Wednesday 15 November 2023

The Ambuscade at Pratt's Bottom

 "A histore of divers warrs and right owlde bovver in Ye  County of Midshire."

A first try of Blood and Crowns.

It is July 1456 and once again Lord Farthingdale has refused to pay his taxes to the Earl of Midshire.  Fearing that the Earl is supporting the Pretender, the Duke of York, his former Excellency declared for the Lancastrian King and gathered his retinue and tenants at Potter's Knob.  

The Earl has sent his henchman, FitzQuilp, the Sheriff of Much Rutting, a twisted hunchback peasant of a fellow, a vile strutting hairy imp.  A man who smelled of turnips ... Well you get the idea.

The Earl's lackey Sheriff FitzQuilp has gathered his forces and advanced to cross the River Tickle, and set ambuscade at Pratt's Bottom determined to put an end to the Lancastrians.


Dramatis Persona
Avery Oddman, Earl of Midshire
Squire FitzQuilp - the twisted crookback, Sheriff Of Much Rutting, obsessive tile collector 
Lord Hugo de Farthingdale, an Obese individual Without Honour! 
Sir Quincy de Whitemoore an insane aristocrat, and his poltroon brother Sir Oliver.

Midshire.  Avalon Hill's Robin Hood is the basis of the map.


Sir Hugo

Vanguard

Two Groups of trained archers

Main body

One group of trained billmen

One group of trained Men at Arms afoot.

Reserve

One group of Veteran Men at Arms afoot


Ambuscade Objective Markers:  None Scenario Rule:  Escape!: Defending units escape and are  not considered eliminated if they intentionally leave the table by having all models  within 3”  of an Escape Edge and performing  a Move action. Defending units do not Fall  Back towards a table edge or deployment  zone and instead move toward the center  of the Objective Area.

Deployment:  Attacker chooses two deployment zones  and may place units in either of these deployment zones. The defender may place  their units in the Objective Area. Starting  with the attacker, players alternate placing  units until all units are deployed.

Additional Feats of Arms:  Starting on Turn 6, during the End Phase:

» Attacker gains +1 Renown for each enemy unit within the Objective Area.

» Defender gains +1 Renown for each unit  that is no longer within the Objective Area  and is not Shaken or Engaged.


Determine Scenario by rolling 1d10:

1)  Ambuscade 2)  Seize 3)  Pillage 4)  Burn 5)  Rearguard 6)  Regicide 7)  Formal Combat  8)  King of the Hill 9)  Defender’s Choice 10)  Attacker’s Choice


The Game

I have Sir Hugo three units, a bow bill and Men at arms.  It's a rules tester game after all.  The enemy mirrored this, with an additional bow group.

Surrounded.  The Lancastrians attempt to break out.

A heroic charge by the Lancastrians billmen.  They only get near because the shooting was dire.

And the Lancastrian bowman knock down their opposite numbers.

Sir Hugo begins to fight clear.

Sir Hugo leads the charge.

The Men at Arms go through the bills throwing them back.  The Lancastrians are heading up table.

Game over.  The Yorkist Men at Arms don't reach the fight as the Lancastrians escape the ambuscade.