MT06 Crusades

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5 months 3 weeks ago #1052 by Mark-McG
Replied by Mark-McG on topic MT06 Crusades

Hi is it possible for someone to do a quick touch up of rules over discord and vassal?

Would be helpful.
when you say touch up, do you mean a summary, or a practice game?

I have an hour or so this afternoon (20 May) 4pm -5pm at GMT +10

wise and full of devices

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5 months 3 weeks ago #1053 by Mark-McG
Replied by Mark-McG on topic MT06 Crusades
as an FYI, I've uploaded a new version of the VASSAL module
vassalengine.org/wiki/Module:Commands_%26_Colors:_Medieval

Version 2.2 - new fan scenarios,Arab Ascendancy including Sassan Elephant units

wise and full of devices

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5 months 2 weeks ago #1055 by John of York
Replied by John of York on topic MT06 Crusades
John of York 1 (Saracen) 6 banners won, 22 blocks lostgotigerssc (Crusader) 4 banners won, 27 blocks lost

I start with a RIGHT 3 and LEFT 3 and two COUNTERATTACK cards. This does not look promising. Justin's Crusaders gets off some good, ranged fire to start with his MBX units (4 hits) I make a miscue with my two AB units which must close with the HKC units they targeted with FIRE & CLOSE. Luckily both of those units made it back to my lines. After a few more turns I lose a MC on my right to the MXB fire. Things were not looking great, but I finally drew a MOUNTED CHARGE card. I ordered one HC and a MC on my left and a HC on my right and closed on the Crusader flank units. My attack on the Crusader right killed off two 4 block units - a MC and a MI with one roll each and I also bagged one of those pesky MXB. Justin plays a COMMAND CENTER and hits my HC on both flanks but cannot kill either one although he cuts off and kills a MC and bags a AB. Luckily, I can order all four of my right units one of my two ranged shots gets a hit on a cutoff HKC. This is key as my next attack gets the needed 3 hits for the kill, and I advance and then get two hits on another HKC although its BB eliminates my HC. It is now up to my MC with a Leader and that unit takes out the 1 block HKC and then on its bonus combat goes 3 for 3 to kill off the last MXB unit for the unexpected win. But in the last two turns I rolled 42 close combat dice and got 26 hits with 5 of my attacks and BBs rolling 3 or more hits.    

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5 months 2 weeks ago - 5 months 2 weeks ago #1056 by stephent
Replied by stephent on topic MT06 Crusades
Round 2, 2nd Ramla
Barbarossa41, Fatiminds. 2 Banners, 24 blocks lost
Steve T, Crusaders. 6 banners, 13 blocks lostThe crusaders used their historical tactics, charging into the midst of the Fatimids (aided by an inspired action mounted charge and a mounted charge card, and mainly only bullying the infantry). The result was a victory to the crusaders.Thanks to Daniel for a fun game – although experienced in Memoir, he’s new to other forms of C+C so the way the mechanics play out differently was new to him.
 

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Last edit: 5 months 2 weeks ago by stephent.

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5 months 1 week ago - 5 months 1 week ago #1057 by Viridovilas
Replied by Viridovilas on topic MT06 Crusades
Round 1, 1st Ramla
Viridovilas - Crusaders: 6 banners - 10 blocks lost
Melake - Fatimid: 1 banner - 27 blocks lost

As well specified by the battle note: "The Egyptian armies of the period relied on Sudanese bowmen supported by Arab and Berber cavalry. The archers were on foot and the horsemen attacked with lance and sword. They provided exactly the sort of immobile target that the Crusader heavy cavalry excelled in attacking". What else to add?

 

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Last edit: 5 months 1 week ago by Viridovilas.

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5 months 1 week ago - 5 months 1 week ago #1058 by rjvonline
Replied by rjvonline on topic MT06 Crusades
Round 5

John of York - Seljuk - 3 banners (30 blocks lost)
rjvonline - Crusaders - 8 banners including camp (17 blocks lost)

The data is scarce about this scenario, but the early entries suggest that the Crusaders are favored, and they did win pretty big, though it could have gone a different way. The Crusaders moved relatively patiently to take the Seljuk camps. They lost 6-7 HKC blocks to ranged Saracen attacks, but little to the battle backs from the camp defenders. Their crossbowmen proved useful, especially when they took 2 blocks out of the MI defending the rightmost camp. As it turned out the last camp to fall was defended by Seljuk bowmen who lasted longer than they probably should have (they also could not evade because of the nearby Seljuk line). Eventually the Seljuk played an Inspired Mounted Charge that started slow and poorly (one MBC getting reduced to 1 block and opting not to retreat to avoid a panic roll), but eventually netted 2 HKC and Prince Roger himself by a plucky HC that killed a 4-block HKC outright and then terminated another HKC that had been reduced to 1 block earlier in the charge. The wily Saracen commented that this placed his HC in a dangerous spot, but was worth it. The rest of the story was going to show him as both wily and yet correct. I responded with a Mounted Charge card by moving a 3-block TLBC to block a 2-block MBC retreat path, a 4-block MC to attack the 1-block MBC and eventually attack the 4-block HC while blocking its retreat path, supported by a 2-block HKC with leader (John) to finish the HC off if need be and then move against the 2-block MBC. Sadly I too late realized that I could have moved my MC and HKC in such a way that the HKC’s leader would support the MC in its bonus attack… This was not to matter, however. Remember my comment about the wily Saracen? He played an Ambush card against my MC when it advanced for bonus combat against the HC! Fortunately, the result was only a 3-block loss, but since the MC had to retreat it could not even attack the HC... Perspiring heavily, I launched my 2-block HKC against the 4-block HC… First strike! Fortunately, I lost no block, proceeded to demolish the HC and then engage the 2-block MBC in bonus combat, failed to kill it (it was left with 1 block), and survived the battle back. It was left to my 3-block TLBC to kill the 1-block MBC and it did twice over with a roll of 2 xsw and 1 blue. So John was wily (he had Ambush and First Strike), but he was correct that his HC may not survive—thanks to the dice gods (and the HKC’s armor).
Last edit: 5 months 1 week ago by rjvonline.

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5 months 1 week ago - 5 months 1 week ago #1059 by John of York
Replied by John of York on topic MT06 Crusades

Round 5

John of York - Seljuk - 3 banners (30 blocks lost)
rjvonline - Crusaders - 8 banners including camp (17 blocks lost)

The data is scarce about this scenario, but the early entries suggest that the Crusaders are favored, and they did win pretty big, though it could have gone a different way. The Crusaders moved relatively patiently to take the Seljuk camps. They lost 6-7 HKC blocks to ranged Saracen attacks, but little to the battle backs from the camp defenders. Their crossbowmen proved useful, especially when they took 2 blocks out of the MI defending the rightmost camp. As it turned out the last camp to fall was defended by Seljuk bowmen who lasted longer than they probably should have (they also could not evade because of the nearby Seljuk line). Eventually the Seljuk played an Inspired Mounted Charge that started slow and poorly (one MBC getting reduced to 1 block and opting not to retreat to avoid a panic roll), but eventually netted 2 HKC and Prince Roger himself by a plucky HC that killed a 4-block HKC outright and then terminated another HKC that had been reduced to 1 block earlier in the charge. The wily Saracen commented that this placed his HC in a dangerous spot, but was worth it. The rest of the story was going to show him as both wily and yet correct. I responded with a Mounted Charge card by moving a 3-block TLBC to block a 2-block MBC retreat path, a 4-block MC to attack the 1-block MBC and eventually attack the 4-block HC while blocking its retreat path, supported by a 2-block HKC with leader (John) to finish the HC off if need be and then move against the 2-block MBC. Sadly I too late realized that I could have moved my MC and HKC in such a way that the HKC’s leader would support the MC in its bonus attack… This was not to matter, however. Remember my comment about the wily Saracen? He played an Ambush card against my MC when it advanced for bonus combat against the HC! Fortunately, the result was only a 3-block loss, but since the MC had to retreat it could not even attack the HC... Perspiring heavily, I launched my 2-block HKC against the 4-block HC… First strike! Fortunately, I lost no block, proceeded to demolish the HC and then engage the 2-block MBC in bonus combat, failed to kill it (it was left with 1 block), and survived the battle back. It was left to my 3-block TLBC to kill the 1-block MBC and it did twice over with a roll of 2 xsw and 1 blue. So John was wily (he had Ambush and First Strike), but he was correct that his HC may not survive—thanks to the dice gods (and the HKC’s armor).
Ah, a tricky scenario and with the panic rule a very difficult one. It did not help I wasted two Isp Action tokens so two mistakes one my part. My opponent made one misstep during the big cavalry battle. I was very patient watching my camp troops being dismantled with great efficiency. As pointed out, only my LB held out a lot longer than was expected. But not enough damage was inflicted from the camp defenders and a Crusader Rally recovered some key losses to the HKC. My BB dice in this were horrid and when my MC totally bombed out in both their Mounted Charge attacks, I knew trouble was only a turn away. My HC did right things a bit but with both my Ambush and First Strike failing, I never had the chance to one more turn. Very well played by Renaud. 

Of note, at one point in time one of my LBC decided to evade and I moved that unit back two hexes and then rolled for the Parthian Shot. Actually, that is rolled for before the evade move. So, I think this is the only time "ranged fire" is allowed when adjacent to an enemy unit. This may make a difference when you wish to evade to a hex where you would not have a LOS to the unit that attacked. I must go over all the rules again.   
Last edit: 5 months 1 week ago by John of York. Reason: added info

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5 months 1 week ago #1060 by EZPickins
Replied by EZPickins on topic MT06 Crusades
Fatamid (EZPickins)  6 banners 14 blocks lost
Crusader (gonzo) 2 banners 22 blocks lost

 I had the better cards and rolls as this was a fairly lopsided game. Joe formed up in the center and tried to move forward. Without good cards he was unable to do so. I was able to hit his front and flanks and eventually encircle the last of his forces. Tough one but Joe was a quality opponent doing the best under the circumstances.
 

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5 months 1 week ago #1061 by John of York
Replied by John of York on topic MT06 Crusades

Fatamid (EZPickins)  6 banners 14 blocks lost
Crusader (gonzo) 2 banners 22 blocks lost

 I had the better cards and rolls as this was a fairly lopsided game. Joe formed up in the center and tried to move forward. Without good cards he was unable to do so. I was able to hit his front and flanks and eventually encircle the last of his forces. Tough one but Joe was a quality opponent doing the best under the circumstances.

 
I this battle and it was indeed brutal. I did note that Joe used an Isp Action token to move a leader, but that is an end of turn action, so I believe that is when the token is spent. This would have forced Joe's MC to retreat unless he burned a token to avoid the retreat. 

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5 months 1 week ago #1062 by stephent
Replied by stephent on topic MT06 Crusades
Round 1, 1st Ramla

Gileforn, Fatiminds. 4 Banners, 24 blocks lost
Steve T, Crusaders. 6 banners, 13 blocks lost

The crusaders used their historical tactics, charging into the midst of the Fatimids, mainly targeting the Fatimid infantry – but the Fatimids skillfully prepared a counter-stroke, launching a mounted charge with their largely intact cav, which destroyed 2 Crusader knight units and killed Carpinel. A close game but my crusaders were able to capture the last 2 banners for victory.
Thanks to Gileforn for a tough (but quick!) game.

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