This week was a Petaudia campaign week, according to my roster of wargaming activities, so I played a solo game following on from the last scenario. In this action, the Kedarian Horse Tribes, now aided by a small mercenary force sent by the Sorceress, attacked the castle and village of Artho in the Duchy of Lamria. Victory went to the assailants, who devastated the village and broke into the castle as well, helped by the fact that the relief force turned up too late. Rules are Dragon Rampant, with a few minor "home amendments". The opposing sides are larger than a normal Dragon Rampant game, but the rules cope very easily with larger numbers.
I played the attackers this time, with the basic idea of using my cavalry to "hit and run", with the spearmen assailing the village for plunder, aided by the bowmen, while the mercenaries sole task was to break into and capture the castle. The defenders were to hold the castle; the peasants - and here I had learnt from the previous scenarios! - were to unite into groups and then get into the buildings, where they would be safer, and hold off any attacks. After that, it was wait for the relief force to arrive and disrupt the attackers' efforts.
I have attached the basic rules for the scenario at the end. It should be noted that "Medium Riders" are a "house amendment" to full a gap between "Heavy Riders" and "Light Riders" in the Dragon Rampant rules.
a) Terrain: a minor road running across the table to a castle keep, with several buildings about it for the village, plus gardens/orchards, a few hedged meadows, the rest of the table is open ground, representing fields.
b) The Horse Tribes and the Flamian Column approach from the south edge. The peasants are out in the fields and about the village, deployed individually at least 2” apart; of the garrison, the crossbows and knights are inside the keep, the spearmen are drawn up outside the castle.
c) The Horse Tribes and the Flamian Column must loot the village and capture the castle; the Lamrian defenders must prevent this occurring. The Kedarians have the initiative for the game.
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 hostile unit whilst
on their own is immediately overrun. Once the group has united, it moves and
fights as a normal unit.
e) Apart from the knights, only one other defending unit is allowed inside the castle. A maximum of one defending unit is allowed in any of the village buildings.
f) An attacking foot unit which is in contact with an undefended village 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 south edge of the table to dispose of its loot before returning to the action. If such a unit is attacked while looting and burning a building, or moving to the south edge of the table, they fight as “Battered” (because they are loaded with plunder).
g) The Umber Hulk lives underground and has the ability to mine through rock. Therefore, its main function in this action is to tunnel into the side of the castle and open an entry for the attackers into the structure’s lower level. On reaching the castle base, the Umber Hulk will begin to tunnel. Roll 1d6; the result is the number of turns it will take to get through the foundations and into the castle. Once it has entered the castle, it can attack any defending unit. Any attacking unit can also enter the castle behind it and will attack the defenders if the Umber Hulk is forced to withdraw or is destroyed.
The defenders inside cannot shoot
down at the Umber Hulk once it is at the base of the castle, it being in “dead
ground”. Nor can they prevent it tunnelling; they can only wait for it to
complete that task and then engage it inside the building. After one turn, the
Umber Hulk is considered to be out of sight underneath the castle. During that
turn it can be attacked directly by units outside the castle, which will
disrupt its work; if it beats off the attacks, it can return to its tunnelling,
but this will require a re-roll of the 1d6. Missile fire will not stop it
undermining the castle, only inflict damage on it.
h) However, the Umber Hulk is unpredictable. It is meant to be under a powerful “Control” spell. However, it has passed so far from the Sorceress (who cast the spell), that her hold over it has weakened considerably. Each turn that it loses one or more Strength Points, roll 2D6; if the number rolled is less than the total Strength Points it has lost so far, the “Control” spell is broken. The Umber Hulk will then automatically “Wild Charge” the nearest unit (i.e. it does not need to pass an “Attack” activation), regardless of which side that unit is on, and continue to fight it until a decision is reached. It will carry on making “Wild Charges” in this way at the end of each side’s turn until it is destroyed or the game ends. If it loses a “Courage” test and becomes “Battered”, it will retreat directly to the south and leave the table, avoiding any intervening unit. If it was inside the castle at this time, it will be considered to tunnel its way down into the ground and escape by a subterranean route.
i) At the end of Turn 6, roll 1D6. If 5 or 6, the Lamrian relief force arrives on road at the west edge of table at start of next turn. These will aid the defenders. If not 5 or 6 on 1D6, then 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.
j) The game ends when either side have lost half their points (i.e. they give up the fight) or the castle falls to the attackers (i.e. they achieve their main objective) or a unit including the leader of either side is destroyed (i.e. they lose their motivation to fight on).
k) Victory Points:
Attackers:
50
VP if the castle is captured
10
VP per village building looted and burned
1
VP per enemy figure killed
50VP
bonus if all the village buildings are looted and burned
Village Defenders:
10
VP if the castle is not captured
10
VP per village building not looted and burned
2
VP per enemy figure killed by peasants
1
VP per enemy figure killed by Lamrian troops
50
VP bonus if none of the village buildings are looted and burned
l) Opposing Forces:
Horse Tribes of Kedaria
Heavy Cavalry 6 x figures Heavy
Riders 7 Points x 1**
Light Cavalry 6 x figures Light
Riders 6 Points x 2
Bows 12
x figures Light Missiles 4 Points x 1
Spears 12
x figures Light Foot 4 Points x 3
**Includes the Horse Tribes’ general.
Flamian Column (Mercenaries)
Goblin Swords 12 x figures Light
Foot 4 Points x 1
Goblin Bows 12 x figures Light Missiles 6 Points x 1
Axemen 12 x figures Heavy Foot 6 Points x 1
Umber Hulk 1 x model Greater Warbeast 10 Points x 1
Duchy of Lamria Troops (Castle Artho)
Garrison:
Spears 12 x figures Heavy Foot 5 Points x 1
Crossbows 12 x figures Heavy Missiles 4 Points x 1
Foot Knights 3 x figures Elite Foot 6 points x 1
Village:
Peasants 12 x figures Hordes 1 Point x 3
Relief Force:
Men-at-arms 6 x figures Heavy Riders 6 Points x 1**
Hobilars 6 x figures Medium Riders 4 Points x 1
Longbows 12 x figures Light Missiles 4 Points x 1
**Includes the Lamrian general.
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