Thursday, January 10, 2019

Behind the Black Tower.


This post has a few technical notes and explanation for the battle report called 


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For background please refer to  the Legendary Lands Glimpsed Through the Mists of Time.  This campaign has been more or less on hold for several years despite the occasional game and new unit but I feel the urge to get back to refurbishing old figures, adding a few newer recasts, harmonizing basing and polishing rules, and background material.

The figures are OS25mm, a mix of my original (now vintage) figures from the 1970's, some newer recasts and all sorts of strays that have found a place.


The defenders were led by the Earl of Cowcross, Warden of the West March in the Midlands with a mobile reaction force of cavalry and archers assisted by the Captain of the Black Tower, sometimes called the Black Knight,  with his garrison and the veteran local border levies.

Reaction force.
1 Knights w Commander
3 Lancers
2 Archers

Local Levies
1 Spearmen with Commander
1 Archer

Tower Garrison
1 Knights w Commander.
1 Mounted Crossbow
1 Foot Crossbow
1 Artillery

The raiders were led by Duke Bedwyr.

Main Body
2  Dalish Lancers with Commander
4 Herdsmen Horse Archers

Valdurians 
(*Trivia: The Valdurians are amongst the 45 year old veterans  and their leader was once my least fortunate General, ever.  Luckily one of my most fortunate leaders will be returning to service as soon as he can be given a new prosthetic sword hand.)

2 Light Lancers
2 Tribesmen inc Leader

Train
1 Commander
1 Dalish Archer
1 Mercenary Archer
3 carts or equivalent with guards.

The raiders, under the command of Duke Bedwyr may exit the Western table edge (left on the pictures) or the pass (far end of the table) however the baggage train may only exit through the pass.

The rules are the latest version of Gathering of Hosts. This is a set of home grown rules developed from Rough Wooing, a Morschauser inspired set of 16thC rules developed by Rob Dean and I in 2002. Each stand is a unit, with units being grouped into "Battles" each assigned to a card. Turn sequence is determined by shuffling the deck then pulling one at a time with that group of units resolving moving, shooting and combat before the next card is drawn. Movement is variable length.

A "Battle" that loses over 1/2 of its stands is essentially out of the battle.  When one side concedes or runs out of "battle"s the game is over.


After much experimentation I am now happy with the basic form of the rules and need to work on adding more details, troop types and so on not to mention explanations.


1 comment:

  1. I have used your rules for some enjoyable games in the past and look forward to see how you have amended them.
    Alan

    ReplyDelete