Title

Title
Tally Ho!

Saturday, 19 December 2015

Lion Rampant Campaign - The Crusaders
Setup
The campaign is set in the Christian kingdom of Jerusalem during the crusades. Players take the part of either Crusader or Saracen forces engaged in a low-level conflict set on the borders of the kingdom.
Turn Structure
The campaign is played as a series of scenarios with troops being replenished from your garrison each time, but Glory accumulated from game to game. We aim to fight 2 battles per week  with the Crusaders always playing in pairs to enable all games to be completed. A running total is kept of each side's Glory.
The following rules apply
·         All games will be 30 points using one of the agreed army lists, ensuring we can always field all forces.
·         Players may draw 0, 1 or 2 random Boasts
·         Leaders abilities are diced-for each game and are not carried forward.
·         The table is 6'x4'.
·         If you won your last game you may one unit Expert.
·         Scenarios for each game are diced randomly with forces selected before the scenario is known.
 The players
Saracens
·         Stu - Emir of Qasab
·         Roy - Emir of Riyiys
Crusaders
·         Mike - Michael D'Loutre (English)
·         Neil - Neil D'Barbe (English)
·         John - Johann Von Tiefen (Teutonic)
·         Richard - Richard Von Grau (Teutonic)
 Scenario List
First roll
Second roll
Scenario
 
 
1
1
A. Bloodbath
2
B. Defending the indefensible
3
C. The fugitive
4
D. A gentle stroll
5
E. Hold on tight
6
F. Sausages with mustard
 
 
2
1
G. The convoy
2
H. The messenger
3
I. A taxing afternoon
4
J. Meeting the neighbours
5
K. Hammer and anvil
6
L. Blood feud
 
 
3
1
M. Attack on a camp
2
N. The bridge
3
O. The oasis
4
P. The ambush
5
Q. Burn the town
6
R. Battle royal
 
M. Attack on a camp
Scenario: The defender has been caught ill prepared and without a properly guarded camp. They must try to withstand the attackers assualt.
 
Setup: The attacker deploys 8-16 points in A and B. The defender deploys up to 4 points in the  central zone. The remaining defending units are deployed in a camp 1'x2'. They may deploy at the edge of the camp to show some sentries awake.
 
Special Rules:
1.    The defenders may spot the attackers at 12" range. Measure at the start of each turn. Attackers previously spotted by someone else become visible at 24".
2.    A defender who spots an attacker becomes active and counts as Battered unless in the central zone on picket duty. This simulates the surprise of the attack.
3.    The pickets move randomly each turn; 1=remain still, 2,3 = west, 4,5 = east, 6=players choice.
4.    The camp counts as rough terrain











 
Ending the game: The game stops when one retinue flees
Victory: 3 Glory for a winning attacker or 5 Glory for a winning defender      
N. The Bridge
Scenario: The defender has secured a bridge with a small advanced guard and intends to cross in force. The attacker must try to capture the bridge for himself.
 
Setup: The defender deploys up to 4 points on the bridge. The remainder of the defenders start in the north. All the attackers start in the south.
 
Special rules:
1.    A unit may occupy the bridge by being on and around it.
2.    Either side may use the ford to flank the bridge. When you arrive at the ford roll for movement, needing 7+ to cross regardless of troop type. It takes a whole move to cross.
3.    The river is impassable.
 Ending the game: The game is over if either side routs of when one side has no unbattered units with a move of the bridge after turn 5.
Victory: 3 Glory if the defender retains control of the bridge, 5 Glory if the attacker captures it.
 
O. The Oasis
 Scenario: The attackers have had a long march through the dusty desert and are in need of water. The defenders are blocking their way to the only water for miles.
 

Setup: The defenders must deploy 4 points at the oasis. The remainder start at the half-way line. The attackers march onto the table in column-of-march in any order they like. All units enter the centre of the east edge and  receive a free 6" move onto the table.   
 
Special rules:  None
 Ending the game: When one side has routed from the field.
 
Victory:  5 points to whoever holds the oasis at the end with an unbattered unit.
 
P. The Ambush
 
Scenario: The defenders are moving along a road by a river heading for a bridge and safety. They are ambushed by the attackers.
 
Setup: The defenders are strung-out along the road and move at 6" per turn down the road. The attackers place units in cover at points A - D, with a maximum of 8 points at each location. A and B must be place within 10" of the road.
 
Special rules:
1. The defenders automatically move 6" down the road each turn until the first attacker is seen or shoots. Attacking units must dice to move and are still subject to wild charges.  
 
Ending the game: The game ends when one side routs or the defenders all cross the bridge
 
Victory:  1 Glory goes to the defender for each unit crossing the bridge. 1/2 Glory goes to the attacker for each defender that fails to cross the bridge.
 
Q. Burn the town
 
Scenario: The attacker launches a surprise attack intend on burning the defenders village and its precious supplies.
 
Setup: The attackers begin in the south and the defenders in the north. The stream counts as rough unless on the bridge / ford. The houses count as hard cover.
 
Special rules:
1. The attacker designates two units as torch bearers. These may not be MAAs.
2. There are 3 houses and 2 stores. These will burn on a 6+ and 7+ respectively. Once the fires are set they  may not be put out.
 
Ending the game: When one side routs or all the buildings are alight.
 
Victory: VPs are awared. The winner receives 5 Glory if attacking or 3 Glory if defending.
Store burnt / survives = 10VP, house burnt/survives = 5 VP, enemy unit routed/killed = 5VP.
 
Battle Royal
Scenario and Setup: This follows the same rules as Bloodbath except that both players from each side fight together.
 
Special rules:
1.    The multiplayer turn sequence is used so A1, D1, A2, D2
 
2.    Players may swap up to 6 points between their retinues before the battle begins.
 Ending the game: When there are fewer than 10 units in total.  
 
Army Lists - 30 points
 
 
Teutonic's
·         2 * Mounted MAA (6 figs) @ 12
·         1 * Foot MAA (6 figs) @ 6
·         1 * Crossbow (12 figs) @ 4
·         2 * Ft Sergeants (12 figs) @8
English
·         2 * Foot MAA (6 figs) @ 12
·         2 * Foot Sarg (12 figs) @ 8
·         2 * Bow (12 figs) @ 8
·         1 * Bidowers (6 figs) @ 2
Saracens - Stu
·         2 * Mounted Sarg (6 figs) @ 8
·         2 * Foot Sarg (12 figs) @ 8
·         1 * Bow (12 figs) @ 4
·         1* Fierce Foot (6 figs) @ 4
 
Saracens - Roy
·         3 * Mounted Sarg (6 figs) @ 12
·         2 * Mounted Yeoman (6 figs) @ 6
·         1 * Foot Sarg (12 figs) @ 4
·         1 * Bow (12 figs) @ 4
·         1* Fierce Foot (6 figs) @ 4
 
Army Lists - 24 points
 
Teutonic's (Richard) I
·         2 * Mounted MAA (6 figs) @ 12
·         1 * Foot MAA (6 figs) @ 6
·         1 * Crossbow (12 figs) @ 4
·         1 * Bidowers (6 figs) @ 2
Teutonic's (John) I
·         2 * Mounted MAA (6 figs) @ 12
·         2 * Foot Sarg (12 figs) @ 8
·         1 * Crossbow (12 figs) @ 4
 
Teutonic's (Richard) II
·         2 * Mounted MAA (6 figs) @ 12
·         2 * Foot MAA (6 figs) @ 12
 
Teutonic's (John) I
·         2 * Mounted MAA (6 figs) @ 12
·         1 * Mounted Sarg (Arab - 6 figs) @ 4
·         1 * Foot Sarg (12 figs) @ 4
·         1 * Crossbow (12 figs) @ 4
English I
·         1 * Foot MAA (6 figs) @ 6
·         1 * Foot Sarg (12 figs) @ 4
·         2 * Bow (12 figs) @ 8
·         1 * Crossbow (12 figs) @ 4
·         1 * Bidowers (6 figs) @ 2
English I
·         2 * Foot MAA (6 figs) @ 12
·         3 * Bow (12 figs) @ 8 @ 12
Saracens - balanced / Inf
·         2 * Mounted Sarg (6 figs) @ 8
·         2 * Foot Sarg (12 figs) @ 8
·         1 * Bow (12 figs) @ 4
·         1* Fierce Foot (6 figs) @ 4
Saracens - mounted
·         3 * Mounted Sarg+bow (6 figs) @ 15
·         2 * Mounted Yeoman (6 figs) @ 8
·         1 * Surfs (12 figs) @ 1
 
Saracens - balanced / Cav
·         2 * Mounted Sarg+bow (6 figs) @ 10
·         1 * Mounted Yeoman (6 figs) @ 4
·         1 * Foot Sarg (12 figs) @ 4
·         1 * Bow (12 figs) @ 4
·         1* Bidower (6 figs) @ 2
 
Saracens - Foot
·         1 * Mounted Sarg (6 figs) @ 4
·         1 * Mounted Yeoman (6 figs) @ 4
·         2 * Foot Sarg (12 figs) @ 8
·         2 * Bow (12 figs) @ 8
 

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