Friendly - Longbows rally, shoot with 3 dice at the heavy infantry and miss. The mercenary crossbows rally, fire 4 dice at short range, score 2 damage resulting in 3 losses and rout/destroy the enemy crossbows on the hill. The remainder of William's forces work on forming some sort of battleline with the heavy cavalry and the heavy infantry billmen ending disordered. William and his knights edge forward.
Enemy - The heavy infantry fails to rally, and the two levy infantry units inch forward to stay hidden behind the hill.
|End of turn 6|
|End of turn 8|
|The Men at Arms clash in turn 9|
|End of turn 9|
The swirling clash of mounted men at arms continues. Each unit rolls 6 dice this time instead of 11 (VBU 7 and disordered). The constable's men take a loss and retreat 3 inches. William's knight roll for pursuit and catch the retreating French, precipitating another immediate round of combat. In this round, William's men take one loss and retreat from the fight. I am not sure according to the rules whether these retreat/pursuit cycles continue indefinitely or not, but I chose to not allow a second pursuit beyond the one already conducted in this phase. Lastly, the skirmishers fire into the flank of the French knights and surprisingly cause a loss.
|During turn 10|
Enemy - The constable urges his men forward one more time and crashes into William's knights. The French cause 4 damage but miraculously no losses. William's troops cause 2 damage which ends in 3 losses (poor cohesion check), along with a casualty check for the constable (cohesion die roll was a "6"). The constable escapes unscathed but retreats. William's knights pursue, catch the French, and fight another round of melee. William suffers 1 loss, but another cohesion roll of "6" for the French sees a total of 5 additional losses and the death of the constable.
|End of turn 10 - Battle over|
With the two best units on the French side lost in this turn, and the constable dead on the field of battle, the last vestiges of resistance crumble. William gathers his troops and continues his march to Cazalet and the rendezvous with Raymond.
Recap and Campaign Notes - This scenario did what I wanted it to do; it gave me an introduction to the rules. I can now reread certain sections of the rules and try to answer some of the questions I scribbled down as I played. Despite what ended up being, as expected, an easy win for William, there were some moments of potential future impact that could have turned on a die roll. Given that I am using this as part of a series of linked battles in a campaign, a bad cohesion die roll on any of a few different occasions could have gotten one of William's units beaten up pretty badly, and as we saw with the constable, it only takes one bad cohesion die roll to end a leader's career in an instant. As for the forces involved, there were no serious casualties, so there should be minimal impact to this contingent going forward.
I will post my thoughts on the Impetus rules themselves in a separate post.
Grace, who helped me push some figures around and was my designated dice roller for a few turns this morning, is already asking me when we will play the next scenario. I told her "soon Dear, soon"...