Spezielle Regelsystem > Warhammer Ancient Battles und WHW
WAB 2.0 Demo Game - Early German Imperials vs. German Old Saxons, 11th century somewhere in Saxony
Wellington:
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)
Wellington:
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
Wellington:
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
Wellington:
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.
Robert E. Lee:
Danke soweit schonmal für den ausführlichen und sehr guten Bericht :thumbup: , freue mich schon auf den Rest :) .
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