Battle Of the Three Islands _ Bogavania 1392

King Blue Iron of Bogavania is today faced with a threat to his kingdom. Lord Archwood has broken his oath and has made preparations against his lord. Both leaders are determined to control two islands inhabited by peasants. One of these island inhabitants follow The Mad Monk -anyone would be mad to champion peasants against the established order. In any case, his inhabitants are fanatics, willing to die for their island. The attitude of the peasants to either side's approach is yet to be seen.
On a third, smaller island three witches inhabit a rocky underground home guarded by orks and a Chaos huge chaos warrior, all bound by the witches magic. Any heroes or champions who can defeat these guards may pressure the witches for a favorable spell, but there is a chance that the spell might instead be unfavorable.
                   
                                                    BELOW - Mad Monk Island  

                                                   The view from Mad Monk Island
                                                    King Blue iron's forces and treasure
                                                 Archduke Archwood's mounted knights
                                                       The view from Witch Island
                                                                      Witch Guard
                                       Middle Island peasants notice approaching knights.
                                  King Blue Iron's champions, rumored to have elf blood in their veins.
                                                                  Some tough orks
                                               The archduke's knights and champions
                                                                     The Archduke
                                            Witches strut their stuff.
                                                        The witch Chaos Champion
 
 
 
                                                               The Archduke's men
                                               The Archduke's knights attack the orks.
                                               The King's knights cross the River Zeus.
                                           The remaining Orks flee the Archduke's men.
                                     The king's knights exterminate the Middle Island peasants.
          The Archduke's men continue into Witch island by a narrow land bridge visible at high tide.
The Archduke consorts with the witches. First time he is taught a severe lesson when half his army is wiped out by an evil plague. Yet he has no choice now but to ask again eventually, getting three favorable spells. One spell wipes out the hostile peasants on Mad Monk Island whilst the other two provide him with four regiments of skeleton warriors! This is enough to again turn the tide of battle.


       King Blue Iron's knights, and especially their horses are overcome by fear as the skeletons wade into their flank, thus saving the archduke and his depleted knights from being overwhelmed by the king's men..

THE STORY
 
King Blue Iron knew his cousin, Duke Archwood was coming with his army.  He had long coveted the crown and he was determined to take it by force. The rebel noble had assembled an army to rival the king's but the king had more powerful units of men, including more mounted knights.
Both men were determined to control Middle and Mad Monk Islands. The peasants on these islands were ambiguous in their loyalty but a show of force could sway them to the right side.  The Mad Monk could be more formidable as he led a blasphemous sect which did not recognize the authority of kings and nobles.
 
Duke Archwood had a plan. Part of his force would cross the shallow Deadwood River to take over Mad Monk Island. The rest of his force would cross the bridge over the River Angst and on to Middle island and continue along a thin sliver of high tide land to Witch Island. There they would kill the Orks and Chaos Champion to be granted a hopefully favorable enchantment by the three Weird Sisters.
Things began by going as planned for the Duke. The Mad Monks minions remained neutral as the Duke's men crossed Tidal River. On Middle Island the peasants did not interfere with the Duke's men. The mounted knights charged towards the fierce orks who met them with clubs and assorted edged weapons. However, the mounted knights had the edge and finally sent the two remaining Orks running. Even the awesome Chaos knight was quickly dealt with.
'He who would be king approaches', cackled the crone.
'Aye Sister. He has killed the underlings and will demand a favor', replied the other witch.
'No matter. We will have some fun on this foul and fair day', added the third Sister of the Moon.
 
The mounted knights formed a defensive line along the River Zeus edge to meet the advancing royalist knights whilst the Duke approached the witches who emerged from their rocky abode.
 
            'I have come for what is rightly mine. You must help me obtain my cousin's crown!'
 
'By Praeon's pitchfork a plague will pustulate your enemies,' pronounced the comely witch with the spell book.
 
Black clouds raced across the sky and lightning struck a nearby tree. At that moment three of the duke's battalions fell to the ground. The Duke could see the closest of them gyrating in pain upon the ground, green pus spewing from open wounds on the men's skin.
 
'What treachery is this, foul witches?"
 
'Be patient warrior. More is to come,' pronounced the second witch with animal skull headdress.
'The Mad monk's men moan in their death throws'.
 
'What good is that when half my army lies dying? I shall sever your heads!'
 
'Then you will seal your fate. See, the king's men are crossing the Zeus River as you threaten us', cawed the crone on the rock.

Indeed the Duke's fortunes were at a low. The peasants on Middle Island had sided with his men but were now almost wiped out by Blue Iron's men. However on the other island the Mad Monk's men had turned on the Duke's men prior to their contracting of the green pus.
 
Yet Duke Archwood's knights held the king's men at bay as he continued to consort with the witches and his men were established on the Mad monk Island, although now disputed by the King's knights.
 
'Ancient warriors raise yourselves for a new master!' chanted the three witches.
Three regiments of skeletons with blue and bronze helmets and shields rose from the Earth on the far side of  the River Angst. They began to cross the Bridge of Tears.

Archduke Archwood could see his cordon of knights being reduced as it fought off both foot knights and mounted knights. He should join them but he would ask for more.
The witches cackled and cast another spell which produced two more regiments of undead in the immediate vicinity  plouand theyghed into the melee. The king's mounted knights faltered at the fearful sight and their mounts snorted and rolled their eyes in fear. They began to be pushed into the river.

RULES
 
I have previously used Warhammer rules scaled up. This time I reverted to some earlier rules developed by Steve Wardle and Bob Bolton modified to my requirements.
MELEE
  • Each figure rolls a dice against the figure it is in base to base with and highest score wins subject to Modifiers   
Mediums = even
Heavies = +1
Lights = -1
Peasants = -2
Mounted = +1
Lance = +1 first round of combat
Spear= +1 first round of combat
Two handed Axe, halberd, ball and chain +1
Fanatics = +1
Characters +1
Unit attacks flank +1 first round
Unit attacks rear +2 first round
 
Note - We used D6 dice which gives peasants very little chance. D8s would have given them more of a chance.
Individual figures move into the spaces left by the 'dead'
At conclusion of a round of combat the winning unit pushes the defeated back 1o cm. It can be pushed off the board.
When a unit is down to half strength it rolls for leadership. If it fails it retreats or, can be taken off the board, depending how you want to pay it or using a list of possibilities to be diced for.
 
MOVEMENT

We didn't bother about penalties for changing formation but measured from each figure the movement. Crossing a narrow bridge, for example, delayed my units as they had the unit spread out.
however, unit movement is measured from the front of the unit and if turning it is taken from the corner opposite the direction taken.
Lights     -        6o cm
Mediums -       5ocm
Heavies   -       4o cm
Light Cav -      85cm
Medium Cav - 8ocm
Heavy Cav  -   75cm
Wagons     -     55cm
 
SAVES  D6
Medium Armor  6
Heavy Armor    5 - 6
Shield                +1
Barding              +1
{optional}
Light Cover      +1
Heavy Cover    +2
 
MISSILES
Bows
In this game the bows were weak with only a 6ocm range. This can be longer, especially if they are long bows. Long range 6 to hit. Medium range 5-6 and short range 4 - 6.
Half move and still fire.
 
Crossbows. Move or fire. -2 to target saves
Early fire arms. No move and fire. Fires every second move. -3 to target saves.
 
LEADERSHIP
 
I used Warhammer ideas here, using two D6 and requiring to get equal or under the leadership number. Characters or leaders can move in and out of units if they are not in combat and the units they are part of get the character's leadership provided he is in the front rank.
 
Knights            8
Other warriors 7
Peasants           6
Fanatics           9
Leaders etc      9 - 1o
 
PEASANTS

After activation, if soldiers are within 3o cm a dice is rolled for their attitude.
6 = hostile - attack or shoot at approaching forces
5 = friendly - go into that side's command
1-4 neutral - do not hinder or help
NON HUMAN
 
Skeletons fearless and cause fear. A unit which is charged or charges them does a leadership test. If it fails it is minus 1 on dice rolls. An added rule can be that if skeletons get down to 5o% they roll for morale and if they fail they lose the number of figures they failed morale by. Skeletons can be 'killed' as normal subject to armor saves. In this case they were counted as having a save from their shields.
 
Orks
They were given +1 in combat  and medium armor.
 
Chaos Warrior - +2 in combat. He could be given a higher save but I counted him as having normal heavy armor.
 
MAGIC
 
Any character who could get near the witches once their guards were dead and if not engaged in combat could request a spell. The player then rolled on the list to see the result.

Results -
 
 6  - All friendly characters have +1 on their combat and leadership. In addition D3 units of Either Skeletons or Vikings are generated. Dice to see if they start at your board edge or vicinity of the witches and dice to see if they are Vikings or skeletons.
5 -  D3 friendly units as above

4 - All friendly units get +1o cm movement the rest of the game.

3 - All hostile peasants die
 
2 - All friendly units slowed by 1o cm
 
1 - Lose D3 friendly units to the Plague of Puss or The Green Plague. Units randomly chosen.
 
On reflection I would have added a chance of the spells not being cast. In this game they were cast automatically. Twenty points were gained for each successful spell. I would add a 2o point loss for adverse results.
 
ACTIVATION
In this game each unit had to have a 5 - 6 rolled for it to begin movement etc and then it was fine for the rest of the game.
 
RULE NUMBER 1
Limit rules to 2 pages!
 
OVERVIEW
The duke won with three favorable spells cast - 6o points
The King obtained 5o points for Middle Island.
Mad Monk Island was in dispute.
The Duke's original force was severely reduced by backfiring magic.
However, he had plenty of skeleton warriors.
The king had a strong force on Middle Island which wiped out peasants loyal to the Duke.
The duke managed to activate his forces early and to get first turn but the bridge limited how many could arrive on Middle Island. This was because they had to cross in single file. The kings' men had no bridge and were slowed by quarter movement through the other rivers. However, once they arrived they arrived in force.
Additional points for capturing treasure and killing the leader were not obtained. In the event of the death of a leader all forward movement of his army would cease and a new leader chosen in D3 moves.
The game lasted 12 moves and played for about two and a half hours with around ninety to one hundred figures a side.
 
The rules were simple and allowed for fast play.
 
 
 














 
 

 

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