Sunday, 8 October 2023

Preparing for Blood and Crowns

My 100 Years War forces are set up for Lion Rampant.  Mounted in groups of six, heavy foot in sixes Infantry in twelves.  Some of the Blood and Crowns groups will be less than this so I'm ahead of the game.

I'll be starting with the period of the 2nd Scottish War of Independence, or the "Dispossessed."

I think I'm on track with the miniatures so I'm turning to the terrain.  I'm going to need three "Objectives" more buildings and woods, as well as some ship templates.

The Ships
I'm using RPG style templates.  These are all printed at A4 scale and mounted on black foamcore.  The fore and act castles are separate and also on foamcore, to give a definite height difference.




The buildings

I have a small collection of scratch built and Renedra plastic buildings for the period.  I'm planning another couple of farm buildings, a church and a city or castle gate.

The Forces

Given I'm using 3 boxes of Perry plastics for this project, and a few sprues of War games Atlantic Irish, I have some limitations in the armies I can muster.  I do however have a large Barons War collection that can be drawn on for support units.

  • The Kingdom of England, Wales & Ireland
    • England in France (Crecy to Poitiers) 1345-56
    • English Army in Scotland
    • England in France (Agincourt to Orleans) 1415-44
    • The Kingdom of France
    • Army of France (Crecy to Poitiers) 1345-56
    • Army of France (Azincourt) 1415
    • Army of France (Orleans & The Loire) 1428
  • The Scottish
    • The Wars of Independence
    • The Border Rievers
    • The Scottish in France,
  • The Irish
    • The Pale vs the Native Irish
    • The Scots in Ireland
    • The Wars in the Isles
  • The Iberian Kingdoms (Spanish Kingdoms)
    • The Castilian Civil War: Forces of Pedro de Castile (1351-69)
    • The Castilian Civil War: Enrique de Trastamara (1351-69)
  • UnalignedMercenaries & Pirates
    • Free Companies
    • Routiers
    • Pirates/Merchant Crew
  • Card-bid Initiative System – the 6 game turns are further divided into “rounds,” with each player activating a unit in each round. At the start of the round, players bid for initiative using a standard deck of playing cards. The player who wins the bid, chooses the order in which the players will activate their units for that round.
  • Activate Units – the cards used for bidding also determine the number of actions your unit will receive, cross referencing the card’s suit, with the activated unit’s experience. Cards more likely to win the initiative bid grant fewer actions, forcing players to choose a strategy which prioritizes speed or quantity.
  • Renown & Feats of Arms – Victory is determined by the amount of Renown each player has earned throughout the game. Scenarios will have their own ways to earn Renown, such as by burning (or defending) a critical building. Additionally, Renown can be earned through Feats of Arms – goals available to both players. Such Feats include the destruction of enemy forces, the capture of valuable enemy knights, and impressive displays of martial prowess such as the Glorious Charge.
  • Fatigue – representing the variety of conditions which can impact a unit’s battlefield performance, Fatigue is streamlined catch-all rule for stress, morale, physical exhaustion, and the piling on of minor wounds. You can even Push your troops to act beyond their normal limits, also earning Fatigue. Rally actions allow you to remove Fatigue, and Inspiring leaders can aid in this effort. Managing Fatigue is crucial to victory.
  • Legendary Armies – Players assemble forces of roughly 20-30 miniatures, led by a Commander and his Retinue. Forces are drawn from a common pool of units, representing the typical fighting men of the era; from noble Men at Arms and Esquires, to the lowly Footmen and Peasant Levies. Each unit has its own skills, equipment, and special rules. Units can vary in size, but the common size ranges from 3-8 for your heavily armored knights, and 4-12 for your more numerous footmen.
    Legendary heroes from history, such as ‘The Black Prince’ Edward of Woodstock and Joan D’Arc can also join your forces and lead them to victory. Each historical character has their own special rules and abilities to impact the game

The battles of the first 20 years.

1337 Battle of Cadzand.  Sir Walter Manny and the attempt on Sluys. (Or let's grab us a hostage!)
1338 Battle of Arnemuiden
1340 Battle of Sluys
1340 Battle of Saint-Omer
1340 Siege of Tournai
1341 Battle of Champtoceaux
1342 Battle of Brest
1342 Battle of Morlaix
1345.     - August Battle of Bergerac  
1345.     - October Battle Auberoche 
1346 Battle of St Pol de Léon
1346 Battle of Caen
1346 Battle of Blanchetaque
1346 Battle of Crécy
1346 Battle of Neville's Cross
1346–1347 Siege of Calais
1347 Battle of La Roche-Derrien 
1350 Les Espagnols sur Mer
1351 Capture of Saint-Jean-d'Angély
1351 Battle of Ardres
1351 Combat of the Thirty
1352 Battle of Mauron France
1353 Capture of Lusignan
1353 Battle of Comborn
1354 Battle of Montmuran
1356 Battle of Poitiers

The English
Sir Hugo de Farandole, formerly of Provence now of Durham, One of Sir Walter Manny's retained Knights
24 longbowmen
12 Men at arms

The French
Aimery, Compte de Phoque
12 Men at arms
12 Crossbowmen
12 Spearmen

Cadzand
Manny uses ribauld sailors, half his force.
Six villages
Plus he "town" of Cadzand
French relief force crosses the causeway at low tide.

Figures
English army Mma and LB
French Cb, Sp Mma
Mounted 12, 8 Mma 4 Horse holders.

3 x More ships, including the Nef.


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