Wednesday, September 20, 2017

A Knight To Remember - part two of a medieval WINTER skirmish scenario

Lord Hall won the dice-off and chose to command the Black army. That left me with the slightly outnumbered Grey forces, but having only to hold the footbridge until the end of turn 15.
As the defender, I had to set out my forces first, and we soon discovered an unexpected problem - stability, or rather the lack thereof.
The figures had stood up perfectly well on the table in my hotel room in Olomouc, but they showed no such desire to do the same on a green cloth, no matter how flat it appeared to the naked eye.
We tried using small blobs of Blu-Tack under each figure's base, but this did not make much difference.
In the end we agreed to dispense with the green cloth, which is why this has become a medieval winter scenario.
The battlefield is much the same as in my previous post, but the ground is now considered to be covered with snow - enough to hide any signs of grass, but not enough to affect movement or combat. Also, there is no high ground to the north.
The Grey forces, with the figure of Baron Spital, holding a pennant, in the right-foreground
I placed the bombard west of the ruined building, so its crew would have a largely uninterrupted view of the Black forces' advance. An engine needs a minimum crew of two to fire, but I have given it three so it can continue in action even if one man falls.
I put the crossbowman in position to cover the footbridge, and spread out the rest of the men to try to minimise casualties from the Black catapult.
Then it was Lord Hall's go to lay out his troops - anywhere north of the larger pile of logged trees.
Looking from behind the Black forces, with Lord Hall of Vaux holding a pennant bottom-left
He put the catapult on the eastern side of the battlefield, with the figure of himself well to the rear. His cavalry were placed directly opposite my bombard.
The Rules
Movement
Knights on foot: 6"
Knights mounted: 12"
Engine: 3" (minimum crew of two)
Crossing the river slows movement by half
Engine Shooting
An engine can fire one shot in any turn in which it has not moved and its crew are not involved in a melee. It can be pivoted 45 degrees right or left before firing.
Crossbow Shooting
A crossbowman can fire in any turn in which he has not moved and is not meleeing. He can pivot 45 degrees right or left before firing.
Range............Score needed for a hit
Under 12".....4 or more
12-24"...........5 or more
Target behind cover: -1
If a hit is scored, roll a second die, needing a 4 or more for a kill.
Target 0-6" away: +1
Target 18-24" away: -1
Target has no shield: +1
If a mounted knight suffers a kill, roll a die to decide if the horse or the man is out of action. A riderless horse can be mounted by another knight, taking half a turn to do so. A mounted knight can continue on foot if his horse is killed.
Hand-to-Hand Fighting
When enemy figures come into contact, each rolls a die. A difference of two or more is needed for a kill. A difference of one means the loser falls back 3". An equal score means the melee continues next turn.
Modifiers
Two-handed weapon on the first turn of a melee: +2
No shield: -1
Behind cover on the first turn of a melee: +1
Meleeing while in the river: -1
Meleeing within 3" of own flag or banner: +1 (this takes the place of any other morale rule)
A mounted knight rolls two dice if fighting a dismounted knight. Similarly, two dismounted knights roll two dice if fighting one enemy (larger odds are not possible). Two dismounted knights versus one mounted fight on equal terms.
To be continued

2 comments:

  1. Nice old school toy soldier rules, I must give them a try. I superglued these knights to 2p pieces to stop them falling over all the time, it works very well.
    Best wishes, Brian

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  2. Thanks v much. If I were doing it again, I would have a rule forcing each side to put their men in units to give a more realistic look to the thing (and make the engines more effective!)

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