This week was a Petaudia campaign week and so I got on and played the attack on the priory game I mentioned previously as the next scheduled action. Dragon Rampant rules (with a few home amendments), which I find to be more and more suitable for solo games. As before, the Kedarian Horse Tribes are attacking; the Priory of St. Menno of the Church of Ferrex is defended by peasants and the Church's own troops (it being a "Church militant" far more than a "Church pacifist" - it is a dangerous continent to live in!), with a possible relief force from the nearby Barony of Gonfalon.
I played the defenders, choosing to hold two buildings with the Church's troops and hope my peasants might manage something out in the fields. That was a mistake! I should have got them into the priory complex a.s.a.p. and used them to hold buildings as well. For the Kedarians, the Non-player army, I fought them with the following "standing orders", as it were:
Light Cavalry - shoot and scoot, keep away from heavy stuff; Heavy Cavalry - support the Light Cavalry and mop up easy targets; spearmen - storm the buildings and plunder; bowmen - support the spearmen.
The battle ended with a victory for the Kedarians, although time was called when they had lost half their attack force, so it was not a walkover by any means. The peasants had a bad day, as always! The Church troops held on in the priory, but the relief column had mixed fortunes.
Here are some photographs:
The table set up - main road and priory. I do not have anything like a real priory, but thought this would do - stone building and outhouses, walled to a certain extent.
The peasants out in the fields.
The Kedarian Horse Tribes arrive on table.
The peasants forming up in the fields when the alarm sounds.
Hold the hedge, I thought, slow down the enemy cavalry, but it did not turn out to be the best idea!
A building ablaze as the Kedarian speamen head off with the first of their loot.
The remnants of the peasants head for the priory complex.
Another building ablaze and more loot for the Kedarians.
The relief force arrives.
Things looking a bit better for the defenders.
A good start for the relief force cavalry; hobilars chasing off Kedarian Light Cavalry.
The men-at-arms get in on the act, worsting a Kedarian spear unit.
Things not looking so good for the defenders; the relief force's cavalry has now taken a bit of a hammering from the Kedarian archers, Light Cavalry and Heavy Cavalry. Matters did not improve!
The men-at-arms were badly beaten.
The hobilars were wiped out.
The last man-at-arms is finished off; being the relief force leader,
that rather hampered their subsequent actions!
The Kedarian bowmen managed to shoot the Church defenders out of
this building and then rushed it for plunder.
At this point, the Kedarians had lost all their last two spear units trying to storm the main building and then one of their Light Cavalry units failed a Courage test badly and left the field. That meant game over, as the Kedarians had lost half their points total.
Three buildings burned and looted, plus more losses inflicted on the defence
than received, gave the Kedarians the victory.
Scenario Rules: Attack on a
priory.
a) Terrain: main road north to
south, main priory building and three out-buildings, orchard, walls, etc., to
east of main road.
b) The Horse Tribes enter on the
east edge. The three units of peasants are in the fields to the west of the
main road and north of the priory, deployed individually at least 2” apart. One
priory garrison unit is in the priory building, one in an out-building.
c) The Horse Tribes must loot and
burn the priory and its outbuildings; the defenders must prevent this
occurring.
d) The peasants have to pass a
“Move” activation test to form up as a unit before they can take any action
against the attackers. Any villager who is contacted by a Horse Tribe unit
whilst on their own is immediately overrun. Once the group has united, it moves
and fights as a normal unit.
e) The garrison units also have
to pass a “Move” activation test to form up in the courtyard of the priory
complex. However, they can remain in their building and defend it against an
attack without having to pass a “Move” activation test.
f) A Horse Tribe foot unit which
is in contact with an undefended building can elect to loot and burn it that
turn as long as it passes an “Attack” activation test. Once looted, the
building is set on fire and the unit must move to the east edge of the table to
dispose of its loot before returning to the action. If a Horse Tribe unit is
attacked while looting and burning a building they fight as “Battered”.
g) At the end of Turn 6, roll
1D6. If 5 or 6, Castle Gonfalon force arrives on road south edge of
table at start of next turn. These will aid the priory. Continue to roll each
turn thereafter until the reinforcements have arrived or the game ends. If the
reinforcements arrive, each unit requires a “Move” activation to enter the
table.
h) The game ends when either side
have lost half their points (i.e. they give up the fight) or all the
buildings are looted and burned (i.e. the Kedarians have a clear win) or
the unit including the Horse Riders’ leader is destroyed (i.e. the Kedarians
lose their leader and so their motivation).
i) Victory Points
Horse
Tribes: 10
VP per building looted and burned; 1 VP per enemy figure killed; 50VP bonus if all the priory
buildings are looted and burned
Village
Defenders: 10 VP per building not
looted and burned; 2
VP per enemy figure killed by peasants; 1 VP per enemy figure killed by Ferrex or Lamrian troops; 50
VP bonus if none of the priory buildings are looted and burned
j) Opposing Forces
Horse Tribes of Kedaria
Heavy Cavalry Cavalry 6 x figures Heavy
Riders 7
Points x 1**
Light Cavalry Cavalry 6 x figures Light Riders 6 Points x 2
Bows Infantry 12 x figures Light Missiles 4
Points x 1
Spears Infantry 12 x figures Light Foot 4
Points x 3
*One unit includes the Horse
Tribes’ leader.
Church of Ferrex
Troops (Priory of Saint Menno)
Peasants Infantry 12 x figures Hordes 1
Point x
3
Foot Infantry 12 x figures Heavy Foot 6
Points x 1**
Ret. Longbows Infantry 12 x figures Light Missiles 6
Points x 1
Duchy of Lamria Troops (Castle
Gonfalon)
Men-at-arms Cavalry 6 x figures Medium
Riders 6 Points x 1**
Hobilars Cavalry 6 x figures Medium Riders 4
Points x 1
Spears Infantry 12 x figures Heavy Foot 5 Points x 1
Longbows Infantry 12 x figures Light Missiles 4
Points x 1
**Includes a leader.