Wednesday, December 28, 2016

Pike & Shotte Campaign Battle - The Bridge

Even though I told the guys I wasn't going to blog about yesterday's game, I do have a few pics of the game, and thought it would be easy to do a quick post.

Mike had arrange for another round of the P&S campaign they've been running (even convinced me to roll up a mercenary command!). Mike and Troy supplied all the figures and set up the table for the The Bridge scenario out of the mini campaign in The Devils Playground book. Brett was also able to make it, so it turned into a two vs two game.

Troy and I set up on the left of the river, while Mike and Brett set up on the right. They won the initiative which allowed Mike to throw forward a pike block onto the bridge. Brett, Troy and I basically sat around for the next couple of turns (Brett and I searching for a ford in the river).

The Bridge
 The victory condition for the scenario is to control the bridge for three consecutive turns ... of course Troy and I spent the next two turns dawdling around our baseline! So before we lost, I had my commander take charge of a group of rabble and charge the bridge (passed a Follow Me order).

My lone unit of militia was all that stood between victory and defeat ... as it turned out only a few more turns before defeat took hold of our armies :) but we did manage to do a little damage to some shotte units.

Deciding enough was enough, Mike ordered his pike block to changed into column and charged across the bridge into my militia. Surprisingly it took a couple of turns (and misinterpreted rule) before the pikemen gained the advantage and drove off my militia. 

By now the bulk of Mike's and Brett's foot units were supporting the unit on the bridge and to top it off, Brett's cavalry finally found the ford and started crossing the river.

After being driven back from my now shaken militia broke my command. This was because earlier in the game, some musketry had drove off my other Militia unit (they actually ran away when I tried to rally them!) My unit of Cuirassier never were able to join the fray.

We called the game and rolled for experience and extra units as per the rules. It seems that my Cuirassiers were issued lances and learned how to use them (Lancer ability and +1 H-to-H), while a unit of militia pick up a few muskets (+1 shooting) and finally, the crew of the medium guns was issued some swords (+1 H-to-H). So after the game this is what my Mercenary Company looked liked (no extra units):

Captain Bruenig (Reliable, SR=7)

Unit Type Weapon H-to-H Shooting Morale Stamina Special
Cuirassier Heavy Horse Lance, Sword & Pistol 7 - 4+ 2 Mercenary, Caracole,
Hvy Cav +1, Lancer
Militia Foot Warband Mixed Melee & Ranged 1 1 6 2 Mercenary, Militia, Rabble
Militia Foot Warband Mixed Melee 1 - 6 2 Mercenary, Militia, Rabble
Artillery Ordnance Light Gun (24") 1 3-2-1 6 1 Mercenary
Artillery Ordnance  Medium Gun (36") 2 3-2-1 6 1 Mercenary

There is also talk about a reset and fiddling around with the campaign rules (Troy's leader now commands 13 units!).

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