So for our first game of the newly updated Never Mind the Billhooks rules, 'Never Mind the Billhooks Deluxe' we continued our series of imaginary local battles with the Battle of Austwick.
The Battle of Austwick.
Following their recent heavy defeat the local Yorkist command sent for help to the Earl of Threshfield. Quickly assembling (his newly painted) forces the Earl (Nigel) force marched his troops from Wharfedale over into Ribblesdale and onto the small hamlet of Austwick. Here, in the fields just outside Austwick the two sides would clash once again but would all the different factions arrive in time for the battle?
Each side must divide their forces up into their different wards and then throw a d6 to see if each ward has arrived on time. Any Ward that throws a 1 or a 2 may not deploy ready for turn 1. On the second turn they must dice again and if they throw a 1 they fail to arrive for the start of turn 2. On turn 3, any Wards yet to deploy arrive on the relevant table edge and their leader cards are shuffled into the PlayDeck.
Below is my Lancastrian force, the Yorkist's led by the Earl of Threshfield (Nigel) were split between Nigel and Ian. The dice decided that Lady Jayne Stackhouse (Yorkist) and Sir James of Catterall (Lancastrian) were both delayed but did arrive for the start of turn two, otherwise, all other Wards deployed as usual.
Lancastrians
Earl of Lawkland (mtd). Class 3 Hero/ldr
Sir Henry Kettlesbeck (foot). Class 2 Commander.ldr (+5pts)
Sir James of Catteral Hall. Class 2 Commander. Ldr (+5pts)
Sir Harry Stainforth Class 1, Dolt (+5pts)
Type |
pts |
Move |
Shoot |
Melee D6 |
Save |
Notes |
Mtd Knight |
3/24 |
8/12” |
|
2 |
4+ |
Save is 3+ in melee |
Light Horse |
1.5/12 |
10/14” |
|
2 |
5+ |
Save is 3+ in melee |
1x Men-at-Arms Veteran |
2/30 |
6” |
|
1.5 |
3+ |
Save is 4+ if hit by x-bow or handgun |
3x Bill |
1/36 |
6” |
|
1 |
4+ |
|
3x Archers Inc one Veteran unit |
1/39 |
6” |
9S/15L” |
.5 |
5+ |
May shoot twice a turn. Hit, 5+ at short, 6 at long |
Skirmishers Bow |
1/6 |
8” |
0-12” |
.5 |
5+ |
Hit 5+ |
2x Gun + 3 crew |
9/18 |
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 |
165 |
|
|
|
|
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Excellent! Sounds like much fun was had! I like the "delayed entry" rule. You always add a little flavour to your games!
ReplyDeleteThanks Mike, we like to add a bit of 'something' to our games. The trick is to keep it balanced seeing as i will always be playing too. .
ReplyDelete