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.
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.
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.
Victory:
3 Glory if the defender retains control of the bridge, 5 Glory if the attacker
captures it.
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
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.
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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