It being a Petaudia week, I managed to have a small game. The machinations of the Sorceress continue as she persuades the Captain of Castle Thalaba (in the south of her domain) to send a raid into the West March. However, the local baron hears of it from fleeing peasants and sets out to deal with the invaders from Castle Thalaba. Unfortunately, it is only on drawing near to the border that he realises that he is somewhat outnumbered. Hastily deploying behind hedgerows, he prepares to fight off the attackers. Rules are Dragon Rampant, with a few "home" amendments. Figures are various 25mm/28mm manufacturers. Here are some photographs; I played the game in the garage, but the lighting is not the best!
a) Terrain: A battlefield with a track running from south to north, with several fields bordered by hedges, a large wood to the east, a tomb to the west and a marsh to the north-west.
b) Deployment: The West March troops deploy on the south part of the table, with their units no further forward than the lone of hedges in the centre: missile troops at the front, spearmen in support, hobilars as a mounted reserve. The Castle Thalaban force enters along the north edge of the table: wolf riders on the flanks, goblins to the west of the road, mercenaries to the east of the road, with their light cavalry as a mounted reserve. Each side’s Command base controls all the units in their army.
c) Marsh Monster: A large, tentacled creature inhabits the marsh area and will ambush any unit of either side which passes within 1” of the edge of the marsh area. It must pass an Attack roll to engage the unit, which will count as surprised and defend with half its Hit Dice and automatically retreat after the combat. The creature will then withdraw into the marsh area and await another unit.
d) Objectives: The West March must hold out until the end of the game and repulse the invaders; the Thalaban force must defeat the enemy in order to continue their invasion.
e) Game Ends: The game ends either when the Castle Thalaban force or West March force have lost half their points (i.e. they give up the fight) or their Command base is destroyed (i.e. they lose their leader and so their motivation).
f) Victory Points:
20 VP if the enemy force commander is destroyed by either side.
5
VP per enemy unit destroyed by either side.
1 VP per enemy figure killed.
g) Opposing Forces: (These are the types of units according to Dragon Rampant rules, but Medium Riders are my own type of cavalry added in, half-way between Light and Heavy Riders. I use RMU/SMU bases as command figures, able to attach to any unit and enhance their fighting qualities, as well as fight alone. In addition, I use a slightly different points system, but the game requires the attackers are double the points of the defenders.)
Castle Thalaba Force
Captain & Guard, RMU [3 figures], Elite Foot (Command Base)
Goblin Wolf Riders, 6 x figures, Lesser Warbeasts
Goblin Wolf Riders, 6 x figures, Lesser Warbeasts
Goblin Swords, 12 x figures, Light Foot
Goblin Swords, 12 x figures, Light Foot
Goblin Bows, 12 x figures, Light Missiles
Mercenary Light Cavalry, 6 x figures, Medium Riders
Mercenary Longbows, 12 x figures, Light Missiles
Mercenary Axes, 12 x figures, Heavy Foot
West March
Baron,
Hobilars, 6 x figures, Medium Riders
Household Longbows, 12 x figures, Light Missiles
Citizen Spears, 12 x figures, Heavy Foot
Citizen Crossbows, 12 x figures, Heavy Missiles
Monster
Marsh Tentacled Monster,
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