With just Ian and myself playing this week we opted for a game of our favourite fantasy rules 'Fantastic Battles'. In the most recent issue of 'Wargames, Soldiers and Strategy' there was a simple campaign for the ECW called 'For King and Kingdom' which looked easy to adapt to any period and would certainly suit our now occasional games of FB. Ian opted to be the Royalists using his Dingly Dell/Nature force ( a totally bonkers army) which left me the role of the Parliamentarians using my Ice Elves. WSS always includes beautifully drawn maps and these are easy to translate into wargames terrain and for the first game of our mini campaign I came up with the following scenario, adding a touch of fantasy here and there.
The Well at the Crossroads.
Battle 1 in a mini campaign between The Ice Elves and the Forces of Dingly Dell.
800 points per side.
Marching down from Nilheim and across the Feldros Mountains it was vital to their invasion plans that the Ice Elves captured the important crossroads along Ceolfrids Way. Rushing towards the crossroads to oppose them the forces of Dingly Dell were desperate to protect their lands from the ravages of war.
Before deployment, throw a d6 to decide on the position of the well, placing the well on the corresponding circle on the map. A small farm should also be randomly positioned on the table.
Deployment:
The Ice Elves may deploy up to half of their companies within 4BW of the Northern side of the crossroads, the rest of their force deploys within 4BW of the Northern table edge.
The Ice Elves must deploy all their force within 6BW of the Southern table edge.
Random Events, p41: at the start of each turn, players throw a d6 for Random Events as detailed on p41
The game ends when one side loses over half of their companies and /or their Warlord (or Magelord) and all other characters are killed. At this point the victors may take possession of the crossroads as their enemies flee or withdraw.
Any force who has unopposed possession of the well at the end of the game should throw a D6. On a score of 4+ they will find a relic deep down in the well. Throw a D12 on the table on p18 to randomly select the relic.
Victory Points: the winner gains 3VP and also gains a +1 bonus to the dice throw to decide Attacker/Defender next game. They may re-throw one set of dice once at any point during the second battle.
If the game is a draw then both forces earn 1 VP.
Earn 1 VP for unopposed possession of the well and 1 VP for unopposed possession of the farm.
Victory Points earned: Ice Elves: 4, but no relic found in the well
Dingly Dell: 1
After our initial deployments we rolled for 'mishaps' which led to one of my expensive companies of tiger riders fleeing, several units on either side lost resolve and some of Ian's units had to re-dploy either forward or backwards. The higher than usual number of mishaps caused a re-think in tactics. The photo below shows the main deployment.
A great report, and it looks like a fun game. I like Fantastic Battles too, and I'm looking forward to more from your campaign
ReplyDeleteThe campaign in the magazine was an easy adaption and gave a great game.
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