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Autor Thema: WAB 2.0 Demo Game - Early German Imperials vs. German Old Saxons, 11th century somewhere in Saxony  (Gelesen 5373 mal)

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Wellington

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Hi!

Here a small Demo Game with the new WAB 2.0 rules. I do it in English, because I\'m planning to link it to the English form. Don\'t ask how many points, I simple took what I have to make a nice game.It\'s a meeting of an Old Saxon Army and an Early Imperial army. For the Old Saxons I took the Flandern list from Shieldwall and the Imperial are build with the Norman list. But please don\'t check the points and if the armies are valid :whistling:



During the Saxon Revolt in the 11th. century a Imperial Force is invading Saxony. The Imperial army constists of milites and mercenaries form the southern and southwestern duchies of the Empire, led by king Henry IV. The Saxon army is blocking the way near a small village and constists of local milites, peasants and some Thuringian archers and riders under the leadership of a bishop (upgrade with my house rule to a general +25).



The imperial army (19 Breakpoints):
  • three units of milites (open order, each 3 Breakpoints)
  • a unit pueri (open order, 1 Breakpoint
  • two units of serjeant with bow (open order, each 2 Breakpoints)
  • a unit of serjeants with double-handed axes/swords (close order, 2 Breakpoints)
  • two units of serjeants with crossbows (skirmish order, each 1 Breakpoint)


The Old Saxon army (17 Breakpoints):
  • two units of dismounted milites (close order, each 2 Breakpoints)
  • two units of liber (close order, each 2 Breakpoints)
  • one unit liberi lurking in the wood (open order, 2 Breakpoint)
  • two units of liberi with bows in (skirmischer order, each 1 Breakpoint)
  • two units of coloni (skirmish order, each 1 Breakpoint)
  • two units of pueri (open order and skirmish order, 2 and 1 Breakpoints)
I still believe in four ranks, even I get no more then + 2 rank bonus.

The scenario is the standard battle from page 143, it\'s the pitched battle from the WAB 1.5 rule book. Like in the old book, the skirmischer get an free 4\" move.



First Turn

The Imperials go first. At the start of the first turn the Imperial player (me) has to check if his mercenaries following their orders (Unreliable p. 103). All units of Serjeant roll higher than 1, except one of the bow armed units.

Due to a rather stupid deployment, the Imperials have to get some room. One unit of the bow carring Sergejant and the double-handed axe armed unit are moving forward. The crossbow don\'t move, because they are already in range to shoot. The last unit of serjeants has to stay, becaus of his Unreliable roll. The light Cav adds two ranks (for free) and move full 8\" in direction to the villiage. The millites stay where they are.

The crossbows shoot at the bowmen on the left Saxon flank, 9 shooting, 2 hitting (long range only with strength 3, p 90 ), killing one. All other units are missing during the shooting phase.





The Saxons commander (me too) decide to wait and the close order infantry units change into shieldwall, giving up their movement. The skirmishing infantry move at the double forward to get into range, therefore no shooting. The open order pueri moving a little bit forward and the skimishing Pueri move at the double into the village, out of sight of the nasty crossbows. No shooting for the Saxons.



Second turn

The last mercenary unit is passing its test at the start of the turn and can do something.

The Imparial light Cav is marching into the village. The close order Infantry is marching forward and one unit of milites is following. The milites on the left Imperial flank adding a rank (for free) and move between the gap forward. The last unit of milites would like to reform, but can\'t because of roll of 10 (musician necessary and passing of a ld ship test, p. 23 ) and has to stay.



The crossbows near the village successfully kill 4 Saxon archers, this time on close range with strenght 4 instead of 3. The other missile units are missing. The archers fail their panic test and have to run 6\".



The Saxon archer causing no panic tests, because they are just far enough away from the other skirmisher. There are no Saxon charges and the archers rally on a lucky 3 (still no -1 Ld, because more than half miniatures left, p. 30). The skirmishing cav is moving into shooting distance, save from beeing charged because the Imperial unit is in march formation (units in march formation at the start of the movement are not allowed to charge, p. 28 )
The shooting is not very successfull, one Serjeants with bow, one with double-handed axe and one pueri is killed (like in the WAB 1.5 rules there is no long range for javelins)

« Letzte Ă„nderung: 01. Januar 1970 - 01:00:00 von 1273608026 »
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Wellington

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Third Turn

The imperials declare charges: one unit of milites is charging the slinger in the center and the Saxon slinger react with a fire and flee. Skrimisher fear formed units and have to do a ld test (skirmischer with <= Ld 7 fear formed units, p. 77), which they pass with a 4.
Because its a charge reaction, no rapid fire is allowed (p 88 ), but they successful kill one miles and roll a 6 for the fell and getting out of charge range by 1 \"!! Therefore the charge of the milites is failed.

The unit of axemen march forward and and the milites move in a chargin position beside them. The pueri deduct rank to treat the skirmischer cav (free for OO units, p. 22). A big error to go into the villiage, even with this higher manoeuvrability! The milites which failed to reform are following the other milities. The crossbows make a double move to get new targets.

In the shooting phase, the Imperial archers kill two skirmischer but causing no panik test.



At the start of his turn, the Saxon have to check for panik, but the slinger are not near enpugh to another skirmishing unit. There is still no Saxon charge. The running slinger dont\'t rally und flee to the Saxon table egde. The unit of skirmishing pueri move out of out of the charge arc of the Imperials. The formed pueri add ranks add ranks, wheel and try to move out of the charging range of the milites (OO add ranks for free, p. 22)
The skirmishin archer and slinger move back to their shieldwall units and the right most dismounted milites reform to protect the flank and discourage the milites from charging the pueri (refom only after successful ld test and if the unit has a musician, the center of the front rank has to stay in place, p 23).

In the shooting phase, the Saxon bowmen an the left kill one miles and the skirmisher on the right doing the same.



Fourth Turn

One unit of Imperial milites and the units of double-handed axe armed serjeants decleare a charge on the slinger unit near the
villiage.



The slingers are fleeing and the charge fails. The milites on the left Imperial flank move into charge range. The pueri in the village tring to navigate through the village.

The archer on the right Imperial flank destroy enougg of the skirmishing archer to cause a panik test this time with -1 ld (more then half
of the original trooper are dead, p. 70) A roll of a 7 and the units breaks, running 11\". The crossbow shoot long range (strength 3 instead of 4, p. 90), targeting the dismounted miles unit on the right Saxon flank and kill one of them.



The Saxons don\'t charge. The slinger in the center and the bowmen doen\'t rally and leave the field in the compulsory movement phase. The rightmost slinger are ralling and reform. The milites go into shieldwall. The pueri in the village skirmishing around the Imperial pueri and the formed pueri doing an about face (free for OO units, p. 22). The OO infantry in the wood leave the cover and move towards the enemy, nobody knows why.



The Saxon bowmen and the pueri kill nobody.
« Letzte Ă„nderung: 01. Januar 1970 - 01:00:00 von 1273607978 »
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Wellington

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Fifth Turn

The unit of Imperials milites decleares a charge on the archer near the villiage. The archers have to pass a fear test (skirmisher with Ld <= 7 fear formed units, p. 77 ). They fail and have to flee 2\" later on (units fleeing from a charge move immediatly before the charging unit, p. 29) The other units ar moving in better charge postions for the right Saxon flank and the Imperial pueri sneaking through the village. The Saxon pueri are know caught between the Imperial milites and the pueri.

The Saxon archer stop in front of the Saxon pueri, are caught by the Imperials and destroyed in the combat phase (At least I assume so, because I didn\'t find a passage in the book). Because they are skirmisher, there would have been an overrun (p. 67), but I missed the rule an know the milites are standing in front of the pueri.

The shooting causing only one dead liberi. In combat the fleeing archers are destoyed. The coloni have to pass a panik test and fleeing from the field.



The Saxons decleare charges against the Milites unit in front of the Liberi. One unit can charge in the flank of the milites because a part of the unit is behind the front line of the milites (p. 36).
The skirmishing pueri charging the Imperial (only possible because most of the pueri are looking in the direction of the victims, p. 77) They fail the fear test and do nothing for the remaining turn (skirmisher with Ld <= 7 fear formed units, p. 77 ) The formed pueri are charging the milites in front of them, having no other option to save themselves.



The Imperial milites can\'t countercharge against the pueri, but only hold. The othe miles decide to flee. First the liberi have to establish their charge direction and then the miles run away. The liberi in wood move forward, the dismounted milites stay and the liberi move their failed charge.

The charging pueri hit twice and kill nothing, despite the rerolls from the Throwing spear for misses. The milites and their warhorses stike back and kill 4 pueri.



The pueri break and run 10\" and the miles pursue with 17 \" and leave the table (in the next turn they have to pass a ld test to return to battle, p 65). The break of the pueri is causing no panik within the sason ranks.

« Letzte Ă„nderung: 01. Januar 1970 - 01:00:00 von 1273792854 »
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Wellington

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Sixth Turn

The Imperial crossbows have to make a panik test because of the fleeing milites, rolling a 8 and run. The pursueing milites don\'t pass their test and stay outside after rolling a 10.

Suddently it looks a little bit lonesome for the Imperials. They have to act! Both the unit of serjeants and the milites charge the dismounted milites on the right Saxon flank. The milites and the crossbow are running to the Imperial table edge. The pueri march out of the villiage.



During the shooting phase the archer and crossbows are killing some pueri and liberi, but no panic tests are resulting.

Because of the schieldwall the Imperial milites and warhorses have -1 to hit. But with much luck 5 milites are killed. The Saxon miles strike second, killing one serjeant and one miles. The serjeants strike last and kill one Saxon
The dismounted milites loose get an close order combat bonus +1 like the serjeants (formed CO infantry gets a +1, p 60). But the Imperials win and with the Ferocious Charge the Saxon units break automatically.



The unit of milites pass their test and stay, while the serjeant pursue, stroy the Saxons and charge the second Saxon milites unit in the front. No Saxon unit is panicking because of the break.



At this moment I misunderstood the rules and thought, that after loosing 25% of the break points the battle is over. Actually the army has to be reduced to his army breakpoints!

Saxons

1 units of dismounted milites -> 2 Breakpoints
2 units of skirmishing liberi -> 2 Breakpoint
2 units of skirmishing coloni -> 2 Breakpoint
1 units of pueri -> 2 Breakpoints

-> 8 Breakpoint of 17 lost

Imperials

1 units of milites of the table -> 3 Breakpoints

-> 3 Breakpoints of 19

Actually I think the Imperials were on the winning side, even if the two milites would have been lost.
« Letzte Ă„nderung: 01. Januar 1970 - 01:00:00 von 1273794297 »
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Robert E. Lee

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Danke soweit schonmal fĂĽr den ausfĂĽhrlichen und sehr guten Bericht  :thumbup:  , freue mich schon auf den Rest  :) .
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Decebalus

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Danke für den Bericht. Matte und etwas Gelände und schon hat man ein schönes Schlachtfeld.

Aber auf dem Boden spielen: Autsch, meine Knie.
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Neidhart

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Super
Danke für den Bericht und die gute Veranschaulichung. Zusammen mit den Unterscheiden WAB 1.5 -> 2 brauch ich mir das Buch ja gar nicht mehr zu kaufen... .werds dann aber doch nächste Woche bestellen. So ein fieser Bericht, macht einem einfach Lust auf Figuren schieben.
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Wellington

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Update und beendet.

@Decebalus: Ja, Autsch in den Knien und dem RĂĽcken!

@Neidhart: Die Auflistung der Unterschiede ist nicht vollständig :D ... Buch kaufen
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lameth

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Danke für den schönen Bericht. Mir ist sofort aufgefallen, dass die viel propagierte breitere und flachere Aufstellung hier auf beiden Seiten keine Anwendung fand. Lag das an den warband Regeln, oder stellt sich die Annahme der breiteren Formationen in der Praxis als falsch heraus?
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Wellington

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Zitat
dass die viel propagierte breitere und flachere Aufstellung hier auf beiden Seiten keine Anwendung fand. Lag das an den warband Regeln, oder stellt sich die Annahme der breiteren Formationen in der Praxis als falsch heraus?
Ich hab keine Warband in diesen Armeen. Wie schon am Anfang geschrieben glaube ich weiter an 4 Ranks. Es gibt in den Regeln keinen Mechanismus, der einen zwingt breit aufzustellen. Man wird nur nicht mehr dafür belohnt. Und wenn ich wheelen muß kostet mich breit aufgestellt mehr Bewegungspunkte. Und ich bin gerne beweglich! Wenn der Tisch leer gewesen wäre, dann hätte ich vermutlich mit den Sachsen auch 3 tief aufgestellt.

Bei den Imperial mit OO Cav ist es ziemlich egal wie ich aufstelle da ich während der Bewegung ständig meine Breite ändern kann.
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Robert E. Lee

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Zitat
Man wird nur nicht mehr dafĂĽr belohnt.
Ich finde schon das man gewisse Vorteile durch die höhere Anzahl der Attacken erhält, im Schnitt sind 4 Attacken mehr nicht zu verachten. Ist natĂĽrlich von meiner Seite noch recht theoretisch, das wird sich aber nächste Woche ändern  :thumbsup:  .

Zitat
Wenn der Tisch leer gewesen wäre
So voll ist in der Mitte nun auch wieder nicht  :P  .
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