Part 2 - The Fighting Starts
Turn 5 - Some desultory shooting occurs, to no effect. Both sides jockey for position in the center while rushing up reinforcements. German knights head for the open ground supporting the center, while the new foot troops head for the hill. The Italian command all heads down the road behind their lines in the direction of the hill (on their left flank).
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Turn 5 - Jockeying for position |
Turn 6 - The Italian scutiferi light cavalry shoot at the sergeants to their front, disordering them. In their turn, the German sergeants both charge. The first unit engages the archers, beat them and force them back, but have insufficient pursuit movement to catch them as they retreat (this would almost certainly have finished them off). The other unit of sergeants charges the light cavalry, who evade. The second commands continue to march.
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Turn 6 - German sergeants charge |
Turn 7 - The Italian light cavalry continue to harass the sergeants, shooting at them and causing Disorder and one loss. A unit of Italian feudal infantry wheels and charges into the side of the unit of sergeants that was driving back the archers. Both take one loss, disorder, and remain engaged. In the German turn, these units fight again, with each taking one loss but with the Germans winning. The Italian foot retreat 1 inch, are pursued and caught. In the next round of fighting, no damage is caused and they remain engaged yet again. This foot unit was performing heroically (and it would get even better...).
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Turn 7 - Melees ongoing in the center |
Turn 8 - The Italian first command won the initiative and had a solid turn. The light cavalry shot at the sergeants to their front, caused a loss (double Disorder), and then charged them, inflicting another double Disorder loss, and remaining engaged with them (yes, I did this wrong by the rules - the light cavalry would have retreated from an engaged melee with heavy cavalry...oh well). I chalk this up to extreme bravery since they had been fighting so well.
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During turn 8 - Sergeants fighting Italian foot |
The engaged unit of Italian foot continue to fight the German sergeants, and miraculously hold them off (bad dice all around).
In the German activation, a newly arrived unit of German knights charges the other Italian feudal foot unit and routs it in one combat. The German knights pursue only 1 inch, but are now behind the other engaged Italian foot unit. It looks like that heroic unit's days are numbered. Both engaged units of sergeants fight their opponents again, and both take a loss from double Disorder (remaining engaged) while the Italians both avoid damage. The improbable continues, and both German sergeant units are wearing away faster than their weaker opponents...
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Turn 8 - Lines forming in the center |
Over by the hill, the Italian knights move up to threaten the German crossbows and foot holding the high ground, and look to be in position to charge next turn. Crossbow fire Disorders the lead Italian knight unit.
The last command for each side arrives on the table and march forward.
Turn 9 - The German first command activates, thinking that things must get better. They don't. The Italian foot rout the first sergeant unit, and the light cavalry fights the other to a draw. Again.
The German second command activates next, and the unit of knights that had just ridden down the one Italian foot wheels and charges the one that just destroyed the sergeants. While this charge appears to be a Rear charge, it technically isn't. Still, the Germans will roll ten dice while the Italian foot rolls one die.
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Turn 9 - German knights charge from behind |
The charmed life of the brave foot unit continues, as neither side scores any damage (a point of damage is caused by each 6 and each pair of 5's). In ten dice, the Germans could only manage a single 5... They remain engaged.
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Rolling 10 dice vs 1 die - no hits scored!! |
The Italian second command activates, and the knights charge up the hill, defeating, pursuing and routing the German crossbow unit. Foot units are moving up in support.
The Italian first command activates in the center, meaning more melees for the engaged units. The light cavalry takes a loss but remains engaged. The heroic foot roll one die versus the 6 dice of the knight unit, cause 1 loss on them, and send them retreating!
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Turn 9 - Italians holding on in the center |
Meanwhile, more troops move up...
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Turn 9 - Moving to the sound of battle |
Next - The Fighting Escalates