Bloody Barons 2
The table top |
I drew up the battlefield and collected the terrain from various mods. The figures were from an imperialist German army mod and I created units by locking two front rank with rear rank archers. Really got to grips with the locking tool.
Dismounted Knights made the Household, pole arms the retinue and peasants the levy. Rear ranks all archers. Looks the part.
A simple right click allowed me to rename the units. I cheated and renamed mounted Gendarmes for each of the Generals, . Whilst I didn't use them in this battle I spent the time to create units of pike, mounted and hand gunner's. Having saved the game I can now simply reuse all of these components to create new scenarios.
The terrain slid around the board in the setup sequence but was all locked in place before the figures went down.
Overall... its very green!
Whilst I could have unlocked figures for casualty removal it seemed too fiddly, so instead I drew up my own casualty chips, a simple "C" on a red background. These can be thrown onto units as they lose men. Simple. To remove them, flip the unit.
Game setup sequence
Activity 1 Build the army to 40 points.
2 For each player. Choose 2 differing scenery pieces.
Then add a building (or wood), gentle hill and a boggy marsh. Total 7 pieces.
3 Roll for each General's attributes.
Warwick
York
Hastings
Beaumont
Somerset
Devon
4 Carry out 32-point piggy chase. York wins
5 Players take it in turns to place pieces. Defender starts. First 4 scenery pieces placed in corners, then others can be placed anywhere.
See map.
6 Attacker has 1D6. Place D6 on a scenery item that the Attacker wishes to move. 3, 4, 5, 6 allows one Zone of movement, continue until fail or voluntary stop.
7 Defender has 3D6. Place each D6 on a scenery item that the Defender wishes to move. 3, 4, 5, 6 allows one Zone of movement, continue with each D6 until fail or voluntary stop.
8 Both players may note down a Zone that will move forward, or none.
9 Defender deploys first. Using his reserve Zone. Minimum 1 unit (household, retinue, levy) per Zone.
10 Attacker deploys second. Using his reserve Zone. Minimum 1 unit per Zone.
11 Carry out Defender losses. 1st do hits per Zone then 2nd do units off-table (maximum 3).
Lancaster loses badly here...
12 Advance Zones. Fill in empty Zone.
Hastings advances as does Devon.
15 Defender has first turn.
Hastings advances his ward on the Yorkist left. |
Warwick takes the Yorkist centre. The Lancastrians have lost badly in the piggy chase and the Yorkists are attacking, confident of Victory in the true cause. |
My casualty marker system in operation as the Lancastrians shoot. |
York is shot up by the Lancastrians as he assaults |
16:03]
Three
hits vs three hits. Northumberland and Warwick fight to a stand still
[16:09]
The
fight between Hastings and Somerset drags on...
[16:17]
Its
all down to the Duke of York. Six hits vs three. The remains of Devon's men are
driven back. It looks like its all over for them...
Brave
Somerset holds Hastings with equal hits on the flank, but the day seems lost...
Somerset
passes his roll of 11 to retreat through the woods. He is the only Lancastrian
to win any honour today.
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