As a bit of fun and given gaming has been seriously curtailed by the virus I have created two more videos of our games in the world of the Roses...
Blore Heath can be found HERE
Northampton can be found HERE
Stay safe folks
As a bit of fun and given gaming has been seriously curtailed by the virus I have created two more videos of our games in the world of the Roses...
Blore Heath can be found HERE
Northampton can be found HERE
Stay safe folks
Hi Folks
Following on from the Battle of Northampton (HERE) we were able to squeeze in one more game before the new Covid restrictions came into place this weekend in London. With no news on how long these might last this could be the last battle report I post up for a few weeks. I have plenty of other stuff to share so there will still be more posts.
Anyway I digress. As part of the research into Wakefield (our next big battle after Northampton) I discovered that there was in fact a small skirmish at Worksop. This took place on the 16 December 1460 - two weeks before the battle of Wakefield.
Richard, Duke of York was pressing north to towards in stronghold at Sandal Castle and if reports are to be believed his advanced forces whilst foraging for supplies near Worksop encountered forces loyal to the king. Virtually nothing is known about this engagement save that it took place. This afforded the opportunity of playing a simple game with no specific orders of battler etc. Fortunately for me one of the other regular players in this series Mark K (there are two Mark's who play in the shed) offered to not only write up the scenario but also host the game in his somewhat warmer games room.
The following is Mark's briefing to the players
Kerfuffle at Worksop 16th December 1460
The cross-roads in the middle of the table is key to gaining access to Worksop (off table in a random direction as not relevant to the action).
The two sides will deploy on opposite table edges. For each turn-end that an undaunted unit holds the crossroads the opposing side must surrender a morale token. The unit counts as holding the crossroads even if it is in combat. Only one unit can occupy the crossroads.
Each command has only two leaders. They may each take one extra leader for free, but this has to be a dolt (just for fun). All commands have 83 points.
Sides will be randomly allocated just before the game starts.
Sides as follows:
Player A 2 leaders – 5 pts ·
1 Light Horse – 12 pts ·
1 Skirmisher – 6 pts ·
2 bow – 24 pts ·
1 bill – 12 pts ·
1 MAA – 24 pts |
Player B ·
2 leaders – 5 pts ·
1 Light Horse – 12 pts ·
1 Skirmisher – 6 pts ·
2 bow – 24 pts ·
1 bill – 12 pts ·
1 MAA – 24 pts |
Player C ·
2 leaders – 5 pts ·
1 Knights – 24 pts ·
1 Skirmisher – 6 Pts ·
2 bow – 24 pts ·
2 bill – 24 pts |
Player D ·
2 Leaders – 5 pts ·
1 Knights – 24 pts ·
1 Skirmisher – 6 Pts ·
2 bow – 24 pts ·
2 bill – 24 pts |
We diced for sides with Mark and I (Lancastrian) facing off against John and Stuart (Yorkist). With sides settled we then diced for starting edges. Each team could start up to three hexes in on the table.
The two sides mass for battle - Lancastrians on the right below.
The Yorkist infantry push forward in battle formation.
Afternoon folks
As a bit of fun I have now put the first battle of St Albans on Youtube with suitable music.
Link here
https://www.youtube.com/watch?v=VXmnhJGRZlA&feature=youtu.be
Grab your popcorn for a short set of pictures...of course if you want the report you have to go
Stay safe everybody
Further to yesterdays post on the setup of the battle of Northampton I am delighted to bring you last night's re-fight. Should you wish to return to the set up please click Here
Before I kick off with the battle report a couple of rules updates.
In previous games we had allowed 'combined' units to split for no penalty during game play. For example a unit of Bills and Bows could separate just before entering a melee. This would of course prevent the double jeopardy of losing both units in the forthcoming combat.
We now understand that 'joined' units are fixed for the game and can only be separated by a Commander special action - ie two orders. We adopted these correct rules last night and once we saw combined units running from the field there was some haste to split these chaps.
Also following on from last week's game we once again found Commanders were less likely to get stuck in given they now had to spend more time leading and rallying their warbands.
................................................................................................................................................................
Last nights game was probably the biggest we have fought so far with over 50 units on the table and around 600 figures. Figure ratio was about 1/30
Photos taken by me, Alastair & Mark K.
Mark K and myself would play the attacking Yorkists whilst Alastair and John would defend the King.
With the forces on the table we rolled for the weather, it continued to rain.
Tucked in the corner by St Eleanor's cross the Papal Legate began his chants of excommunication (he rolled a d6)