State of the Campaign - Bogavana and Beersein
This is the first real wargame campaign I have played, which is a little strange given how many years I have been wargaming.
Matt and I began with four armies each. To make things simple each of our own armies was identical in points and type and each side had the same points but different composition. The initial composition was based on a game where we were randomly allocated units. Matt ended up with more mounted knights and halberd armed knights as well as Eastern mounted archers. I had some handgunners and cannons and a heavy catapult.
After out first one or two games we started the campaign and evened out the armies in points value. From now on when a battle occurred the survivvors were noted down. The victor had 50% of casualties returned and the loser 25%. On one occasion we had a draw and both sides got 50% back. The strength of armies thus began to differ. Sometimes mercenaries changed sides too! After eight campaign games armies changed. Matt had one particularly bad defeat where the king's army was reduced to a handful of units and he fled to his capital in the West, along with another depleted army.
After this my victorious army, bolstered by captured siege weapons attacked the Eastern Castle Mathers and captured t along with its siege weapons and a number of POWs.
Meanwhile my Northern army atemped to cross a fast and deep river and was restricted to a few places; consequently it had to engage the enemy in small forces that were dealt with piecemeal. if only the army had stayed on its side of the river. it retreated to the Beersteiner capital to join the 30 man garrison. Matt's army is about to besiege the city. if he wins it will change the tide of the war but if he fails his king will be vulnerable to siege in his own capital and his forces of defence are not large.
For the mapmoves I have used the Citadel 3D hexes that interlink. Thee hexes can be moved across in a map move unless a river is to be crossed. Eight battles or map moves will constitute one year.Then we will roll for chance events and deaths from natural causes.
Matt and I began with four armies each. To make things simple each of our own armies was identical in points and type and each side had the same points but different composition. The initial composition was based on a game where we were randomly allocated units. Matt ended up with more mounted knights and halberd armed knights as well as Eastern mounted archers. I had some handgunners and cannons and a heavy catapult.
After out first one or two games we started the campaign and evened out the armies in points value. From now on when a battle occurred the survivvors were noted down. The victor had 50% of casualties returned and the loser 25%. On one occasion we had a draw and both sides got 50% back. The strength of armies thus began to differ. Sometimes mercenaries changed sides too! After eight campaign games armies changed. Matt had one particularly bad defeat where the king's army was reduced to a handful of units and he fled to his capital in the West, along with another depleted army.
After this my victorious army, bolstered by captured siege weapons attacked the Eastern Castle Mathers and captured t along with its siege weapons and a number of POWs.
Meanwhile my Northern army atemped to cross a fast and deep river and was restricted to a few places; consequently it had to engage the enemy in small forces that were dealt with piecemeal. if only the army had stayed on its side of the river. it retreated to the Beersteiner capital to join the 30 man garrison. Matt's army is about to besiege the city. if he wins it will change the tide of the war but if he fails his king will be vulnerable to siege in his own capital and his forces of defence are not large.
For the mapmoves I have used the Citadel 3D hexes that interlink. Thee hexes can be moved across in a map move unless a river is to be crossed. Eight battles or map moves will constitute one year.Then we will roll for chance events and deaths from natural causes.
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