Another ECW game
Posted: Sat May 09, 2020 10:04 am
With the loosening of restrictions I'm allowed up to 5 people in the house from next weekend!
So another game is in the offing for next Saturday. Once again, Dave's feisty Scots-Irish & this time my no doubt drunken English Royalist army will contest a Field of Glory: Renaissance game.
Scenario: There’s a Mousse Loose in the Hoose.
Preamble:
The late King Charles unwisely entrusted his most prized possessions to the Marquess of Montrose & his Scottish-Irish army. These possessions included barrels of his finest whisky, many sacks of coin & the crown jewels: chief of which is the Orb of the Crown featuring a large, brownish-hued diamond affectionately known as the ‘King’s Mousse’.
Montrose had given his oath not to relinquish these treasures to anyone but King Charles. Montrose must keep the treasure until Charles asked for it in person. As the King is now unfortunately dead, it seemed an unlikely occurrence. The English Royalist army, under Prince Rupert, thought they could use the riches to good purpose so………
The Game:
Montrose can deploy his army first, lengthways down the table, starting in the second quarter.
The English can deploy in the first quarter, no closer to Montrose than outside charge distance.
The wagons, loaded with treasure, are placed at the half way mark & must exit safely for Montrose to win.
The Scots get to deploy 6 ambush markers anywhere on their 75% of the table, any of which can hide a unit that can only be discovered when the enemy are within 6MUs.
The English may deploy an outflanking force of 3 units & a general whose arrival will be determined by being higher than % dice, thrown at the start of each game turn. Their number starts at 90 & goes down by 10 each turn. If they get the needed score, they deploy according to the FoG rules on flanking forces.
The game should go for 9 Turns. Montrose’s army must remain as a “force in being” and may not simply become a stampeding rabble, intent on escape (see Minor Victory as an incentive).
Terrain: to be mutually planned by both sides. A road will run the length of the table. At some point, a river needing fording (ie any unit must halt before crossing. If a riverbank is defended, it will count as an obstacle). Two BUAS will also feature.
Victory Conditions:
Total Victory rests on capturing or getting the wagons away. Minor victory will be gained by having fewer fragmented , broken & routed units than the enemy (as per the rules).
Should be a hoot.
donald
So another game is in the offing for next Saturday. Once again, Dave's feisty Scots-Irish & this time my no doubt drunken English Royalist army will contest a Field of Glory: Renaissance game.
Scenario: There’s a Mousse Loose in the Hoose.
Preamble:
The late King Charles unwisely entrusted his most prized possessions to the Marquess of Montrose & his Scottish-Irish army. These possessions included barrels of his finest whisky, many sacks of coin & the crown jewels: chief of which is the Orb of the Crown featuring a large, brownish-hued diamond affectionately known as the ‘King’s Mousse’.
Montrose had given his oath not to relinquish these treasures to anyone but King Charles. Montrose must keep the treasure until Charles asked for it in person. As the King is now unfortunately dead, it seemed an unlikely occurrence. The English Royalist army, under Prince Rupert, thought they could use the riches to good purpose so………
The Game:
Montrose can deploy his army first, lengthways down the table, starting in the second quarter.
The English can deploy in the first quarter, no closer to Montrose than outside charge distance.
The wagons, loaded with treasure, are placed at the half way mark & must exit safely for Montrose to win.
The Scots get to deploy 6 ambush markers anywhere on their 75% of the table, any of which can hide a unit that can only be discovered when the enemy are within 6MUs.
The English may deploy an outflanking force of 3 units & a general whose arrival will be determined by being higher than % dice, thrown at the start of each game turn. Their number starts at 90 & goes down by 10 each turn. If they get the needed score, they deploy according to the FoG rules on flanking forces.
The game should go for 9 Turns. Montrose’s army must remain as a “force in being” and may not simply become a stampeding rabble, intent on escape (see Minor Victory as an incentive).
Terrain: to be mutually planned by both sides. A road will run the length of the table. At some point, a river needing fording (ie any unit must halt before crossing. If a riverbank is defended, it will count as an obstacle). Two BUAS will also feature.
Victory Conditions:
Total Victory rests on capturing or getting the wagons away. Minor victory will be gained by having fewer fragmented , broken & routed units than the enemy (as per the rules).
Should be a hoot.
donald