Fog Of War
The sixth
game in our Ruckus campaign, Fog of War, had everything that you want from a
wargame. It was a tense, close game, packed with action and a true Hero emerged
from the fray!
Fog of War The
Story so Far Two armies meet in a pitched battle early in the morning, in a
thick, dense fog. In the confused melee, friend fights friend and cries of
Treachery fill the air. One flank gives way, there is a pursuit over miles of
heath and in the befuddled aftermath, small groups of soldiers, unsure of what
has happened or who to trust, seek their enemies in the cold mist.
Set Up. The table represents a broad heath,
with scattered clumps of shrubby vegetation, the occasional tree or broken
wall. There should be three or four areas of Bad Going- small copse, bogs and marshy
areas, thorn brakes or similar of about 4”x 4”
Special
Rules-
Wrapped
in Fog. Organise
each Retinue into Spears before deploying on to the table. Take the Playdeck
cards, one for each Hero and the two bonus cards and deal them on to the table,
one to each corner, and one half way along each table edge. Deploy each spear
within 6” of the appropriate card, add a “Skirmisher and Artillery” card as a
Fog card and reset the deck.
Who Goes? The Fog has dense patches but is
gradually thinning as the morning passes. Let there be three weather
Conditions.
Clear Air -Normal missile ranges and
visibility, Command Range is normal.
Light Mist- Visibility is reduced to 12”
Archery at Short Range only
Dense Fog -Visibility/missile range is reduced
to 6” Command Range is reduced to 3”
Add a Fog Card to the deck. Use a “Skirmisher
and Artillery “card for this. Each time it is turned up roll a d6.
1 -The Fog
gets thicker- Clear Air becomes Light Mist, Light Mist becomes Dense Fog
2-4 The Fog
remains the same
5,6- The Fog
is lifting- Dense Fog become Light Mist, Light Mist becomes clear air
The game
starts with Dense Fog.
Friend or
Foe? There is a risk
of mistaken identity, the cries of treachery have unsettled the soldiers and
everyone is being very cautious.
Special
Event Cards- Include
4 sixes in the deck.
Confusion
to the enemy! The six =Ambush! Roll a d6 1-3 = 1d3 archers
4,5=1d2 Bills 6=one Squire with Deadly Blade and Duellist skills. The “Ambushers”,
confused, angry, displaced soldiers from either side of the battle are coming
“out of the fog” Place them 6” from an opposing character. Shuffle an Ambusher
card of the appropriate colour into the Playdeck.
Winning
the Game- This is a
straight forward fight! Players win by forcing their enemy to flee or, in the
one of game only, by capturing or killing the enemy Lord.
We dealt the
Playdeck cards as described which meant that Edward Fitz Henry, de Lynne squire
deployed between Squire Thomas Payne and Captain John de Barre. De Barre’s
other Squire, Robert Guiscard, deployed on the Western edge of the field uncomfortably
close to Sir Thomas de Lynne and his nephew Ralph.
Grim as it
was for Fitz Henry, things soon took a turn for the worse as in the first turn
I pulled a Special Event Ambush card! Two confused angry bill men appear from
behind a wall and advance menacingly on the hapless squire
I forgot to
take pictures initially, this is in the first turn and Fitz Henry is in the
middle of the bottom of the picture. To his right is Thomas Payne and in the bottom
left corner is de Barre. From behind the wall two angry bill men appear.
Sensing an
early victory, Thomas Payne advances with his spear
Sensing an
early victory, Thomas Payne advances with his spear
The French
connection-Robert Guiscard moves to cut off the other de Lynne spears
the bigger
picture. De Lynnes advance from the bottom of the picture
Fitz Henry bottom middle is surrounded!
Undaunted he
charges the Thomas Payne who is universally hated by all the de Lynne family
The opposing
archers exchange a flurry of arrows
Fitz Henry wounds Payne (Red counter) but Payne manages to break his armour (Pink Counter)
Fitz Henry
repays the compliment!
And then
finishes him off!
Paynes Retainers,
in Blue and White, become feckless without their Hero to lead them. Fitz Henry’s
men are also Feckless as he has moved beyond the three-inch Command Range, reduced
from it’s normal six inches due to the thick fog!
The debarred
Retainer make short work of the de Lynne archers
sensing a
quick victory, Sir John charges the battered Squire only to have HIS armour
broken and he takes a wound
Fitz Henry
wounds de Barre again! Things look desperate for the battered Lord
The wily old
knight has a trick up his sleeve though, he pulls a “Cunning Stunt” and dives
back and rolls out of the way of FitzHenrys weapon
Faithful
Retainer Edmund Stock is next to be attacked, showing some mean skills he
blocks two attacks from the crazed Squire and with a flick of a Billhook wounds
him!
fellow bill man Wilfred Mogg steps up to support him
Mogg out of
the way, Fitz Henry charges de Barre, who, enraged at the loss of his old servant
“No one buffed armour like ol’ Stock!” dispatches the squire with a savage blow
“Take that! You
absolute bounder!”
Meanwhile,
on the other side of the field….
Robert Guiscard is feeling a bit lonely..
Hooray! I
draw another Special Event and it’s another Ambush! This time a befuddled Man
at Arms staggers out of the fog!
Having lost
both of his archers to shooting, Guiscard has joined his Captain. Sir John, has
the Commanding Presence skill and is easily able to Command all the Retainers.
The fog has lifted, visibility and bow range has increased to twelve inches.
“Come on
then! Come and have a go” they bravely shout from behind their wall
Ralph de
Lynne takes on the errant Man at Arms who is skilled as a Deadly Blade and
Duellist …
… Ralph minds it not, he is quickly taken out of the game although he wounds Ralph in the fight
Sir Thomas shouts
his war cry “Ooh I am sooooo angry, I could kick a dog!” And charges!
He takes down
Wilfred Mogg. A confident debarred is not concerned. He has half a dozen
Retainer with, he will have this rabid dog shot down in the next turn…
Perked by
God! Sir Thomas charges a second time…
Twice
wounded, armour half off the battered de Barre has no chance. Seeing their Lord
fall his men quit the field leaving de Barre for dead!
This was an excellent
game! The scenario worked well, there were a few surprises and a narrative around
one Heroic character. Single handedly Edward Fitz Henry destroyed the de Barre Retinue,
killing one Squire taking out, two retainers and wounding Sir John twice! He
gains eight Valor Points!
Rolling for Fate
after the game Wilfred Mogg and Edmund Stock were both killed. Sir John really
was left for dead on the field which decides our next scenario …Back from the
Dead!
No comments:
Post a Comment