Last Man Standing
Three of us
turned up for the weekly B-I-G Billhooks Night and as we were the only ones attending, decided
to play a game of Ruckus. We played a ”last man standing” scenario with each of
us out to get the others. The table was set up with a meeting of roads and two
buildings, a farm, and a chapel. We decided that if at anytime one plyer
controlled both buildings, that player would immediately win the game. Failing that,
the last Retinue to fail it’s WTF test due to casualties would be the winner.
Ben Mallet
had his de Lynne Retinue of nominal Lancastrians, led by Thomas de Lynne and
two squires, Ralph and Edward.
Simon Wilde had a Venetian Retinue under the
wily Ser Niccolo Nelli, a distant relative of Macchievelli and his two squires
Marco Polo and Massimo Stiletto, whereas I had Nominal Yorkist, Sir John de
Barre and his squires Cedric and Stan.
We set up 9”
in to the table, a four-foot square table is almost a bit too large for Ruckus
and it would play just as well on a three-foot board.
Sir John et al
Sir Thomas
Ser Niccolo- Simon’s Retinue feature a new fangled device
called a “Gonne” He had five of these devilish contraptions.
The locals were not impressed
Sir John and his men sneak up behind the chapel …
Sir Thomas sneaks up on the farm house…
Ser Niccolo sneaks nowhere! Banner proudly displayed the
flamboyant Italian strides boldly up the road
Sir John is hampered by his squire’s card not getting drawn for the first three turns or maybe they stopped to admire the bull!
although he eventually takes up position behind the wall and
the chapel
Of all the days! The Bishop is visiting his Parish Priest!
Ben rolled random movement for this hapless pair who somehow managed to stumble
around in the midst of the fighting. Injuring one of them would bring the risk
of excommunication upon the unfortunate sinner and a stiff WTF penalty as a
result!
The Venetian Harquebusiers line up behind the wattle fence
to oppose Sir Thomas archers but realising
that they were outranged, wisely hurried up the road to join their comrades.
the de Lynne Retinue at the other end of the paddock. The sombre red of the de Lynne livery contrasts
strongly with bright scarlet of the flamboyant Venetians
Sir Johns Retinue establish themselves behind the chapel. I
made a critical mistake her by being too cautious, I should have taken a risk
and used sprinting to advancd and take up position behind the far wall to deny
Simon the chance of using it as cover.
As it turned out I
was very good at rolling 1’s in this game so it was probably just as well that
I didn’t!
"Avanti ! Con Mi!”
Drones were deployed! Sir Thomas has advanced into the
farm house, Sir John is behind the Chapel and Ser Niccolo is happily marching
up the road.
SirJohn command his archers to loose and they do and three
of them roll a one! Mishaps all round!
The one that didn’t cock up though, HE hit Ser Niccolo! 3+
to save .he rolls a 2! First blood, the Venetian captain is wounded!
The lack of shooting from the de Barre faction results in
the Venetians getting up to the wall unharmed.
Ignoring his wound Ser Niccolo charges across the road and piles
into Cedric..
…and kills him but not before Cedric wounds Niccolo for a
second time
The de Lynnes look on in amazement…
“Yere….don’t shoot them
Italian bastards….it just makes ‘em angry!”
having changed his bow string, Cedric’s second cousin twice
removed, Ned, looks for vengeance, takes careful aim and let’s fly.
He scores two consecutive hits. One on a Bill man who fails to save, and one on Ser Niccolo! Who falls dead upon the sward!
The Venetians are stunned…
...and then, they take action! Their boss has been killed, they
are not standing for this! They quickly run away!
In a campaign the Retinue would take a WTF test and if they pass it appoint a squire as the new captain, but in a one off game , a dead captain is game over!
and then there were two!
Sir John is taking refuge behind the chapel. He has lost nearly
half of his retinue to arrows from the pesky de Lynnes and these new-fangled
bullet things.
Sir Thomas de Lynne
charges Sir John.
They fight! It’s a proper old scrap too! Parry and thrust
and the various other skills they each possess prevent any fatalities and when
they part they each have a wound
There is a huge disparity in numbers by now, the unfortunate de Barre faction being heavily outnumbered and one thing they really didn’t need was to be ambushed by a band of skirmishers. This nasty little surprise came from a Special Event Card, Ambush, drawn by Ben and just like that 5 of the beggars appeared in the farmers front garden and started shooting!
The defiant Sir John! Wounded he glares at his enemies
daring them to take him on, in this picture he is outnumbered 13:1!
Meanwhile…on the South side of the Chapel…
De Lynne squire Sir Edward
Fitzhenry comes a cropper at the hands of Stan. This was another very close
fight.
At this point, out of sight , on the North side of the chapel,
Sir John finally lost a melee, and his life to Sir Thomas, I didn’t get a pic!
Sir John fought valiantly and well but rolled four or five ones on the trot for
his hits and then his saving throws and no one can survive the Will of the
Gods!
A very enjoyable game for all involved, a hard-fought action
indeed.
What did we learn?
The same thing I always learn when I play my game…roll
better dice!
Aggressive play pays off in Ruckus, Simon's seemingly insane sprinting got his men into key positions early in the game
I think the firearms may need a bit of a buff. Their short
range seems appropriate and not being able to move and shoot feels right but
the combination makes them quite weak compared to Bows.
Possible solutions.
1 Soft cover, bushes, hedges, fences etc does not cause a blocked
shot roll?
2 longer range? 15”
It is something to think about…
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