For a change, I played in as many games as I ran this year! As it turned out, both used version of Daniel Mersey's Lion Rampant rules from Osprey. That being the case, I actually bought an pdf copy so that I might have a basic familiarity with them!
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Showing posts with label Late Medieval. Show all posts
Showing posts with label Late Medieval. Show all posts
Thursday, April 10, 2025
HAVOC Rampant!
The first was the Battle of Crecy; I had the archers behind the barriers on the left of the photos, another concealed in the woods on the left, the two mounted units of Knights, and a motley, smelly band of pilgrims, peasants, and camp hangers on to the rear. My fellow "Englishman", Steve, had the remainder of the forces... 2 Archer units (one concealed in the woods to the right), a unit of Handgunners, and a unit of dismounted Knights in the center.
Opposing us were Roland (great name for a player in a Medieval wargame, standing in black), and Mike (seated). The GM, my freind Mark T, is standing explaining the scenario. I had volunteered to play either side, knowing that Crecy is a tough act for the French!
A view as the French begin their advance. From the front, the position can only be attacked through the gap in the center, or on the flanks, mostly through the woods. My fellow Englishman, Sir Steven, is surveying the field.
Mike advances on Steve's position on our right, causing the concealed Archers to reveal themselves.
The French advance; Roland had several early turn terminations, greatly hindering his advance. Sir Steve explains to me that in Lion Rampant, Woods are the great equalizer, and that my motley crew would be pretty much the equal of anyone else when fighting therein. So, Tally Ho, they begin their sylvan trek, planning to protect the flank of Sir Steve's (red) archers.
The ranks of the advancing French are thinned by the shooting of Sir Steve's archers. His handgunners prove particularly deadly when they manage to get a shot off, ignoring the armor of the French Knights!
Lord Roland carefully stays out of range of my own archers as much as he can.
A wave of French have broken upon the English center, but did reduce Sir Steve's Foot Knights below 50%, so my mounted Knights move up to fill the gap. Sir Steve's archers have wiped out the Marquis de Mike's crossbowmen and all of his mounted troops, the Marquis has pulled his foot sergeants out of range of the English arrows.
My first unit of knights suffers losses in a series of mandatory "Wild Charges",
as the smellies trudge s-l-o-w-l-y through the woods.
My left flank archers finally decided to show themselves in the woods, as everyone knew they must be there anyway! I think they shot once during the game. Lord Roland readies another assault upon the Gap. on the far fight, he Marquis de Mike has stirred, sending his foot sergeants to attack the flank of Sir Steve's position. In response, the smellies ooze onward through the woods and down the slope of the hill.
Lord Roland's attack repulsed, the French foot soldiers decide to try to contest the position, while the sergeants and peasants slowly gravitate towards one another.
Situation in the woods and the English center.
The bigger picture. The smellies and the sergeants clash, with the smellies prevailing by a hair, repulsing their betters! "Whenny woody winnie!"
Both units in the woods then proceed to fail their courage checks (not shocking for the smellies, but less likely for the Sergeants), exclaiming "Run away!". The French conceded the day, whilst the English drool at the thought of all the ransom money that will be coming their way for the captured French chivalry!
Mark and I headed out for lunch after the game, and in the process discussed ways to balance the scenario more. Mark decided that probably all of the French will start on the table at the outset, and the handgunners were actually meant to be only 6 figures strong instead of 12.
Saturday afternoon I played in a second Lion Rampant game, this time the Battle of Tinchebray, September 28, 1106. Continuing on y English theme, I took up the cause of Henry I, King of England, and commanded the center of the army, composed of some archers and many dismounted men at arms. Sir Steve commanded the English Left, composed mostly of mounted knights and men at arms, and I believe it was Jim commanding the English Right, once again comprised mostly of mounted troops. Opposing us, under the banner of Robert of Normandy, Henry's older brother, were Mark T on their right, Eric opposite me, and I don't think I got the name of the last player. GM Chris Parker is seen presiding at the head of the table.
I liked Chris' "Large Battle" Lion Rampant variant. The gris is not used, but ALL units roll to activate, and a failure doesn't stop the rest of the command from activating, just the unit it applies to. Chis also changed the hist so that the first hit was permanent, but the second and subsequent hits from any combat could be saved by rolling he target's armor rating (1 - 4) or less on a D6. The saved hist still counted as modifiers for Courage tests, etc., for that round. Finally we each had three cards that could be used to reroll any activation or Courage test.
The cavalry boys moved out with alacrity, but my foot men were more circumspect!
Overview of the battle;' our knights are pressing forward on the right!
The action to our left was more confused!
The white dice track hits; a green die means that many hits plus 6!
Sir Steve's men start to gain the upper hand over Duke Mark on our left.
Our right is really mopping up the Normans!
Duke Mark's forces are dwindling as well. My infantry chant "Whenny woodie winnie!".
The Norman flanks are collapsing; my contribution has mostly just ben to keep the Norman Center under Earl Eric occupied; my attempts to assault the annoying crossbowmen were generally thwarted!
Situation at the end of the game; the red chips indicate a unit that had failed its Courage test. Overall, a convincing win for King Henry I... much as in the real battle. More ransom money to come!
Thanks to all the players on both sides, and GM Chris Parker. I had a blast playing!
Monday, September 2, 2024
Battle Report: Poitiers 1356
A week ago Kyle and I play tested the scenario for Poitiers for Test of Resolve: Hundred Years War. Tim Couper had kindly sent me the scenario. I was planning on doing it solo, but fortunately Kyle was available. Given the scenario, and the fact that it was his first game with the rules, I gave him the Anglo-Gascon forces.
The first group of two mounted Men at Arms and 2 units of Crossbows with Pavises benefited from a good play of cards and high movement dice rolls, and waded through the Arrow storm with only minor losses. Here they are just shy of the hedge that marks the defender's position.
One of the mounted troops has been repulsed ("turned tail", but the other is locked in combat. Meanwhile, the 2nd group is moving up. Despite the horses, these units are in fact dismounted and advancing on foot.
Bow fire takes out one unit of my Crossbows.
French men at arms closing on the Defenders! In Melee, they actually manage to take out 2 units of Anglo-Gascon Men at Arms!
The Black Prince moves his men up up to fill the gap! Shortly thereafter, the French commands run out of Battle Morale Points, fail their tests, and disperse! But wait, there are plenty more French where those came from!
After the defeat of the French first wave, the defenders do a "Wave Reset". This scenario then allows the defenders the option to defend their position in the same fashion as the first, OR, the Black Prince's command can mount up along with up to 2 units of other Men at arms if they have not taken excessive casualties; no units qualified in our case. Also in that case, an ambush by a small Gascon force of mounted Men at Arms and Archers makes a flank attack. In both cases a D12 is rolled to determine how far from the French those two commands will set up; the remaining Anglo Gascons start just the other side of the hedge. Kyle rolled for both attacks - and rolled a "1", twice. Talk about a good time to get your "ones" out of your system. Yikes!
Per the Scenario rules, the front line of the French must take a "panic test". 2 of the French units failed, and dispersed (with the loss of their precious Battle Morale points). "Run away!" The remainder of the french front line musty then withdraw behind the second line, composed (mostly) of inferior troops.
Things get ugly fast for the French and King Jean. In combat, the opposing commanders are captured and recaptured with great regularity. The dazed back Prince is heard muttering something incoherent about "shubbery", a result of one two many blows to his nibs' noggin!
"It's just a Flèche wound.... arrgh!" Frenchmen are dropping like they were uncertain as to the wing speed of a swallow.
Swallow's eye view of the approaching doom of the French....
Crunch!
and crunch again!
The rest of the Anglo-Gascons are approaching now, too!
The few remaining Frenchmen break and run, a few being heard muttering some nonsense about bunny rabbits; in the process, the Black Prince escapes from his captors! "Hey Dad, I just saved you fortune in ransom!"
Another English Lord escapes (the loser of the battle returns all of their captives). The English have captured King Jean, as well as one of the French Commanders from the first attack. Time to roll for ransom; as a VIP, King Jean is worth 10,000 gold ecus x die roll, which is a ... 12! That will 120,00 gold ecus for his Majesty's return, s'il vous plaît! "He really shouldn't have said those uncouth things about my mother and elderberries", remarked the Black Price dryly.
Historically, Poitiers was a very hard fought, yet decisive Anglo-Gascon victory. After lengthy negotiations, the English gained sovereignty overt roughly 1/3 of France, and King Jean's ransom was set at 3 million gold ecus, equal to the entire income of the Kingdom of France for 1 year! The French proved unable to p[ay such a massive amount, but what they did pay still markedly profited the royal treasury!
Monday, July 15, 2024
Pike's Point
Tim My friends from the UK, Tim Couper and David Knight, will be running 8 games at Historicon with their newly released Test of Resolve: Hundred Years War rules.
One of them involves a number of units of Scottish Spearmen.
Rummaging about, I found these chaps in the Lead Pile from ? 20 years ago.
They are Essex figures IIRC.
I gave the unit Scottish an Burgundian flags, so with some shuffling, they could represent either.
The Scottish Royal flag was created from an image on the web.
The Burgundian flag is a download from Warflag.
All ready for the trip to Lancaster, if not the House of Lancaster! Packing the car starts tomorrow for Wednesday AM departure...
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