Sunday 11 June 2023

Forged In Battle League of Ratsburg.

 



"You can take their Freedom!

You can mangle their dangly bits!

BUT you will NEVER take away MY RIGHT

to tax the Living SHITE out of them!"

We found Captain Ornytoad ensconced in the snug of the Wasted Futtock, sheathed in a dense blue fog of rough old shag.  A path had been cleeved betwix his seat and the bar by a near constant stream of hawked black projectiles that infallibly missed the mouth of the spittoon.

"Garn, the OLD days and OLD ways? (Hawk, Ping! Puff) Well now, forra pint o' meths I'll tell'ee a tale o'two oh when I wad a midshipmans mite, no older than youse are now."


T'was our intention good n' true to continue this, make the rules work and do a mini campaign.  Then the cold, damp weather, holiday season hit.  Then Museum Miniatures Trojans.  

I had to make the decision to give up my table at Beach Head as I couldn't attract any players.

Still, I got a load of rats from Tony, so the process continues!


Interesting approach yer Forged In Battle.  None of yer points 'n stuff.  You can scale down units (Irregulars 6mm strips would work so well with this game!)  Plus, you can, for once, mix different troop types in a unit. THEN you can move 2 units & their command team for one dice roll.  AND, you can use Flashing Steel characters --.

A simple chart using 2D6 gives the basic scenario of the game, plus the sizes of the opposing forces. 

We diced the first game beforehand.  First you dice for the type.  We got a 5, meeting encounter 2

Company meets a superior strength enemy whilst reconnoitring.  The objective is to escape with least possible loss & report to higher command.  As the League has cavalry it makes sense to have them as the lesser force.

I worked this out as:

Pyrats - 8 units  2 companies + command = 6 Better company & Senior Captain. = 2

League 6 units  2 Units Dragoons & command = 3.  Trotters, CO & skirmishers = 3

As we're at Entoyment we're using a 6x4 table.  I divided this into 3x2 sections.

Both left sections diced out as Dense terrain, we ignored this, we considered a river probably formed the division and the edge of our table. The middle 2 worked out as broken terrain.  Top middle section diced as the League deployment so we considered that both forces straddled a road.  Then we added a central, fordable river.  

Dense.       Broken      League Deployment.       Open.

Dense.       Broken.          Broken.                    Pyrat deployment.

Something a bit old, but to you new - Many of these Pendraken rats are now OOP.  There's some Rebel miniatures Pyrates in there.  Curiously these 15mm fellows are smaller than their 10mm cousins.  I'd long promised myself a bunch of Penrakens League of Ratsberg range (as I can see them going OOP as they're an old, old range) So I treated myself during the down time when the fantastic new fantasy stuff came out. https://www.pendraken.co.uk/league-of-ratsburg-791-c.asp

Thy Pyrates

2 companies of 2 units each 8 Q4 C1  2 leaders Q4 C2.

Flighty 1 fail retire 1 move.  2 fail retire 2 moves.  3 fail charge nearest enemy fight as free action.

Company Command groups Q4 C2 1 Standard.  Unit retiring can retire towards standard.

Better company As above but Impetuous.  Q4 C1

Pursuit charge nearest enemy fight as free action.  IF no enemy within a Long, unit is scattered.

Forlorn Hope Bomb White Mice.  Q4 C3.  Once used, destroyed.

Morale.  Can only become checked. Never run.

1-2 failures.  Unit charges if contact fight as free action.  3 fails checked.  1 action to remove.

3 Cannon with 4 gunners each + 2 command. = 4

Senior Captain Q4 C2 Standard.


Heroic League of Ratsberg.  All  Professional, protected, pike Armoured.

Unit of 10.  Q4 C1 Professional.

1 Fail.  Checked. 1 to remove.  2 Fail.  Move 1 away from enemy or towards cover.  3 Fails.  Checked & becomes Dogged:  Never run.  Each Fail, Checked,  may not initiate combat.

Command unit each 2 units:  Q4 C2 Standard.  Unit retiring can retire towards standard.

3 Guns 3 crew. Q4 C1 = 3

2 units Dragoons. Q4 C1 P74.  Shoot Medium.

Trotter cavalry. Q4 C1 Combine charge & combat. +1 1st round. 

Cavalry & Senior command.  Q4 C2

Skirmishers.  Terrain 1 level higher when shot.  +1 shooting.


The Big Note. We did this ages ago and it got left. The rules - almost every roll saw the rolling force going back. Either we did something wrong- so I'm just going to do a basic job and once I've moved it'll be on the list.





































































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