Rebellion In The Desert H151
Although the campaign between Beerstein and Bogavania/Fezia has ended a small war is developing in the South Eastern Fezian province of Caspia. The people there are mostly unwilling subjects of Fezia. While most of Fezia's army has been engaged in the West against Beerstein the inhabitants of Caspia have grown restless and have finally risen in revolt.
The desecration of their Cat Temple by the arrogant Moon worshipping Fezians was the last straw. The Caspians are closely allied with the Patrans and, no doubt the latter have smuggled weapons and armour to the former who also had warlike items buried in strategic places. At the same time, the Fezians had tried to enlist Caspains in their army and instead the 'recruits' have rebelled.
The Fezians have a small force at the regional capital of Canita. Troops there recently put down a rebellion of Aztecs in H 204. This army already lost a portion of its strength and remaining are two light infantry units, a half unit of light infantry and two units of short bows. Rather than attack this new much stronger Caspian rebellion they await a force from the Fezian capital. This latter force is led by the Sultan himself and consists of an infantry plate unit with flag and musician, two short bow units, four light infantry, two war elephants and a priest.
The initial rebel Caspian force consisted of two mounted heavy cavalry (ancient Greeks), one elite heavy mounted (ancient Roman), one heavy infantry (ancient Greek), two catapults and a general (Marcus Parotti). As Mat decided, wisely perhaps, to await the arrival of the Sultan's force it meant a six map move delay. A further D3 of Rebels was thus generated - three units that were randomly determined as mounted archer, short bow infantry and chariot.
The regional Fezian force will arrive at the Western end of the hex after a grueling march through The blistering Desert. The Sultan's force , rolled for from turn one, will arrive piecemeal or entire from reserve from the Northern side. Mat can decide whether to roll for units separately or for the whole army. The slower moving elephants and supply wagons should arrive later being rolled for from turn two.
The Rebel force is set up around the Cat Temple which is located just off centre, towards the North and also towards the Eastern flank.
It is very unlikely that the Rebels can win, especially as they are outnumbered two to one and the enemy have four units of archers. I am going to place the two catapults on the temple facing the Sultan's force. My archers will be facing the Western flank to counter the early arrival of the Canita force. The heavy infantry will be behind the temple. To mislead the enemy my cavalry will begin facing the North but will wheel around to attack the regional force. At least that is the plan, to destroy the smaller force and then to deal with the Sultan's army. Maybe I'll get lucky with some catapult shots but I'd rather have more archers.
My general has lower battlefield intelligence than the Sultan so Mat can make me re-roll to see who sets up first and goes first.
SPECIAL RULES FOR THE BLISTERING DESERT: The unit with plate armour will have a movement exhaustion penalty after close of close combat. Units that are more than a certain distance from a water source, after six moves will suffer penalties to fighting ability. Water sources are the wagons and the oasis at the temple.
'HOPELESS ODDS"
Whilst most wargames are set up for 'fairness' with even sided armies we are learning that fun wargames don't have to be like that. It is a challenge to see how long an outnumbered force can last, if it can escape or if it can even win. The story telling element of our games is served better this way too. In any case, the Caspian rebels are not actually my army but a random element yet 'enemies of my enemies are my friends - usually.
The battle will occur tomorrow.
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