Battle of the Hampton Bedsheets

Introduction


I recently found myself out of town on business, staying overnight in a small town in Southern Georgia. Needless to say, there wasn't anything resembling a game store or gaming club within a 50 mile radius, and I was bored. I had been reading the scenario in WD 233 entitled "Elfin Court" (Toumas Pirinen, White Dwarf #233, pp. 42- 45) which set Wood Elves against Bretonnians in a clash based on the historical battle of Agincourt in 1415. As it turned out, I had just happened to haul along both my Bretonnians and Wood Elves in (as it turns out, vain) hopes of finding a game during the week I was on the road, so I amused myself by setting up the scenario in my hotel room.

Lacking a proper gaming table with terrain, I had to make do with what I had available - the extra bed became the battle field, a large bath towel spread out to represent the muddy field in the center of the field, and a couple of washcloths served nicely as the woods which line one side of the battlefield. I did my best to design each army independently, not taking into account anything I knew about the other army's composition. I also prepared battle plans for each army, basing all decisions on a)what the respective General might reasonably expect from what he knew of the other side and b) the terrain as he was seeing it from his deployment zone. All in all, it was a very enjoyable mental exercise!

OBJECTIVES:

The Bretonnian Objective is to cross the muddy field as quickly as possible and scatter the Wood Elves, strike through their lines, and scatter their camp. The Wood Elves are to cause as many casualties as possible. The game is played to 5 turns or until one side concedes.

THE BATTLE FIELD

he battlefield consists of a large muddy field, with a 12" dry area along one edge, and woods along the other edge. Each army has a 12" deep deployment area. Any Cavalry unit which tried to move through the muddy area had to roll on a special table to determine how much their movement was reduced.

DEPLOYMENT

The Bretonnians deployed first, and also had the first turn. The Bretonnians were not allowed to pray for the Lady's Blessing. In addition, at the start of their turns, each unit of Bretonnian knights rolled on an Obedience table to determine how well they obeyed the Generals commands. 1-2 the knights charge the nearest mercenary unit; 3-4 the knights move at full speed towards the nearest enemy unit unless they first pass a Ld test; 5-6 The knights obey orders as normal.

THE FORCES

THE BRETONNIANS

Duke Machevort looked over the battlefield from his vantage point, planning the mornings battle. What he saw did not fill him with confidence - his opponent had chosen the site well. He faced a large muddy plain, made sticky by the rains the day before. This would cause havoc with his knights’ charges. In addition, despite his warnings, his young knights had spent the night polishing their armor, drinking, and bragging to each other about the upcoming exploits. He anticipated having trouble with their following any sort of a complex battleplan, and needed to keep things simple. He had been forced to hire a group of Mercenary Tilean Crossbowmen, and the two groups had taken an instant dislike to each other, and were continually squabbling.

Looking at the plain in front of him, he saw that the field was bordered on his left side with a dense woods. "Damned Treehuggers'll be hiding all over those woods, mark my words" he grumbled to his aide-de-camp. "We'll send the Knights-Errant into the woods to flush them out. Give those young braggarts a chance to earn that shiny new knighthood they're so proud of. Send the Tileans with them - keep them both out of my hair." To his right side there was a dry swatch of grass outside the mud. "We have to avoid getting stuck in the mud at all costs. That dry area is where the rest of my knights will charge - we'll break those Woodies with a strong charge on a limited front. Send the infantry straight across - they won't be affected by the mud." "Aye-Aye, Your Grace. I'll pass on the orders to the troops. Today will be a glorious day for the Duchy!!" replied his Second in command, before riding off with a swirl of pennon, barding and tunic, armor shining in the early morning sun. "Or a day of infamy, my friend. Or one of Infamy…" murmured the Duke.

The Bretonnians (2500 points)

Duke Machevort, General. (203 pts) Warhorse, barding, Heavy armor, shield, lance, knights virtue, virtue of purity, Crown of Bretonnia, Shield of Ptolos, Healing Potion .

Questing Hero (136 pts). Warhorse, barding, Hvy armor, shield, lance, Questing Virtue, Virtue of Impetuous Knight, Heartseeker sword.

4 Questing Knights (208 pts) Warhorse, Barding, Hvy armor, shield, lance, standard, musician

Knight of the Realm Hero (127 pts) Warhorse, barding, hvy armor, shield, lance, knights virtue, Morning Star of Fracasse, Armor of Fortune

5 Knights of the Realm (255 pts) Warhorse, Barding, Hvy Armor, shield, lance, standard, musician, knights virtue

Knight of the Realm Hero (122 pts) Warhorse, barding, hvy armor, shield, lance, knights virtue, shrieking blade, enchanted shield

5 Knights of the Realm (255 pts) Warhorse, Barding, Hvy Armor, shield, lance, standard, musician, knights virtue

15 Halberdiers (175 pts) halberds, lt. Armor

15 Halberdiers (175 pts) halberds, lt. Armor

20 Crossbowmen (260 pts) crossbows, lt armor

6 Mounted Squires (132 pts) horse, bows, spears, shields, lt. Armor

6 Mounted Squires (132 pts) horse, bows, spears, shields, lt. Armor

10 Knights Errant (320 pts) Warhorse, Barding, Hvy Armor, shield, lance, standard, musician, knights virtue.

THE WOODELVES:


It was a cool clear winter morning as Lord Herion gazed across the muddy plain, watching as the morning sun glinted from the polished metal helms of the Bretonnian incursion force whose advance he was determined to stop. As it was the middle of winter, the woodland spirits were dormant, and he had already lost many Glade Riders in earlier clashes.

"This Bret Bastard is wily foe." Herion grumbled to his second. "A foolish man would let his vaunted knights charge straight across, getting bogged down in the mud. I have lost enough of my troops to this man to know he is NOT foolish. I doubt very much that he will fall for such a ruse" "So we can expect what? You expect him to come down the sides of the plain, and avoid the mud?" asked his Captain. "Exactly - so we must prepare a proper reception for him." Kneeling to draw a diagram in the frost on the grass, Herion continued "Send the Gladeguard up this left flank, along with the Wardancers. They are to take the charges and pin the Cavalry. The Glade Riders will follow up and charge the pinned Bretonnians, with luck breaking them. Let our Archers concentrate their fire on the knights, especially the Dukes unit." "What shall my Scouts and Waywatchers be doing, My Lord?" asked the Captain of Archers. "Have them approach the enemy's left unseen by way of these woods to our right. Theirs will be the task of causing as much havoc amongst the infantry and rear troops as possible. They have already reported that Tilean Crossbows have been hired, so it is imperative that you take them out of the action. Keep them busy shooting at trees, my friend!"

"Aye-Aye, Lord Herion". As the squad leaders hurried off to pass on their orders, Herion turned once again to admire the glow of the rising sun, and couldn't help wondering if perhaps this would be his last…..

The Wood Elves (2122 pts) (OK, was supposed to be 2000 pts - I fudged a little, so sue me.)


Lord Herion, General (246 pts), Steed, Lance, Shield, Long bow, Bow of Loren, Warpaint, Parrying Blade

6 Glade Riders (287 pts) Steed, lance, shield, lt armor, long bow, Standard

Mage (85 pts) Long Bow, Ring of Volans - Spells: Curse and Heal.

Hero (159 pts) (with Way watchers) Lt armor, Shield, Lg Bow, Hail of Doom Arrow, Blade of Slicing

6 Waywatchers (156 pts) Longbows

Hero (143 pts) (With Gladeguard)- Spear, shield, lt armor, sword of swift slaying, potion of strength.

19 Gladeguard (240 pts) Spear, lt. Armor, shield, standard, musician

8 Wardancers with Champion (220 pts) extra handweapon

10 Archers (110 pts) long bow

10 Archers (110 pts) long bow

10 Archers (110 pts) long bow

8 Scouts (128 pts) long bow

8 Scouts (128 pts) long bow

DEPLOYMENT


As you look at the map in the WD, the board is laid out with a 12" clear lane along the left edge, a 12" wide woods along the entire right edge, with a muddy field between the two.

The Bretonnians


The Brettonians deployed with the Questing Knights and the two Knights of the Realm units (Knight 1 and Knight 2) in a line along the rear of the Bret deployment area, preparatory to charging down the left side. The first unit of mounted squires (Squire 1) was deployed as a screen to the three knights units. In the center of the Bret deployment are the two units of glaivesmen (Glaive 1 and Glaive 2) stood. To the right side of the Bret deployment area the crossbowmen stood next to the Knights Errant, with the second unit of squires (Squire 2) serving to screen them from the woods.

The Wood Elves


The Waywatchers and both units of scouts (Scout 1 and Scout 2) deployed along the edge of the woods, 1" back. (ed.: of course, we know that the Waywatchers were in their deployment zone because their Hero can’t infiltrate . . .). Along the southern/ bottom edge of the muddy area the three units of archers (Archer 1, 2, & 3) spread out, with the mage between the two rightmost units. Behind the Archers, in the leftmost corner of the WE deployment are, from left to right, the Gladeguard unit, the Wardancers, and the Gladeriders, all facing to the readers left, in preparation of moving out into the clear passage.

Bret Turn 1


Charges/Movement:

All the Knight units rolled for obedience, and all passed except for the Knights Errant, who wheel to face the crossbowmen next to them. The Questing Knights, and both Knight units moved to the right, and around the edge of the mud pit, screened by Squire Unit1. The glaives march move forward.

Shooting:

Crossbows shoot at the WE Scouts, needing 6's to hit. 1 hit, 0 damage.

Hand-to-Hand:

Squires charge the Waywatchers, who hold (I forgot to have them stand and shoot, especially with the Hail of Doom Arrow.). The squires hit spikes, and lose 1. Waywatcher lose 3 in hand-to-hand, kill none. Lose by 3 (1 kill vs 3 kills+banner). Waywatchers lose panic test, and break. Flee 11" off the board, squires roll 4 and pursue 2" into the trees.

Magic:

No Bret Mages. WE Player stores Power card.

WE Turn 1


Charges/Movement:

Glade guard advance around corner, followed by wardancers and Glade Riders. Mage moves to left between first and second archer units.

Charges: none

Shooting:

Archer units 1 & 2 shoot at the squires screening the knights - killed 2, they make their break test. Archer unit 3 & the mage shoot at the Glaivesmen- kill 2, they pass their break test. 16 Scouts shoot at the Knights Errant, 10 hits, 4 wounds, all saved.

Hand-to-Hand

none

Magic

rolled a 5, nothing in range, stored power card.

Bret Turn 2


Obedience

All knights units move at full speed towards nearest enemy.

Charges/Movement

No charges declared. Questing Knights, both KotR units move down side of field with squire screen. Both units of glaives advance across the mud. The Knights Errant wheel again to face the scouts in the trees. The squires which chased the Waywatchers wheel to be behind the first unit of scouts (Scouts 1).

Shooting

Crossbows vs scouts, no hits.

Hand-to-Hand

none

Magic

rolled 6, no spells

WE Turn 2


Charges/Movement

-No charges declared

-Scouts 1 move back to face the squires unit, getting out of the squires charge arc.

-Glade Riders moves out around the Glade Guards, prepare for a charge.

- Wardancers position themselves behind the Gladeguard.

- Archer3 pivots for a better angle.

Shooting

General and Gladeriders shoot at Knights of the Realm unit, kill 3. knights fail panic test and break

Archers1 and mage shoot at Squire screen, 7 hits, 3 wds, 1 kill. Unit passes panic test.

Archer2 & Archer3 & Scout2 shoot at Glaive2 - 23 hits, 12 wds, 9 kills. Glaives panic and run 10"

Scouts1 shoot at Mounted squires in woods, kill 4, squires fail panic test, flee 10"

Hand-to-Hand

none

Magic

Mage casts Curse on the Questing Knights. The Bret Generals Virtue of Purity fails, unit is cursed.

Bret Turn 3


Obedience:

All knights units pass the Obedience test.

Charges/Movement

The fleeing knight unit rallies. The fleeing Glaive unit continues to run 6". The fleeing Squires continue to flee 2" (1" in the woods)

Charges:

Questing Knights charge Gladeriders.

Knights unit 2 charges Glade Guards

Squires1 Charge Glade Guards.

Knights Errant charge Scout1, crosses thru mud. Rolled 1 (reduced to 1/2 speed) failed charge.

Shooting

Crossbows shoot at WE Archers 3, kill 2.

Hand-to-Hand

-

Glade riders feign flight 12", Questing Knights follow 10" (setting them up to be charged by the wardancers) -

Knights and Squires vs Gladeguard - Brets kill 1 + 2 ranks + banner vs WE 3 ranks + banner. Result = draw.

Magic

Rolled 9 (no spells)

WE Turn 3


Charges/Movement:

Glade Riders charge Questing Knights. Wardancers charge Questing Knights from side (not a flank due to Lance formation). Archer3 wheels for a better angle on shooting at Knights units. Scout1 & Scout2 move to target Knights Errant.

Shooting

Archers1 & 2 shoot and kill 6 glaives in glaives1. Unit passes panic test (damn!). Archer2 shoots at fleeing Glaive 2. No wounds, but unit keeps fleeing. 13 scouts shoot Knights Errant unit, no wounds. 3 scouts (who did not have line of sight on KE) shoot at Squire2 unit - kill1.

Hand-to-Hand

Wardancer Champion challenges Duke Machevort, who accepts. Bretonnian hero Challenges the Lord Herion, who accepts.

The Wardancer Champion dances Woven Mist in an attempt to distract Machevort, but Machevort rolls a 2 (!!) against his leadership and is not only NOT distracted, but is rather put off by the Wardancers gyrations. The Champion wound the Machevort twice, both of which are save. Neither the General nor his Warhorse is able to wound the Champion.

Lord Herion's Parrying Blade against the Bret Hero's Heartseaker Blade result in a spectacular display of martial prowess, but unfortunately no wounds to either combatant. Lord Herion's steed, on the other hand, manages to get a kick in on the Hero, causing one wound.

The 2 remaining Glade riders against 3 Questing knights push, no wounds. The 8 wardancers use Storm of Blades and kill the Standard Bearer. The Questing knights lose by 1, and roll a "2" for their break test ("Run away?! From these… (gah) Elves? Thou must be joking!)

The Glade guard hero challenges the Knights Hero, who accepts. Both put a wound on the other. The Rank and file kill 1 Knight and 1 squire, while losing 3 to the Squires and their horses. Battle is a draw (4 wounds + 2 ranks + std + musician vs 3 wounds +3 ranks _+ Std + Musician)

Magic

10 cards are drawn. WE mage attempts to cast Heal on the General, but the Bretonnian dispels with a drain magic!

Bretonnian Turn 4


Charges/Movement

All the knights passes their obedience test except for the 2nd Knights of the Realm, but since they were in combat, I decided they would just grumble about the Mercenaries and stay in combat.

The fleeing unit of Glaives fail to rally and flee off the board.

The Knights Errant charged across the mud at the Scouts, who fled. Failed charge, knights ended up just short of the woods. Glaive1 charged into Archer unit 1, who shoot and hold. The unit of Knights which rallied last turn March move to try to get back into the fray.

Shooting

Crossbows shoot into woods at scouts, kill one.

Hand-to-Hand

The Questing Knight/ Glade Rider/ Wardancer melee results in absolutely ZERO wounds, Brets win by 1 due to ranks, but Woodelves make break test. Wardancers use Shadows Coil.

In the Knights vs Glade Guard melee, the Knight Hero Kills the Glade Guard Hero and one Rank and File, but the combat is a draw due to ranks, standards and Musicians.

The WE Archers kill a Glaivesman, while losing one archer. The WE lose by 1 due to the Glaives Standard, but pass their break test.

Magic

8 cards drawn, no spells cast. WE Mage stores power card.

Wood Elf Turn #4


Charges/Movement

The fleeing Scout unit rallies. Archer units 2 & 3 maneuver for a better aim.

Shooting

Scouts and one unit of archers shoot up the Crossbowmen, killing 4. Crossbows pass panic test! The other free archer unit shoots at the returning Knight of the Realm unit, killing one, and it also passes its panic test.

Hand-to-Hand

In the Wardancer/ Glade Rider/ Questing knight melee, the Wardancers dance Whirling Death, and kill one Questing Knight. Duke Machevort kills the WE Champion, with one overkill wound, while the Rank and file Questing knights and their horses kill 2 glade riders. The Brets win by 4, and BOTH the Glade riders (with Herion) and the Wardancers fail their break-test. The Questing Knights pursue the Glade riders off the board, destroying them and killing Lord Herion.

In the Glade Guard/ Knights/ Squire melee, the Guard kill one squire and lose 4. The Wood Elves lose by 2, but roll a 5 and hold.

The archers and halberds cause no wounds, but the Wood Elves lose by one due to the Brets Standard. They fail their break test, and are over run by the glaivesmen.

In the resultant panic tests due to all the destroyed units, the 2nd archer unit fails and flees 9", not quite off the board.

Magic

8 cards are drawn, and the WE Mage casts a Total Power Curse on the Knight of the Realm unit fighting the Glade Guards.

Bretonnian Turn #5

Charges/Movement

All knights pass their Obedience tests. The returning unit of Knights charge the fleeing Wardancers, who continue to flee. The charge is unsuccessful. The Knights Errant Charge the remaining unit of scouts, who stand and shoot, killing one knight. The Glaive1 unit moves off the board, and is removed from play - they are considered to be pillaging the Woodelf Camp.

Shooting

The Crossbows Shoot at the Archer3, killing 2, but they make their panic test.

Hand-to-Hand

In the Gladeguard/ Knights/ squire melee, the Guards kill the Knight hero, and with ranks win the battle by 2. The Brets roll a 4 on the break test, passing handily.

The Knights Errant kill 5 scouts, and with ranks and standard win the combat by 8 (!!!). The scouts break and are run down. The remaining Scout unit passes it's panic test due to a friendly unit being destroyed within 8".

Magic

10 cards are drawn, the WE Mage stored power cards.

Woodelf Turn #5


Charges/Movement

The fleeing Archers and Wardancers both rally. There are no charges, and the remaining Scout unit moves to within 2" of the Knight Errant unit, so they can shoot in the woods.

Shooting

The scouts shoot at the Knights Errant, but cause no wounds. Archer unit 3 shoots at the Crossbowmen, killing 2.

Hand-to-Hand

In the Gladeguard/ Knights/ Squires melee, the Guards kill 2 rank and file knights, and the remaining squire, while losing none. The Woodelves win the combat by 4, The Brets need a 3 or less to make their break test, and roll a 3!!!! Talk about determined!

Magic

Nothing significant happened.

Final Score


The Bretonnians


The Brets killed Lord Herion (241 pts), the unit of Glade Riders (287 pts), the Waywatchers (156 pts), one unit of 10 archers (110 pts), the Glade Guard Hero (143 pts), the Waywatcher Hero (159 pts) and one unit of 8 scouts (128 pts) = 1224 pts = 12 VP.

In addition, they got 2 VP for killing Lord Herion, and 2 VP for sacking the WE Camp for a total of 16 VP.

The Wood Elves


The Wood Elves killed one unit of 15 halberds (175 pts), 2 units of squires (132 points each = 264 pts), and one Knight of the Realm hero (122 pts) = 561 pts = 5 VP.

In addition they got 1 VP for killing the Hero, for a total of 6 VP.

The Final Tally


16 VP vs 6 VP = a rout for the Bretonnians.



Conclusions


I have gained more respect for using a block of Glade Guards - They managed to hold their own against a unit of Knights of the Realm and a unit of Squires for most of the game. The Wood elf Waywatchers screwed up in not remembering to use the Hail of Doom arrow when they stood and shot. And I must have used up all my good break test dice rolls keeping both sides from breaking pretty much until the last turn!

All in all, it was a very enjoyable game, even though my beloved Woodelves got thrashed. At least they bloodied the Bretonnians noses in the process!