Saturday, November 2, 2013

Impetus Campaign - Cazalet Part 1

Turn 1
Enemy - Wins the initiative and puts his impetuous Men at Arms and the crossbows on opportunity.
Friendly - Skirmishers and mercenary crossbows both take two moves and end disordered. Longbows move twice, end in good order, shoot at the enemy crossbows with one die and miss (4 die for VBU minus 2 for moves minus 1 for long range vs infantry).
Reinforcement roll fails (would have needed a 1).
End of turn 1

Turn 2
Enemy - Wins the initiative but nothing to do.
Friendly - Skirmishers fail to rally and make one move. Light infantry rallies and moves twice, disordering again. Longbows make one move and fire at the crossbows, rolling one damage but only disordering them. Mercenary crossbows rally and move once, firing but missing.
Reinforcement roll succeeds, so the heavy infantry will enter next turn.
End of turn 2

Turn 3
Enemy - Wins the initiative again. Crossbow fails to rally and so cannot go on opportunity. Nothing else to do.
Friendly - Heavy infantry makes three moves on the road and ends in good order. Skirmishers fail to rally again and move forward toward the stream. Longbows remain stationary and fire at the crossbows but miss. Mercenary crossbows move twice, wheeling and then moving ahead, ending in disorder. The light infantry fail to rally and only creep forward a few inches so as not to get in the way of the advancing reinforcements.
Reinforcement roll passes so William will arrive next turn at the head of his household Men at Arms.
The range advantage of the friendly longbows and mercenary crossbows compared to the regular enemy crossbows is substantial, but the friendly fire continues to have trouble hitting anything. We will continue to close the range.
The enemy sits and waits patiently.
End of turn 3

Turn 4
Enemy - Wins initiative, fails to rally the crossbows, who still don't have a target, as the nearest target is just outside of 15U (inches).
Friendly - Skirmisher rallies and moves one move to the edge of the stream (remember the stream is just decorative in this particular game). Mercenary crossbows fail to rally, shoot with 1 die and miss. Longbows move once ahead, and shoot at the heavy infantry ahead of them behind the hedge (at short range; 4 dice minus 1 for the move, total 3 dice). They miss. Again. Light infantry fails to rally and moves once to get to the right flank. The heavy infantry moves once up the road and then a second move to form up in place (I think I am making this rule up...but it needs it), ending in disorder. William and his Men at Arms move twice up the road and then a third move to form up, ending in good order.
The reinforcement roll is passed, meaning that the last unit, the heavy cavalry, will enter next turn.
End of turn 4

Turn 5
Friendly - William wins the initiative for a change and surges forward. The skirmishers sidestep one move to give the following troops more room. Longbows move one move oblique to the left front, automatically disordering. They shoot at short range with only one die (4 minus 1 for move, minus 1 for disorder, and giving a minus 1 for the hedge). The roll a hit to get a damage, but the target heavy infantry passes its cohesion test (but therefore does end disordered). Crossbows fail to rally, move ahead into short range of the enemy crossbows, and shoot but miss. Light infantry fails to rally but moves once toward the right flank. The heavy infantry rally, move twice forward and end in disorder. William and his knights move twice and end in good order. The newly arriving heavy cavalry move twice up the road and then a third move to form up, ending in good order.
Enemy - Heavy infantry and crossbows both fail to rally. The crossbows have a target now and shoot 2 dice (3 minus 1 for disorder) at the mercenary crossbows and miss. The constable and his men at arms stay on opportunity to keep from having to act on their impetuousness.
End of turn 5

After 5 turns of almost no action, I am satisfied with the exercise so far. I have been able to fumble through a few turns of basics; initiative and turn sequence, command, movement, disorder, rallying, and firing. This is exactly why I set this scenario up the way I did. Things should get much more interesting very soon though, as we have missile troops within short range, formed troops fairly close to each other, and the command issues for the good guys straightened out with the arrival of William. Next order of business will be to get the good guys deployed so they can get stuck in...

...to be Continued

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