Bloody Barons 2: new rules...
also my first game...
The Blue Duke of Rutting vs the Red Earl of Grope
also my first game...
The Blue Duke of Rutting vs the Red Earl of Grope
General's Attributes. (Assaulter, Target, Unreliable, Morale)
Red 1 Earl Grope 11 A U
Red Sub 2 Lord Crewe A U M
Red Sub 3 Lord Dance-Pole U
Blue 1 Duke of Rutting A U
Blue Sub Lord Scrape 2 A
Blue Sub 3 Lord Stretford T
Red 1 Earl Grope 11 A U
Red Sub 2 Lord Crewe A U M
Red Sub 3 Lord Dance-Pole U
Blue 1 Duke of Rutting A U
Blue Sub Lord Scrape 2 A
Blue Sub 3 Lord Stretford T
The Campaign (the Piggy chase)
Red wins initiative rolls first.
Red 5, 1,1 4 1 3 stops 15
Blue 6 bust
Red 5, 2, 6 bust
Blue 5, 3 Stops 8
Red 5, 2, 1,4 3 Stops 30
Blue 1 5 2 5 1 Stops 22
Red 4 Wins 32
Level 3 Defence Blue result. terrain moves.
Small Armies 22 points
1 Household Foot @0
4 Retinue @12
6 levy foot @10
3 Generals
47 elements... the small army! I`m halving that to use two elements and a d6 to reflect the unit strength of 8. |
1. Defender loses 5 hits per zone.
2. Roll for each unit 9-10 off table
Scenario
26 x d6. 2 to 10 per category
Ambition and title
Red attacker 3+
This man is the Rightful King! King Grope, its the man England needs.
Battle Craft and reputation
Blue+1
swap 2 attacker units in place
Chance and happenstance
Blue +1 gentle hill to rough Yesterday's rain!
Deviousness and politic
Red +Blue Even
Battle Clock at 32 each player rolls d6 and deducts at end of turn.
Blue and Red after deployment, but before Blue rolls for being defender |
The Duke of Rutting advances his ward whilst Lord Scrape holds on the reserve line |
Lord Dance-Pole advances onto the rough hill forward left, having rolled the necessary 11 to enter terrain. |
Red advances int the village having (JUST) rolled the 11 |
Having attempted intense shooting and failed to score any hits the Blue Duke attempts an assault. He passes the roll to assault into the boggy terrain and inflicts five hits. The Red Earl opposite only inflicts two. |
Red fails morale but "stands," "out of order."
Blue moves into the contested boggy zone. Blue in this ward will now count as better units and "winning."
Battle Clock at 13
Red fail to get out of the village. The ditch is too deep? |
Red assault the rough ground that was supposed to be a hill! Blue defence is poor |
But the Red attack is devastating. Blue is sent reeling back |
Worse, that's the Blue CinC, the Duke himself, and he is killed. |
The Blue Ward routs back out of order |
On the right the Blue ward finally gets into that field. |
Back in Blue Centre left Lord Scrape attacks in some style |
The Red forces are routed back and the Red General is killed. |
So the isolated Red success is now a salient! |
Rolling a dozen or more d6 on the Victory table Blue edged it 27 to 22. Killing the CinC was instrumental and Blue still held the key defence zones.
I found that I had no units destroyed... and none driven off table either. Both sides had a ward driven back.
Still... A noted win. "This will bring them to heel."
Perhaps my main fault in this game as Red player was the failure to get the attacker attacking. I sat on a hill on the left for goodness sake, and could not get out of the village. Blue solidly held the central sectors.
What I liked about these rules is the specific period focus on the battle lines. This is why there are only 16 sectors. There are no great flank attacks or manoeuvre in period, it's a slog. They would only work for these wars.
I need to revisit this and sort out my mistakes with the rules. Probably one of the Battle Scenarios, starting with St Albans. It's a ready made campaign game by game. Good fun steep learning curve.
Interesting stuff. Hope to get my copy soon - it's in the post apparently. Maybe a good candidate for remote gaming?
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