Wednesday, November 30, 2022

The Bones of St Alkelda - Another game of Billhooks

 The Bones of St Alkelda

With all the recent conflict tensions are running high. The Earl of Lawkland has decided to remove the sacred bones of St Alkelda from the local church to the safety of his Hall. The Yorkist forces, further strengthened by the Mercenary Lord of Westhouse have decided to steal the relics for themselves. (For this scenario I have shamelessly borrowed a few ideas from the scenarios in the rule book). 

The table is set up with the Lancastrian forces deployed up to 9” in along the road close to the southern edge of the table and the Yorkists up to 9” in on the opposite table edge. The Lancastrian's have 3 wagons only one of which contains the bones of St Alkelda. The wagons start at the eastern/right edge of the road and must leave by the western/left edge. Each wagon is moved on the Lancastrian Skirmish card, moving at the same rate as infantry (6”). If any wagons are captured by the Yorkists throw a d6, on a 1,2 this is the wagon with the bones, if it is the third wagon to be caught it will automatically be the one containing St Alkelda's bones.

(To capture a wagon the enemy just need to move into uncontested contact with a wagon). If the Yorkists can capture the relic (uncontested) they win the game, if the relic is moved off the western/left road edge, the Lancastrian's win but the Yorkists have the larger force.

Yorkists 240 points and 6 leaders

Lancastrians 189 pts and 4 leaders

It was great to have Charlie along for his first game with the SaD Wargamers and also to see his large collection of Billhooks figures (over 460 points worth). It was Charlie who took on the role of the Mercenary Lord of Westerhouse with his units of Pike and Handgunners. 

The Lancastrians, commanded by Phil and myself deployed first, placing the 3 wagons on the extreme east/right and they had to get across and off the table on the far west/left.  We tried to position troops to hold off attacks from across the board. 

The forces deployed for battle. You can just see the wagons at the top right on the road. 

The early action was on the Lancastrian left, where, initially, things went well for the troops guarding the Bones. The Yorkists light cavalry were soon seen off with a round of archery. 

Phil was not surprised when his artillery blew up on it's first shot. 

My Lancastrian Light Cavalry tried to break through a solo unit of archers and lived to regret the idea. 

The Mercenary forces under the Lord of Westerhouse advance. 

The Lancastrians gave the Mercenary forces a warm welcome. Eventually though superior numbers forced the battle and the Lancastrians started to lose not just units but they also lost two of their four leaders. 

Ian's Yorkist forces quickly advance in the centre to take advantage of the chaos in the Lancastrian line. 

Whilst Nigel sends his Yorkists wide on the far left to try and block the road. 

Boom, the other Lancastrian artillery blows up. 

Yorkist Mercenary Pike about to beat up my Lancastrian bill. 
(Note to self: paint up some Pikemen soon, they hit hard!).

Phil hastily sends Sir James of Catteral Hall to protect the west/right flank from the Yorkist advance.  

Leading to a large clash on the left with Phil's infantry block being attacked from the front and rear, it was only going to end one way. With just 6 turns played the Yorkists had won the battle but the wagons were close to exiting the table. Twice the Lancastrian skirmish card was the last card in the pack meaning the wagons did not move on those turns, this was going to be a costly turn of events. Nigel was able to turn his surviving units around and claim the wagons, the first two he searched did not contain the bones leading to a last vital turn...whose card would be played first...it was Nigel's and the final wagon was searched and the bones of St Alkelda were claimed for the Yorkists. 

This proved to be a very enjoyable game with both sides being close to achieving their objective. The wagons were just 6 inches, one move away from escaping the board. All players agree that the random nature of unit activation using the cards is a great mechanic as you can never be sure who will get to go first at any point in the game.   



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