Beerstein Cavalry Chase the Black Coaches & Capture Three Wagons

             Yesterday I put the final touches on the Black Coaches and realized I needed drivers for my wagons. I dig up three seated figures and added a new hand to one missing a hand. The head transplants followed plus putty ragged vests. This morning, I painted the zombie drivers  after a white spray undrcoat. it was fast drying so I got to work even as the figures still stank from the GW spray. The skin was easy, with a wash of crimson or green. The dinosaur skull had a wash of Reichland Flesh. The neutral colored clothes got a brown wash whilst the previous paint was still a little wet. The muddy look did not look too out of place. I placed the figures in a car tray on the oil heater to speed drying and then dry brushed with off white. The gunmetal helmet (a metal casting I made) was given the dark wash followed b patches of orange wash for rust. I got them near finished for the game but added some fine detail after the game.

                                      BELOW: Beersteiner light cavalry capture a supply wagon.

                                    Most of the Necrolian drivers were undead abominations.

                                             This driver wore a strange, globular, rusty helmet.
                                                                    The Black Coaches

                          A supply cart is captures by crusaders who pincushion the zombie tender.
                           This wagon driver was a turncoat human who could expect little mercy.
                                     Beersteiners converging on the Necrolian supply wagons

                                        The Black Coaches break way from the supply column.



                               Three Undead drivers. (Left, made from a cricketer, middle, unknown seated figure with flares removed and head from zombie set, random seared figure with diver's helmet. The figures were given rough putty vests to hide ties and collars.









HERO FIN MANSFIELD, commanded the Beersteiner cavalry. Although his battlefield Intelligence is not brilliant he is highly regarded by the men and is an excellent swordsman. He would remove his helmet when he wished the men to rally on him and his long blonde hair was a marker. He also made sure he had the best of all worlds, the traditional, the modern and the magical. He was armored in complete plate but also carried a flintlock pistol. His magic sword is a Soul Drainer which will weaken the strength and ability of a melee opponent. Below is his story:

A LEADER'S ACCOUNT

King James had originally ordered us to have a forced march to Sector 29 to reinforce the tower garrison and previous relief force. However, our other orders were to leave that off to support the capital or a border castle if they came under threat.

    We travelled across country and noted recent wheel ruts in the dirt. Next to these we also found a couple of rotted human limbs. The men were uneasy, but I reassured them that we had God on our side and I would lead them well in this perilous time. In any case, the crusaders, espcieally, would never faulter in the face of evil.

  We were halfway to the castle and close to a village when we saw them. Actually, we smelt them at about the same time. We had a good idea about what was in those wagons. A column of wagons and carts had a good head start on us, but they were slow moving. The two black stagecoaches were another matter, and they raced ahead of the wagons to seek the safety of their army.

 As we attempted to close the distance, we could see that the wagon drivers included some living humans but also some strange benighted creatures. They had the semblance of men but one had a large skull for a head which resembled a small dragon head, another had a rusty globular helmet, the likes which was completely foreign to us. The third was a huge being but with a slavering sickly pink zombie head. His side was bordering on the ogrish.

 The stagecoaches were black with gold trim, one shaped like a pumpkin. Although they were quite magnificent the creatures that drove then and pulled them were out of a nightmare. The drivers turned to look back at us and their bony grins were sickening. Their black cowls and hoods partially concealed their fleshless bodies. Foul necromancy! The horses, if I can call them that, were of a fantastical shade of greenish blue but their white skulls projected from their hides. The beasts emitted horrific sounds that were halfway between a normal horse's normal neigh and an earsplitting, hellish scream, a little like an eagle's screech combined with the snarl of a wolf.

  Despite the lather we beat out of our poor horses the coaches escaped, as did three wagons, all presumably joining with their army which, even now, threatened to emerge at the capital, Jameswick. The three wagons left had been obtained when the light cavalry halted and blasted, with carbines, two of the wagons. They were quite close so despite firing from horseback they killed two of the drivers. One unit of our crusaders charged and captured a wagon.

  A surviving driver, although clearly a living, breathing mortal I had put to the sword. The putrid contents of rotten, partially eaten bodies were burnt, along with the wagons and the drivers. Our mounts were skitterish but the men whispered to them and patted their necks. A few of my men fell to their knees and vomited loudly. Night was falling and somewhere, in the distance, a night bird called.

  If only we had got the coaches for rumor, had it that without those the vampires that led the invading army would have to retreat back to where they came from.


GAME MECHANICS

As with our last Aztec game the placing of the wagons and small force was randomized by placing of twelve dice. A D12 was rolled to determine the position of each coach and the wagons. As it happened the dice gods favored Mathew as his vehicles were all positioned halfway down the table away from the Beerstein cavalry which entered from the far away side of the field.

  The wagons in these rules are slow as many have solid wheels are drawn by bullocks or are just carts. They move at 35cm. Light cavalry move at 75cm, plate armored cavalry at 65cm and coaches at 62cm. If the wagons and coaches had been placed further towards the cavalry most or all would be doomed.

  As in our earlier game we rolled for army initiative every move. This added to suspense ad gave a greater chance for either capture or evasion. However, Mathew, although he lost every initiative move his vehicles were sufficiently far away that my cavalry did not catch up until they were already going off the designated section of table. 

  CAMPAIGN IMPLICATIONS

Mathew's Undead army has now lost three wagons of supplies. For a couple of reasons this should not make a major impact. 1/There are two map moves grace before the army starts suffering from lost supplies (assuming they still have some on the individual warriors, 2/ Undead units consume only a half credit of supplies each map move or battle (unlike most other armies that need a full credit per unit) and 4/ they could be in battle soon and lose troops and units reducing their requirements.

  The other implication is I did not force his army to retreat and there is a strong possibility it will attack my capital.

  However, forces involved in battle must rest one map move so his wagons and coaches must remain in the hex they just fled into. My cavalry also must rest one move. Mathews main, nearby army can move next map move as may my capital forces and other forces.

  


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