Fezia Invades Beerstein.
Beerstein, fattened by acquisitions of Bogavanian territory and confident in its string of military victories, prepared for a new campaign to further reduce Bogavanian territory. Yet a major problem has arisen. Fezia is sending an army to threaten Beerstein's Eastern border. Eighteen regiments as well assiege weapons are approaching a Beersteiner castle, presently hosting the King's army. King Long Shanks has some of his best troops, eleven units (twelve including a small scout unit) of either well armored knights or long bowmen but he is nearly outnumbered two to one. many of the Fezians are lightly armored but there is a core of well armored troops and the light cavalry will support them.
MECHANICS
Earlier Mat and I rolled the chance dice which revealed this invasion outcome. We next rolled four D6 dice. Previously I experimented with rolls to see what might happen and the average was 14 units. The composition was already set down for Fezian armies, with not more than 40% heavily armored and reflecting my available figures.
UNITS
Most infantry units are twenty in number and cavalry twelve. The Fezian units are more likely to be larger.
The Beersteiner force includes a cannon positioned in the castle.
Also present:
2 units of heavy long bowmen
Foot plate armored knights
Foot plate armored knights with halberds
Plate armored Great Swords
2 units of Mounted plate armored knights with lances
Mounted hero (The Black Knight)
Mounted chainmail armored unit
Light mounted mercenary Mongol archers
Hillman mercenary spearmen with hero,Harald Green Tooth
Foot chainmail armored unit
Light mounted unit of 6 scouts
The Fezian force:
Vizier, Zooned Moonened (Mounted Commander)
Mounted hero, Aladin Shariff
Mounted plate armored archers
Mounted plate armored lancers
Plate armored foot with halberds
Plate armored foot
Plate armored spear throwers
Chainmail armored foot spearmen
Light camel mounted
4 units of light cavalry
Light foot mercenaries
Light foot fanatics
2 units of light short bow armed Aztecs
3 units light infantry
6 siege weapons, mostly medium catapults arriving from reserve
SETUP
The Beersteiner force will be set up in and around the castle which will be in the middle of the field, which is mostly open ground with a few trees. The Fezian force is entering from the East, having travelled from the nearest Fezian settlement.
TROOP TYPES COMMENTS
Beersteiner plate armored units are impetuous and do not check morale to charge. However they must check leadership NOT or move towards to charge units within 60cm. The exception is the Great Sword unit, which is not necessarily made up of knights although sharing their elite status and ability. It is not impetuous, due to its superior discipline. This is one of three units of great Swords in the king's armies. Due to its consistent performance and loyalty it is now classed as the King's Great Swords and need no longer take mercenary tests to test its loyalty.
The mercenary units test each move on a D12 and if a 1 is rolled a table is consulted for result. Mercenary units with heroes can re-roll the result.
Other Beersteiner and all Fezian units must take leadership tests to initiate melee. The exception is defending from inside the castle,
MECHANICS
Earlier Mat and I rolled the chance dice which revealed this invasion outcome. We next rolled four D6 dice. Previously I experimented with rolls to see what might happen and the average was 14 units. The composition was already set down for Fezian armies, with not more than 40% heavily armored and reflecting my available figures.
UNITS
Most infantry units are twenty in number and cavalry twelve. The Fezian units are more likely to be larger.
The Beersteiner force includes a cannon positioned in the castle.
Also present:
2 units of heavy long bowmen
Foot plate armored knights
Foot plate armored knights with halberds
Plate armored Great Swords
2 units of Mounted plate armored knights with lances
Mounted hero (The Black Knight)
Mounted chainmail armored unit
Light mounted mercenary Mongol archers
Hillman mercenary spearmen with hero,Harald Green Tooth
Foot chainmail armored unit
Light mounted unit of 6 scouts
The Fezian force:
Vizier, Zooned Moonened (Mounted Commander)
Mounted hero, Aladin Shariff
Mounted plate armored archers
Mounted plate armored lancers
Plate armored foot with halberds
Plate armored foot
Plate armored spear throwers
Chainmail armored foot spearmen
Light camel mounted
4 units of light cavalry
Light foot mercenaries
Light foot fanatics
2 units of light short bow armed Aztecs
3 units light infantry
6 siege weapons, mostly medium catapults arriving from reserve
SETUP
The Beersteiner force will be set up in and around the castle which will be in the middle of the field, which is mostly open ground with a few trees. The Fezian force is entering from the East, having travelled from the nearest Fezian settlement.
TROOP TYPES COMMENTS
Beersteiner plate armored units are impetuous and do not check morale to charge. However they must check leadership NOT or move towards to charge units within 60cm. The exception is the Great Sword unit, which is not necessarily made up of knights although sharing their elite status and ability. It is not impetuous, due to its superior discipline. This is one of three units of great Swords in the king's armies. Due to its consistent performance and loyalty it is now classed as the King's Great Swords and need no longer take mercenary tests to test its loyalty.
The mercenary units test each move on a D12 and if a 1 is rolled a table is consulted for result. Mercenary units with heroes can re-roll the result.
Other Beersteiner and all Fezian units must take leadership tests to initiate melee. The exception is defending from inside the castle,
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