Total Plays: 18
Top Army
(6%)
Avg VP: 2
Bottom Army
(94%)
Avg VP: 6.3

Historical Background

Following the siege and taking of Nicaea, the Crusader army marched through a bleak region, shadowed all the while, by a small force of Turkish cavalry. When the Crusader vanguard reached the Kara Su valley, Bohemond of Taranto, seeing the main Turkish army deployed and blocking his path, ordered the infantry to make camp to provide them with a defendable base. 
He sent word to the main Crusader body, which was about 4 miles behind, to come up quickly. Then he ordered the cavalry in the vanguard forward to protect the infantry. While the camp was being set up, the Turkish force attacked the Crusader cavalry. Confused by the Turkish long-range harassing tactics, the Crusader cavalry was unable to come to grips with the light Turkish cavalry and finally retired back to the southern edge of the infantry camp.
The stage is set. The battle lines are drawn and you are in command. Can you change history?

War Council

Seljuq Turks Army

• Leader: Kilij Arslan I
• 5 Command Cards
• 4 Inspired Actions tokens
• Move First Move First

Leader Light Cavalry Light Bow Cavalry Heavy Bow Cavalry Medium Bow Cavalry
4 3 6 3 3

Crusaders Army

• Leader: Bohemond
• 5 Command Cards
• 4 Inspired Actions tokens

Leader Heavy Knight Cavalry Medium Infantry Medium Crossbow Infantry Medium Cavalry Heavy Infantry Auxilia
4 4 3 2 1 2 2

Victory

6 Banners

Special Rules

  • The Crusader player, when ordering units, may use one order from the Command Card and place a camp hex on any medium or heavy Crusader infantry unit’s hex. The unit in the hex may not move or battle. The camp may not be placed on a hex that is adjacent to a Turkish unit. Only one camp hex may be placed during the turn.
  • The Crusader player will count each Crusader camp hex deployed and occupied by a Crusader unit, as 1 Victory banner. Place a Victory banner on the hex when placing a camp hex.
  • If a Seljuq Turk unit occupies a Crusader camp hex at the start of the Turk player’s turn, before playing a Command card, the camp hex is removed, the Turk player gains 1 Victory banner and the Crusader Victory banner is lost.
  • All Seljuq Turk Medium and Heavy cavalry units are armed with bows. No need to place bow markers. Some Light Cavalry are armed with bows. Use the proper bow and non-bow Light Cavalry blocks for these different units.

 

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Discuss this article in the forums (2 replies).
Pevans replied the topic:
2 weeks 8 minutes ago
My second game with Crusades and my first thought was that this looks like an easy win for the Crusaders. If they’re able to order an appropriate unit, they can add a camp every turn – though there are only five camp tiles and six banners are needed for the win. Knocking off one unit and building five camps still looks easy for the Crusader player. It also means the Seljuq player is under real time pressure.

Again, I used the CDG Solo Pack #2 and it did a good job of restricting the Crusaders’ options. However, the start saw the Turks peppering the mounted Knights that were in range with their arrows, while the Crusader infantry set up their first camp. So that’s 1:0 to the Crusaders.

The Turks had a “Leadership” card that could be played, so I took the opportunity to use an “Inspired Leadership” action – something I hadn’t managed in my first game. In this case I went for “Fire and Close”, which worked a treat. The central mounted Knights went down to the Turkish Heavies (plus supporting Lights) though the Turks took some damage, too. This takes the score to 1:1.

Of course, the forward Turkish units are now a target and the Crusaders hit them with another Knight and the Medium cavalry. The Turkish Lights successfully evaded the Knights, but the Heavies were damaged and chose to retreat. The Crusader Mediums followed up, but the Turks had an “Ambush” card and a lucky die roll annihilated the Medium cavalry. This left the Crusaders losing 1:2.

Time for the Crusaders to pull the Knights back out of bowshot. And add another camp, so the score’s 2:2. Then bring up the crossbowmen and place a third camp: 3:2. An exchange of arrows was initially ineffectual until the Turks used “Darken the Skies” to hurt both mounted Knight units on the Crusaders’ left flank.

The Crusaders responded, their crossbows doing some damage before a “Mounted Charge” had the Turks hit the Crusaders’ left flank properly. Two cavalry went for the crossbow men, damaging them heavily, but both being reduced to half strength. The other two lost blocks to the Crusader cavalry without having any effect. Yep, that was some lucky dice rolls for the Crusaders.

Their Heavy units then gave the Crusaders the win, placing a fourth camp while the cavalry took out two Turkish units on the left. 6:2 is another emphatic win for the Crusaders. Helped by some lucky dice towards the end, it has to be said.

I’ve enjoyed both games and have felt more comfortable than I do with the Medieval base game. However, I’m far from a competent player at Medieval – for a start, I keep forgetting to use the Evade action and just how powerful Leaders are.

I’ve also posted this report on my BGG blog (with pictures!): boardgamegeek.com /blogpost/191878
Mark-McG replied the topic:
1 year 3 months ago
After 12 plays, this scenario seems very pro-Crusader (92%).

Someone has come up with a balance proposal
boardgamegeek.com/thread/3430324/article/46266077#46266077

Personally I wonder about a 2 step camp building process using the original scenario rules. The first " build" order places a Broken Ground tile, and the second "build" order places the Camp tile (and claims the Victory Banner). This would allow the Turks to press close to the building sites to prevent the 2nd step.