Battle Of The Temples: Fezian Fighting Retreat
Another massive Patran army launched an attack on Fezian forces that dared to occupy the sacred Patran temples.
The Fezian horse archers lined up in front of the temples and decimated the first units of elite heavy infantry and cavalry. Yet one unit of archers dallied too long and was forced into melee by heavy Patran foot troops. it was destroyed.
Meanwhile the Fezian matchlock men, from their position at top of the comet temple, fired volley after volley into the advancing Patrans.
Gradually the Fezian horse archers and command group withdrew towards a hill, shooting back at some menacing Hillmen adventurers in Patran employ.
Meanwhile the Fezian plate and light lancers punched a way through the advancing heavies on their left and left the door open for the Fezians to escape and fight another day.
Many Fezians lay dead, including the matchlock men whose bodies lay strewn across the temple where the Patrans had climbed and overwhelmed them. But the Patrans had also suffered many casualties.
Fezian defence: light mounted archers are to the front. yellow fanatics and other light infantry are kept in reserve.
The advancing Patrans are in the foreground
Some Fezian mounted archers are caught in melee by Patran lights.
Fezian matchlock men on the comet temple
Formidable heavy Patran infantry
More Fezian horse archers are trapped, this time by the hoplites.
Cards signify heroes have magic swords.
Patran heavy infantry with flamethrower have made it to the rear of the temples but are way down in numbers. The flame thrower managed to kill three enemy before running out of fuel. The Fezians generally kept their distance.
GAME MECHANICS AND CONCLUSION
Mat and I used our usual home brewed rules, partially inspired by Chainmail and Warhammer rules.
We also did the random army generator thing which again gave mat a bigger Patran. This was out third game. The object was for the outnumbered Fezians from being wiped out. They began in occupation of the temples and monuments whilst the Patrans began from the other end of the field, generally two regiments deep. Their starting army was a similar size to the Fezians but they had a third more troops arriving from reserve.
Initially we operated on the game going for 12 moves but to give mat a better chance we rolled for it to continue, which it did for another two moves. The Fezians basically fought a fighting withdrawal until towards the end when the close combat type cavalry charged forward and broke through. We continued beyond the thirteen moves just to see what would happen which was a continuation of the successful breakthrough.
NEXT GAME
We again did the dice rolls and mat again had a significantly bigger army, although not as large as last game. The difference this time is the Fezians have three cannons and no plate armoured cavalry. Horse archers and two regiments, this time, of matchlock men figure significantly. The Patrans again have a flamer, plenty of heavy infantry and more heavy cavalry this time - four units. They also have three units of light archers. Oh, and catapults! Each of us got a free choice unit, so mat chose the fourth heavy cavalry. I chose a unit of plate infantry which will have halberds.
We have yet to work out scenery and objectives.
I am thinking that for a final game in the mini campaign we use an equal number of points to choose the troops we want.
IT"S FANTASY
Astute observers will notice troops from a mixture of eras! This is no accident or lack of historical nouse on my part! I enjoy making imagi-nations and go a little beyond confining them to one era. However there are plenty of times in history when nations and cultures with different technologies clash. This particular scenario reminds me of clashes between various Indian states in the pre-British early colonial eras, when new gunpowder weapons were emerging but not shared equally by every state.
In any case the Fezians, so far, have not had enough gunpowder weapons to make a big difference and the Patran's terror weapon has been kept mostly at a distance. Nor has magic made much of an appearance except for a couple of enchanted swords that made no real difference either.
The swords, by the way were randomly drawn from some old Warhammer magic artefact cards. The ones chosen were one which let the bearer ignore any psychology such as fear tests or morale tests and another which defied magic attacks. Neither of us has so far employed wizards.
The Fezian horse archers lined up in front of the temples and decimated the first units of elite heavy infantry and cavalry. Yet one unit of archers dallied too long and was forced into melee by heavy Patran foot troops. it was destroyed.
Meanwhile the Fezian matchlock men, from their position at top of the comet temple, fired volley after volley into the advancing Patrans.
Gradually the Fezian horse archers and command group withdrew towards a hill, shooting back at some menacing Hillmen adventurers in Patran employ.
Meanwhile the Fezian plate and light lancers punched a way through the advancing heavies on their left and left the door open for the Fezians to escape and fight another day.
Many Fezians lay dead, including the matchlock men whose bodies lay strewn across the temple where the Patrans had climbed and overwhelmed them. But the Patrans had also suffered many casualties.
Fezian defence: light mounted archers are to the front. yellow fanatics and other light infantry are kept in reserve.
Fezian matchlock men on the comet temple
Formidable heavy Patran infantry
More Fezian horse archers are trapped, this time by the hoplites.
Cards signify heroes have magic swords.
Patran heavy infantry with flamethrower have made it to the rear of the temples but are way down in numbers. The flame thrower managed to kill three enemy before running out of fuel. The Fezians generally kept their distance.
GAME MECHANICS AND CONCLUSION
Mat and I used our usual home brewed rules, partially inspired by Chainmail and Warhammer rules.
We also did the random army generator thing which again gave mat a bigger Patran. This was out third game. The object was for the outnumbered Fezians from being wiped out. They began in occupation of the temples and monuments whilst the Patrans began from the other end of the field, generally two regiments deep. Their starting army was a similar size to the Fezians but they had a third more troops arriving from reserve.
Initially we operated on the game going for 12 moves but to give mat a better chance we rolled for it to continue, which it did for another two moves. The Fezians basically fought a fighting withdrawal until towards the end when the close combat type cavalry charged forward and broke through. We continued beyond the thirteen moves just to see what would happen which was a continuation of the successful breakthrough.
NEXT GAME
We again did the dice rolls and mat again had a significantly bigger army, although not as large as last game. The difference this time is the Fezians have three cannons and no plate armoured cavalry. Horse archers and two regiments, this time, of matchlock men figure significantly. The Patrans again have a flamer, plenty of heavy infantry and more heavy cavalry this time - four units. They also have three units of light archers. Oh, and catapults! Each of us got a free choice unit, so mat chose the fourth heavy cavalry. I chose a unit of plate infantry which will have halberds.
We have yet to work out scenery and objectives.
I am thinking that for a final game in the mini campaign we use an equal number of points to choose the troops we want.
IT"S FANTASY
Astute observers will notice troops from a mixture of eras! This is no accident or lack of historical nouse on my part! I enjoy making imagi-nations and go a little beyond confining them to one era. However there are plenty of times in history when nations and cultures with different technologies clash. This particular scenario reminds me of clashes between various Indian states in the pre-British early colonial eras, when new gunpowder weapons were emerging but not shared equally by every state.
In any case the Fezians, so far, have not had enough gunpowder weapons to make a big difference and the Patran's terror weapon has been kept mostly at a distance. Nor has magic made much of an appearance except for a couple of enchanted swords that made no real difference either.
The swords, by the way were randomly drawn from some old Warhammer magic artefact cards. The ones chosen were one which let the bearer ignore any psychology such as fear tests or morale tests and another which defied magic attacks. Neither of us has so far employed wizards.
I was curious to see how the Greek Fire flamethrower would work. A "fear" and a "keep your distance" weapon? Another time it will be a decisive moment ...
ReplyDeleteYes and the enemy did mainly keep their distance.
ReplyDelete