Play Test
Battle Report 1: November 22, 2014
A few notes
to clarify the report: each stand/unit on the board can take 12
casualties before it is destroyed. “Ghulum” were the elite
Turkish lancer/horse archers who were recruited from the slave-class
of the Turkish realms, and who served as the bodyguards for Sultans
and other nobles. In a melee, if one side inflicts 2 more casualties
than its opponent does in a single round it “wins” the melee and
can drive back or destroy the enemy as a result if no one wins, the
melee continues.
Order of
Battle:
Crusaders:
1 unit of Mounted Knights (commander Tancred, Command test 4+)
1 unit of
dismounted knights, 1 unit of crossbow men, 1 unit of pilgrims.
Turks:
1 unit of Ghulum (commander Amir Habib, Command test 4+), 2 units
of Horse Archer, 1 unit of Arrow Supply.
Set-Up:
Approximated 38” apart
“North”
To “South”
Crusaders
Dismounted Knights, Crossbow, Pilgrim, Mounted Knights
Turks:
Arrow Supply, Horse Archer, Horse Archer, Ghulum
Turn 1
(Crusaders win initiative)
Crusaders:
all 4 units move forward 8”, remain out of range.
Turks:
Both Horse Archer units move forward 12”, Ghulum sweeps south at
an angle
Ghulum take a
long range arrow shot at the mounted knights, but miss.
Both Horse
Archers shoot at Crossbowmen, inflict 1 casualty. Horse Archer unit
1 is depleted of arrows.
Turn 2
(Crusaders win initiative)
Crusaders:
Dismounted Knights, Crossbow, Pilgrims move forward together. The
crossbows are at 6”, short range, shoot make 5 hits and 5
casualties on Horse Archers 1, who pass morale test and stand.
Mounted Knights declare charge against Horse Archers 2, who respond
with a withdraw action. Knights fall short of charge, but pass
Maneuver Test and aren’t disordered.
Turks:
Horse Archer 1 declares charge on Crossbowmen, who respond with
point-blank volley, inflicting 6 casualties, causing the Horse
Archers to become disordered and fail in their charge. Horse Archer
2 turns around, shoots at mounted knights, inflicting one casualty.
Ghulum declare charge on Mounted Knights, who respond by Turning to
Receive the Charge, avoiding a flank attack. The charge hits home,
both the Knights and the Ghulum take 1 casualty in the fighting and
remain locked in melee. The melee continues in the melee phase, in
which both the knights and ghulum receive 1 more casualty.
Panic
Morale Phase: Horse Archer 1
unit fails morale test because of disorder and turns to flee.
Turn 3
(Crusaders win initiative)
Crusaders:
Crossbowmen stand and shoot double volley inflicting 6 casualties on
the Arrow Supply Unit, causing disorder. Pilgrims charge Horse
Archer 2 who use Point Blank Shot to inflict 3 casualties, causing
the charge to fail when the Pilgrims fall into disorder. The
Dismounted Knights declare a charge against the Arrow Supply, but
fall woefully short and fall into disorder. The Mounted Knights and
Ghulum continue melee, each receiving 1 casualty.
Turks:
Arrow Supply can’t clear disorder because Commander stand is too
far away. Horse Archer 1 likewise can’t rally and flees in Panic.
Horse Archer 2 double shoots Pilgrims, inflicting 1 more casualty.
The melee continues: Knights inflict 3 casualties, Ghulum inflict 2
casualties.
Turn 4
(Crusaders win initiative)
Crusaders:
Pilgrims and Dismounted Knights remain disordered. Crossbowmen
shoot at Horse Archer 2, but inflict no damage, and arrows become
depleted. Melee continues but neither Knights nor Ghulum inflict
damage.
Turks: Horse
Archers 2 charge Pilgrims, each of whom inflict 1 casualty. Another
Knight vs. Ghulum melee round: Ghulum inflict 1 casualty, Knights
inflict 2 casualties.
Panic
Morale: Arrow Supply and
Pilgrims fail morale checks and begin to flee.
Turn 5:
(Crusaders win initiative)
Crusaders:
the crossbowmen declare charge
on Horse Archer 2, who respond with point blank shot which inflicts 3
casualties and disorders the crossbowmen and stops the charge, but
which depletes the arrows of the Horse Archers. The Knights/Ghulum
melee finally ends when the Knights inflict 4 casualties, destroying
the Ghulum.
Turks:
the Horse Archers 2 decide to take the prudent course and move away.
Battle is over.
What I
learned from the Play-test:
- I do need to increase the Horse Archers from 2 to 3 figures per stand. They needed a little bit more punch.
- I need to decrease the number of crossbows from 6 to 5 per stand, they were a little more dangerous than I wanted them to be.
- Ghulum and Knights were perfect, their extended melee is just what I wanted to see.
- I made a dozen or so clarifications and modifications to the rules set when questions came up in the course of the battle.
- I decreased Pilgrims from 8 per stand to 7, since they were a bit more threatening (although they did not actual harm) than I had wanted them to be.
- I really did enjoy the system of Charge/Response.
- Man, you have to keep your troops near their commander stand, if you don’t, if they get disordered, they're done. The scheme is to have 1 commander stand out of every 4 stands on the board.
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