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 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)
- Unaligned: Mercenaries & 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
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