Orcs versus Crusaders in a bigger battle of Chainmail.
Clockwise from the upper left:
ORCS
Heavy Horse
Heavy Foot
Light Horse
HUMANS
Heavy Foot
Light Horse
Archers
Heavy Horse
A 300 point battle using vanilla Chainmail and 2mm figures.
Each base represents four figures in a more reasonable scale.
The orc figures are actually wolves, but same difference.
With equal parts foot and horse in the fight, this became a sweeping engagement.
Cavalry flew all over the place.
Here you can see that a Crusader charge forced an orc Foot troop almost off the table without striking a blow.
That left them vulnerable to the Orc Heavy Foot sweeping around the north.
The speed of the Horse is offset by the speed at which they tire. Five yellow fatigue markers and units fight as a step lower.
That forces units to pause mid-battle...
...which gives units time to recover from routing.
Fatigue is a resource to be husbanded as much as troops.
Oddly enough, the forced rest breaks makes the game feel a lot more natural, and opens up tactical opportunities and challenges that are rare in rules these days.
It's similar to an "activation' mechanic, but rather than a random roll on the front end, it is a resource managed on the back end.
More control means more tactical options.
Charge that broken unit with an exhausted unit?
Of such decisions are generals made.
It adds more weight to the initiative roll, too.
Whether I can rest my boys depends on whether you rest yours.
Whether I charge your boys depends on whether you charge yours.
Sometimes you want to strike, and sometimes you want to bide your time.
Sometimes both!
No spoilers for this fight.
I just really like the way this tabletop looks before the final plunge.
modern art dun rite
Fin
However, I do have a basic 15mm fight already posted.
Still learning the game, but this gives a solid feel.
• • •
Missing some Tweet in this thread? You can try to
force a refresh
The Blackreef Syndic, in the person of a mid-level Admin named Joan Alice, offers Chad Solo a freelance gig.
In exchange for his service and discretion, our solo #Traveller gets toplisted for a job as Engineer on the next outbound freighter.
What's the job?
(Poll to follow.)
What we know is that Blackreef was up to something they didn't want public, and they need Chad to go with seven other thugs to recover some of Blackreef's lost property.
One of their smaller transports ran into trouble 1,100 miles out of Blackreef Station and lost contact.
In the crushing depths of the world ocean, it now rests 3,000 feet down, perched on the edge of a precipice. Luckily, this happened in intersyndic waters so trespassing isn't an issue.
But the Blackreef hauler was sailing off the books, so they can't call in outside help.
Imagine:
A group of buds sitting around the fire on a chilly night.
Their charges have settled in for the night, and they gaze down a mountain valley to the bright, warm lights of a small village.
It looks warm down there.
But it's nice here, too, in it's own way.
Hard, honest work, with hard, honest troubles.
Not like the worries down there.
They talk of money problems.
Pressure from the wife to live beyond their means.
Will it be a good year for the price of wool?
They talk of politics, of the pros and cons of the ruling class - men not of their own nation.
Someday, maybe, they'll have a king of their own.
A real king, not like the puppet that sits on the throne today.
Most games these days are presented as a binary choice, but something tells me there is a lot of room in between those poles for interesting game-play.
These are the bad guys from the TV show "24".
Our plucky hero, Jack Bauer, was forced to work with each of them at times.
Even knowing they were opposed to his goals, he found himself co-operating with them in the short term to achieve a long term goal.
This is close.
You have to trade to win.
Trades are mutually agreeable or wouldn't happen.
But this isn't a wargame.