Scenario Rules
by Mark Bloom
Terrain There should be steep wooded slopes on each side of the table. The clear valley should be about 2 to 3 feet wide. (option #1: player as the Raiders) The raiders start the game advancing in disorder, they did not think that the Britons would face them. When the Raiders come within the tactical range of the Briton army the Britons may give their battle cry “Alleluia, Alleluia, Alleluia” and each of the raider units, starting with the general (+1 for being a general), must test their morale at their normal morale number –1 for being disordered. If they fail they will be fragmented, if they pass they can carry on (still disordered). It will be up to the raider general to recover the situation (recover orders). The Britons will start the battle in their set up area with the Pedyt in the center with bowmen either in a second rank or interspersed among them and skirmishers on the flank or in front. (option #2: player as Britons or two player game) The raiders start the game in good order advancing through the valley toward the Britons. The Briton player may announce he is raising the battle cry at the beginning of the charge declaration phase. For that turn only, the Briton player gets 3 ‘God rolls’. He may only re-roll a bad die roll once, i.e. if a unit is charging and does not make the distance, he may use one of his ‘God rolls’ to try and make it. He must abide by the re-roll though. Any unused ‘God rolls’ do not carry over; they are lost at the end of the turn, making the timing of the battle cry very important. Programmed responses for solo gamesBritons: If the Player is commanding the Raiding army then the Britons will have defend orders as long as the raiders are moving toward them, if the raiders stop to recover then the Britons will advance toward them stopping to defend when the raiders advance again. When the raiders are within charge range roll 1D6 for the Britons response:
2: Defend orders 3: Defend orders 4: Spearmen and horsemen Charge; Archers defend. 5: Spearmen and horsemen Charge (try to go frenzied); Archers defend. 6: All unit types Charge (try to go frenzied) If a Briton unit destroys a Raider unit and is not frenzied it will roll on the above chart. If a 4-6 is rolled it will deploy and/or maneuver to within charge range of another enemy unit and charge. If it is frenzied it has to charge the nearest enemy within engagement range (16” large stands, 12” medium stands) Raiders The raiders will advance towards the Britons battle line. When within charge distance they will try to go frenzied and charge. Skirmishers will skirmish in front of the advancing army or try to get around a flank. Raider units that destroy their opponent in combat or are unopposed must roll a morale roll. If it passed it will maneuver, deploy, or charge the nearest enemy unit. If they fail they will advance off the Britons’ table edge to pillage the Britons’ camp. Frenzied units must attack the nearest enemy unit. Victory ConditionsYou must destroy the enemy army. The Britons must keep the raiders from their camp; if the raiders get any units off the Britons side of the board the best the Britons can hope for is a draw. Ideas for larger battlesPlaying larger battles with multiple commands in each army is easy with MW/AW. I give each general a command personality in addition to the general’s quality. I use the old WRG personalities Rash, Bold, Cautious and Unreliable. Each of these personality types has a number of orders from MW/AW that will determine their actions as follows: D6 Personality Orders 6 : Rash
2) Advance (Maneuver) 3) Advance (Maneuver) 4) Charge 5) Charge 6) Charge 5, 4, 3 : Bold
2) Advance (Maneuver) 3) Advance (Maneuver) 4) Advance (Maneuver) 5) Defend 6) Charge 2 : Cautious
2) Advance (Maneuver) 3) Defend 4) Defend 5) Defend 6) Retreat 1 Unreliable
2) Defend 3) Defend 4) Defend 5) Retreat 6) Retreat Each turn the commander’s order chit is drawn from a cup or rolled for on a six-sided die on the above table. The result is what his command will do that turn. The whole command moves if they are out of engagement range. If in engagement range at least ˝ (rounded up) of his orders issued must coincide with the chit drawn or order rolled. You will have to determine the most likely units to receive these. Deployment ideas 1) Playing cards can be used to determine the location of the unit simply by assigning each suit a commander or sector of the battlefield and shuffling a deck of cards and dealing them out to each unit in the army. For example hearts = right flank, diamonds = left flank, spades = center, and clubs = reserve / flank march. If you wish you can even assign a numeric range within that sector: 1- 8 = front line, 9, 10, Jack, Queen = support unit behind front line, King and Ace = sector reserve (3rd line?). 2) Making unit cards out of 3 x 5” index cards. Each card should have the unit I.D., type, Morale (training), weapons, and figures per stand/ points per stand. If you are running a campaign other information can be added to the card such as battles the unit fought in, any battle honors, unit reputation etc. For example:
Battle at the Mouth of River Glein 1st Battle at Dubglass 2nd Battle at Dubglass – Was ambushed by enemy: held ground- Battle honors Once all the unit cards for an army are complete and the battlefield is set-up, shuffle the cards and distribute them to the various commanders (or sectors of the battle line and Reserve. St. Germanus’ Alleluia Victory 429 AD Solo Style Back to Saga # 90 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 2003 by Terry Gore This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |