Short is the way, little the labour
-
Baleric of Dol, 1095
Introduction
The First Crusade began when Emperor
Alexios I of Byzantium requested western help in repelling the Seljuk Turks
from his lands. Seeing an opportunity to recapture Jerusalem, Pope Urban II
called the council of Clermont on November 25 1095 with the aim of raising an
army. So it was that a Crusade was declared and several armies set forth to
recapture the holy lands.
Turn Sequence
The campaign concerns the advance of two
Crusader armies as they attempt to recapture Jerusalem from the Islamic Saracen
forces. Each turn the Crusader attempt to capture a town and fend off a relief
force. A 5,6 (D6) is needed to capture the town with +2 per the after the
first.
All games are fought with 3000 points. Initial
army lists are provided and may be varied as the campaign progresses, with a
maximum of 500 points changing.
Scenarios
Kill
Objective: Both sides total the points of enemy routed units.
Highest wins so long as the different is 10% of the starting army points.
|
Invade
Objective: Both sides total the points of their troops inside the
enemies half. Highest wins so long as the difference is 10% of the starting
army points.
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Dominate
Setup: There is a prominent terrain piece in the centre of the
table.
Objective: Both sides total the points with 12” of the table
centre. Highest wins so long as the difference is 10% of the starting army
points.
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Pillage
Setup: D3+4 objectives are placed on the table. Players place
them alternately. None may be closer than 12” to another
Objective: Winner is the one controlling the most objectives. To do
this be within 3” of an objective with no enemy within 3”
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Loot
Setup: Place 3 objectives on the centre line. One is dead
centre and one is placed by each side, not within 12” of another.
Objective: Units captured them by touching them. Units speed is
then slowed to 5”. You win by controlling or exiting the most objectives.
|
Kill
and Pillage
Setup: Follow the process for Pillage.
Objective: Count points as for Kill but also add 10% of the
original army total for each objective controlled.
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Eliminate
Objective: Place bounty tokens on your 3 most expensive units.
Additionally place an objective marker in the dead centre. Gain:
·
1 VP if you
hold the objective
·
1 VP for each
friendly bounty not routed
·
2 VP for each
enemy bounty routed
|
Roll
for Scenario
1.
Kill
2.
Invade
3.
Dominate
4.
Pillage
5.
Loot
6.
Special (1D4
below)
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Special battles
1.
Kill and
Pillage
2.
Eliminate
3.
Hill Top
Defence
4.
Ambush
|
Units can grow in experience as the campaign progresses and
become more powerful. At the end of each battle the winner gets 3 experience
rolls and the loser 1. You may have as many experienced units as you wish in
your roster but a maximum of 5 can be fielded for each battle.
Infantry
/ Cavalry
|
|||
2
|
Veteran:
Chose a Vet ability upto 20 points
|
8 / 9
|
Skilled:
+3 attacks, max 3 times
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3
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Furious:
Gain Vicious ability
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10
|
Trail
blazer: Gain Pathfinder ability
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4 / 5
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Rallying:
Gain Rallying (1) or add 1 to Rallying ability
|
11
|
Grizzled:
Gain Elite ability
|
6 / 7
|
Brave:
+1 nerve, max 3 times
|
12
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Inspiring:
Gain Inspiring or become Very Inspiring if already Inspiring
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General
/ Officer
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2
|
Veteran:
Chose a Vet ability upto 20 points
|
8 / 9
|
Skilled:
+1 attacks, max 3 times
|
3
|
Furious:
Gain Vicious ability
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10
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Trail
blazer: Gain Pathfinder ability
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4
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Rallying:
Gain Rallying (1) or add 1 to Rallying ability
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11
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Grizzled:
Gain Elite ability
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5
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Inspiring:
Gain Inspiring or become Very Inspiring if already Inspiring
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12
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Dread:
Gain Dread ability, so enemy units in 6” may not benefit from Inspiring
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6 / 7
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Brave:
+1 nerve, max 3 times
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The capture of Antioch and Aleppo gives the Crusaders access
to the following items. These items must be carried by a unit and may be lost
to the enemy.
Antioch: Holy Lance – Disciplined. Unit is Headstrong
Aleppo: Icon of Saint Simeon – Sacred Standard. Reroll routs
even if not Inspired.
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