Faction Overview
Saladin - the knight of Islam |
So depending on the opponents / scenario you can flex your Warband to be shoot'y or harder hitting. It will however always be mostly mounted, and so may struggle in rough terrain or against massed archery.
The Abilities
These choices are also reflected in the Battle Board in the clustering of the abilities.
- Some give upgrades in melee with additional attack/defence dice available, hit additions, or enhance melee survivability.
- Some give shooting upgrades with free shots or hit additions. Most interesting here is Brotherhood, which gives melee bonus if the enemy took shooting casualties this turn.
- Finally we have a couple of utility actions that help recover fatigue or remove enemy Saga dice under certain circumstances.
- The top ability (Rare + Rare) is Appeal to the Prophet, which gives all units Resilience (2) that turn, so enhancing survivability considerably.
- There are no hero only abilities and nothing that really disrupts the enemy, with Ruse removing a Saga dice but only if you have two units within S of the enemy.
Saracen Army |
My Warband
Knowing I would be facing Militias Christi I was expecting large numbers of elite Hearth Guard heavy knights with a few crossbowmen and foot sergeants in support. The scenario has not been determined in advance so I chose a balanced force offering both combat and shooting:
- 1 x Warlord
- 8 x Hearth guard cavalry, melee weapons (2 points)
- 8 x Warriors cavalry, melee weapons
- 8 x Warriors cavalry, composite bow
- 8 x Warriors cavalry, composite bow
- 12 x Levy archers
The first game
The scenario chosen involved both sides attempting to capture a holy relic being escorted across the table by neutral troops. So it would be a bit of a race. I lined up with most of my cavalry on my right, ready to cut-off the relic and a small blocking force on the left.
The Militias Christi (Order of Lazarus) did largely the opposite, with most of their troops heading straight for the relic and a unit of brother knights on their left.
The game opened with both sides advancing towards the middle of the table. I pushed my bow-armed warriors quickly into the knights, hoping for a devastating volley. I was however disappointed due to some poor dice and an annoying ability called Orison, which enables the knights to cancelled up to 3 hits a turn. With the archery failing the knights then barrelled down from their hill and mashed one unit of Saracen's.
More in hope than expectation I unleashed a shot from the Levy archers. The knights gambled and chose not to use Orison, but this was a fatal error as 75% of the unit fell from their saddles. Just to rub salt into the wound I then captured the relic with my Ghulam's.
The Levy's unleash hell on the knights |
The Militias Christi then played their final card and charged the Ghulam's head-on with the last unit of knights. Despite loading up my defences I lost 75% casualties and was pushed back.
This gave me the breathing space needed though. I formed my own version of the England love-train and placed a string of units between the knights and the relic. It was now clear that there was simply no way that the knights could fight their way through before the relic escaped, and so a Saracen victory was declared.
Saracen love train |
So a successful first outing but its hard to draw too many conclusions. The outstanding turn of shooting by the Levy blunted the knights attack and changed the game in the Saracen's favour very heavily. They seem a flexible faction with some solid melee abilities. The shooting abilities need you to get close, and they can nt really interfere too-much with the enemies plans. Coordination and Brotherhood were my go-to abilities in this game.
That shooting round doing 6 casualties rather than the average of 2 did upset the plan rather. Was good to play the new Crusades factions though.
ReplyDelete6 unmitigated hits to boot - certainly changed the balance
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