Sunday, 30 October 2022

Song of Blades And Heroes. Not the Robbing Hood.

 

Miniature Wargames issue 475, bought at Entoyment,  included the scenarios "The Hood Was Good"  for his Feudal Patrol rules by John R Surdu.

There are many, many stories told of the deep wood.  Here be three.  The names of the guilty have been given to protect the officers of the Legal Law.

I've had mixed luck with other peoples scenarios, but these worked quite well!  The modus operandi of the attackers is to advance in small units.  That gives the scropes the opportunity to defeat them in detail.  But, it does match the films!  We certainly enjoyed playing them.

I took the list of Robin Hood characters and worked them out for SOBH.  The result was a LOT less merry men than the scenarios suggested.  So on the day I decided to bung some more in and warn Tony that we might have to "rewind and replay".  As it was, it worked out fine which speaks volumes for the balance of both the scenarios & the builder.

Playing a game like this, it's a mix of historical modus operandi, action adventure and letting the dice decide the action.

I'm using Bronze Age figures but this could be easily adapted - say with 7 Ronin on one side with the local kid getting himself into trouble.  If I needed an excuse: - https://www.museumminiatures.co.uk/dark-ages/norman-breton-z.html



Robin Hood 

Points 92

Quality 3+

Combat 3


Danger Sense, Forester, Leader, Shooter: Long, Stealth


Little John

Points 58

Quality 3+

Combat 2


Danger Sense, Forester, Savage, Shooter: Long, Stealth


Will Scarlet

Points 52

Quality 3+

Combat 2


Danger Sense, Forester, Shooter: Long, Stealth

Friar Tuck Points 62  Quality 3+ Combat 2  Cleric, Forester, Stealth

Merry Men

Points 35

Quality 4+

Combat 2


Forester, Shooter: Long, Stealth


Monks

(these were on the list but not used)

Points 12

Quality 4+

Combat 1


Steadfast


Kris - a local.

Points 17

Quality 4+

Combat 1


Laborer, Steadfast

Forces of Law.

Knight 

Points 68

Quality 3+

Combat 3


Evil, Heavy Armor, Knight, Leader


Warriors

Points 15

Quality 4+

Combat 2


Evil


Archers

Points 21

Quality 4+

Combat 2


Evil, Shooter: Medium


I used a selection of Museum Miniatures baggage train as locals.  I'd bought these during one of the seasonal sales- good time to get these extra bits.  These are new X sculpts and lots of detail. 

The lot -


Game 1 The Tax Man Cometh or Scarlet to the rescue.

Knight 68, 12 Warriors.  180 = 248

W Scarlet.  52. Kris.  17 (69)  5 Merry Men. 210 = 244

Initial set up. I spent some time on this. Being 15mm the table compacted. I'd intended to bring a tape measure, but a comfy 3x3 or so on a 6x4 table. The map includes every tree & rock. We run on "here is terrain".

I got to use my Terrain 4 Games village and a whole slew of fence lengths I'd got from Blotz during the down time.  Put a fair bit of time on these.  I need to make more fields.



Following the map, each road in is blocked of by a small knot of warriors. They are set up so all are a Long (command distance) of the leader, who's next to the well.  Large bases are the locals represented by the baggage. 

Centre bottom is the local - Kris, getting beaten up.




The rules, as you can see above, works out a LOT less rebel scum - um, merry chaps.  I brought extra just in case it didn't work and we could rewind.

Tony worked out an excellent strategy  The group with (Now Captain) Scarlet advanced down the road.  This group had a leader so can claim the bonus.



Damn this stuff is looking good.  Happy with new bases. Meanstwhile on the other flank the sneaking force.  To save time we used "self group activation".  This lot are following orders, moving together so use one activation but without the leader bonus.


Stroppy peasant actually wins!  One warrior is shoved back.


The bait.


Sneaking - 


Stroppy peasant gets repressed with extreme prejudiced.  Locals do a runner as per scenario.  Ducking down an unprotected alley, as you do.



Closing to bowshot range.


The warriors attempt to close with the group.



Running! Well, slow move on initiative swap.


One dead warrior.


Still sneaking.


The officer has control issues with the warriors attacking the rebels.


Another group of warriors are sent to block the rebels.


Warriors gather by the leader and one group (single moves) after the revolting peasants.



Here come the sneaking party.



Captain Scarlet moves forward.  He shoots one of the blockers back and the other 2 target his flankers.  Make a good film--.



Bows sing their song of death.  Archers move up.


The other archers choose a target. Grisly death from an ambushing force causes a panic.



"Where's everyone gone?


A downed warrior is dispatched.


The leader asks his warriors to kindly return and form a line - then gets flat against a wall. 


The 2 groups are in site of each other.  If both can get in Captain Scarlet (another good film title) leadership bonus- 


The knight barks out orders, a blocking force and an attacking group.



A warrior down, rebel shoved back.



Closing in--


The rebels are cruelly being pushed back in the direction they want to go.


Another warrior dies! 


The knight gets shot down by Scarlet leaping into danger again.  He's SO manly!


A rebel is actually down!  The knight is up and against a wall - again.  Sensible chap.


The downed rebel is deaded - then Scarlet cops one from the warrion on his flank!


The End.  Stroppy Kris, Scarlet and one merry chap gone, so that's 104 of 244.
The warriors lost 6- 50% but leader still there.  90 of 248.  The locals got away, but with their leader alive the warriors can head them off at the pass - and trail the fleeing rebels back to their base.


Game 2  Sanctuary!


Knight, 20 Warriors = 368

L John, F Tuck, W Scarlet. Kris. 189. 5 Merry Men. 175 364.


Error! W Scarlet & Kris died, I should have replaced with 2 & 1 Merry Men in the sanctuary respectively. I only added 2.


I didn't have the benefit of a long set-up time, just that whilst Tony did a coffee run. There - there coffee. See coffee run.


This building is unexplained in the scenario. I'm guessing its abandoned.


Tuck's forest temple. We presumed the doors would be barred and would require 3 actions in a turn to get through.


The forces of law, order and taxes form up around the building. But with only one leader there's little control. Again, we use "self group activation" or we're going to be here all night.







The Knight starts to get people moving towards the sanctuary entrance. If using Egyptians they could have formed a human pyramid.



The defenders start with the loosing of the grey gooses. The Knight is repeatedly targeted but shrugs them off.


Right lads, start knocking in a polite manner.


Meanstwhile, the other revolting chaps for a block and try to head other off.


One group has been disrupted - so "down" to individual activations which gives the defenders more reactions.




Tony's aim is to stop this group from joining up with the others.


Strong and authoritative knocking on doors calling on them to open up in the name of the legal law!

(Later reenactment of this scene https://www.youtube.com/watch?v=ey0wvGiAH9g)

But what is this! A gruesome death! On the Knight! Wot! A mere merry man has laid him low!(never look up when being shot at from above, your mouth opens- had this happen to a young lad who turned up late then ran into the area cleared for archery, to have his nose spread all over his face. Oh yes, keep your helmet on!) The attackers are thwarted and suffer from morale!



Friar Tuck, his ire and dander raised (as is the clergy's wont) burst forth and slays the chap making dents in his door!  Later known as an "Oh Tuck!," moment.





The furthest groups are too far away to be affected.  The warriors put on a burst of speed to close with the archers.



An unseemly brawl ensues.


Meanstwhile Tuck swoops on another as if on the body of a helpless parishioner.


And on to a third! The others follow him to give close support and shouting.



But this one is made of firmer stock and strikes the troublesome priest down!


Although outnumbered, getting a bow into play proves decisive.



Harassed, the final group near the sanctuary when they are informed of the loss of the knight.


The rebels regain the roof.


There we left it (either finishing too early or too late-), the warriors are leaderless and eager to get away from the bows of the rebel scum.
 




The rebels lost Tuck - the others their leader and about half their forces. A clear win!


Game 3  Unwelcome Houseguests

Knight 12 archers = 320 

Robin Hood and Little John, a Merry Man 5 replacement merry men: 2 for Will Scarlet and Friar Tuck respectively plus one for Kris.


Todays game is brought to you by:


No follow- on game for this one as it's a "2+1", this one being done at home.





This a 28mm tree. If modelling a tree, first experience a tree.







As close to the book as I can get. Two bunches of rebels and Little John in the middle. We're little confused by the tunnel system which is not clearly marked on the map. I read it as 2 entrances fairly close.








The knight gets off to a flying start, sending 2 out of 3 groups towards the rebels.  Turnover - note I didn't get the opportunity to activate the third.




Robin pushes his group forward and the arrows fly.


The knight moves forward on a reaction.  Then another turnover and he charges Robin.  Knockdown, stand up, pushed back-.





Back at it -



The archers plink away at each other.


Another turnover & a reaction, taken by Little John to crash into the knight.  He takes the first roll & he gets all 3 - a 6:1!  even in the normal that would be a gory death.  Scratch one knight!




Most of the archers ignore the death, not a popular Rupert.


Slightly outnumbered--


The other group of rebels move in, start shooting.


My archers are outnumbered - need that unit hiding behind the coffee!


2 archers down then moving on!


I've got them moving - and one shoots Little John down!


Dammit he won't stay down!


The rebels move in shooting, Little John gets up.


Robin becomes the target of opportunity, puts down his assailant.  The pressure on the remaining heats up.  The others shoot another one.



The archers retire shooting to the woods.


Another archer tries shooting Robin - Robin shoots him!



This is where we left it - the attackers are scattered, outnumbered and can be hunted down in detail.  Tony made an interesting point.  They would have dogs for hunting and guarding.  You might consider adding one or two.  The map also shows tables.  I have these but not painted.  On hind sight, these would make useful cover.  Go on, give it a go!






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