place names to help create characters and scenarios.
ReplyDeleteExcellent! Graet report, sounds like a fun game, ceratinly fun names and I love the special rules, I shall shamelessly use them myself!
ReplyDeleteThanks Mike, although for our second game I think I shall come up with a simpler scenario and use less hedges especially; there was too much disarray to deal with.
ReplyDelete