|Good news! |
After hiding for 10 months in a dark corner of a room that it had never been in before, my camera has re-emerged, just not in time for this battle. Better pictures are bound to follow!
So it was that the Lord of Ravenswood received a summons to march with his Black Company. The time of testing had arrived.
Having aligned the mechanisms more closely with those of the Square Brigadier, things like deciding which type of combat modifiers should be to dice scores and which to the number of dice rolled and so on, it was time to retest the rules. It was also time to step farther into fiction, or fantasy if you will, and bring another of the 5 Kingdoms into play, the Turanian Great King. Picture a medieval Sassinid Successor State or something similar, but without the religious issues of our history.
The Turanians are a reconnaissance in force/raiding party, testing the strength of the Midland borders. Their mission is to scatter the defenders and cross the river in force. The Midlish army must force them to retreat.
The Turanians, led by Prince Salaman Dar, consist of:
2 units of Royal Companions, Elite, heavily armoured cavalry inc a sub commander
1 unit of light cavalry.
1 unit of spearmen
1 large unit of archers with pavise (there should actually be a few more figures there, oops)
3 units of skirmishers.
1 unit of cavalry
2 units of light cavalry
A detached unit of militia archers defending their village.
(The Black Company)
1 unit of elite heavily armoured lancers w sub commander.
1 unit of crossbowmen
1 unit of elite heavily armoured lancers w general.
1 unit of lancers
2 units of archers
2 large units of spearmen 1 including a sub commander.
( Note: under these rules, lancers are heavy cavalry relying on shock alone, cavalry are heavy cavalry able to fight at close quarters but also capable of shooting. All light troops have a shooting ability.)
|The Earl sweeps forward scattering Turanian skirmishers and archers alike and capturing Prince Salaman .|
There is talk of glass windows for the upper windows in Cattlecross Hall..
I was very happy with how the rules played out and the balance between these armies.There was a bit of trouble trying to get the right language to describe how I wanted the movement to work so I kept fiddling with it so that it described what I was actually doing. I'm not sure if anyone else will understand but as long as they reach a consensus with themselves it will be all good.
Apart from that the missile fire was of limited use against large bodies of troops and heavily armoured units but could be deadly in the right circumstances and was excellent for encouraging light troops and cavalry to back off. The spearmen were resilient but slow and hard to maneuver and were better at wearing an enemy down and outlasting them than at smashing them. The Knights on the other hand were pretty darned good at smashing things out of their way though they didn't get to try having a go at a large block of spearmen. The support rules also worked as hoped making properly formed groups of units tougher in defense and more persistent in offence than scattered individual ones.
I'm already looking forward to the next game but there is some painting and background work to be done first.