For this week's medieval game I tweaked a scenario from the first edition of the Hail Caesar rulebook, adapting it to our chosen period. Player one sets up south of the stream that runs across the centre of the board. The stream is classed as a linear obstacle and takes one move to cross without penalty. As well as the bridge there is a small ford on the right flank. He has one division deployed immediately south of the central bridge and another in reserve on the left flank which enters play from the start of turn 3. The rest of his army is deployed in and around the village which they are raiding and trying to set alight. He must also keep one unit in the village to try and set it alight. Player one must note down where each division is deployed.
To set the village alight on turn 1 player one must throw a double six, turn 2, a double 5 or 6, turn 3 double 4, 5 or 6, turn 4 on a double 3,4,5 or 6, turn 5 double 2,3,4,5 or 6. and any double on any turn from now on.
Player 2 must deploy their whole force first, within 12" of the northern table edge. Then Player 1 deploys his divisions as previously noted apart from the flanking force of course.
Objectives:
Player 1 must hold onto the village and hopefully set it alight.
Player 2 must try to come to the aid of the village and prevent it from being burnt down.
Here is the table just before deployment. We use coffee stirrers to mark out deployment areas. The dice decided that the French (Ian) would be player 2 and deploy in mass on the left whilst my English would deploy to the right of the stream.
After deployment, the French to the north have to try and recover the village, currently occupied by the English. The English reserve will enter play in the marked area on the left some time from turn 3 onwards.
Ian's newly painted Scottish Schiltron. They advanced over the bridge and got beaten back by some English knights on foot.
The French Knights cross the stream at the ford in force.
Ian had also painted up a medium cannon, first shot it scored a '6', damaging the longbowmen at the top of the photo but this proved to be the only damage it did all game.
The English knights take up position on top of a hill facing the advancing French.
Meanwhile, in the village my light infantry were failing miserably to set the buildings alight, they must have bought wet matches!
On my left flank the French Infantry advanced up to the stream.
The French Knights take up position opposite my knights, this was going to be bloody.
I managed to get my dismounted unit of knights in position to help.
Finally, on turn 5 the Earl of Oxford arrives with his flanking force. On the three turns they were involved in the game he failed his command throws twice at the first order. Thus this division had little impact on the game apart from making Ian keep a division over there to watch them.
Knights in combat that lasted about 3 turns. Finally the French broke through the English line but were badly damaged themselves.
At this point we had to end the game. A badly mauled division of French knights had broken through my troops on the left but elsewhere the French had not even got over the stream in any sort of force. I had failed to torch the village but with so many units still left on the table of both sides we called the game probably a draw but with the French perhaps edging it!
The troops look glorious.
ReplyDeleteIt sounds like a fun scenario, but potentially difficult to torch the village?
On reflection we should have added a bonus for each turn of trying to torch the village after the sixth as well.
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