The era of the Baltic Crusades has become an era of interest to me. My friend has painted up Mongols for the period and I have Livonian Knights and Nevsky period Russians.
Doing the Baltic tribes and Danes\Swedes for the period are on the agenda as well.
The figures in this game are all Zvezda and Strelets in 1\72 plastic, painted in a toy soldier retro fashion.
This is my first attempt to play the Five Battle Campaign from Lion Rampant 2. I'm playing solo. After I set up the five armies per side I made a rough system how to fight out the battles.
The first game was with these forces.
Livonian Knight (LK OB)
2 Units of Elite Cavalry
2 Units of Heavy Cavalry
2 Units of split Light Infantry
30 points
Russians (Rus OB)
2 Units of Dvor Elite Cavalry (one unit is motivated)
2 Units of Druzina Heavy Cavalry
1 Unit of Cuman Light Cavalry
1 Unit of dismounted Druzina Heavy Infantry
1 Unit of split Light Infantry
1 Unit of Skirmish Infantry
36 points
Victory Condition
The Russians are on their way to reinforce another Russian force. To do this they had to run a diagonal gauntlet across the board between two Livonian Knight forces trying to intercept them.
Terrain placement was diced for and there is quite a lot. The way it turned out there are a number of bottle necks. The stream and hedges are all obstacles. The terrain favored the Russians because of the obstacles but favored the Livonian Knights given the bottlenecks that the Russians had to pass through.
The Russians are supposed exit the board to reinforce another army. The knights are supposed to stop them.
The Livonian Knights also know as Sword Brethren were split into two equal wings each of one Knights (Elite Cavalry), one of Sergeants (Hv. Cavalry) and one split Light Infantry (1\2 crossbow, one half spearmen). Each wing had a leader in the Knight unit
This shows the LK left flank wing at the outset. The Rus horse can be seen in the background. |
The LK right wing. Their orders are to avoid the hedged fields and get to the village before the Rus. |
The Rus infantry is ordered to get to the village and contest it if necessary to protect the flank of the Rus horse. |
Birds eye view of the start setup. |
The LK left makes it way to the stream edge. The snooty Knight unit refuses. The stream is an obstacle. Given the wild charge rules I had to use common sense as to how to apply. |
The Rus skirmishers and split Light Infantry make their way to the hedged field bordering the village. The dismounted Druzina refuse to advance. |
The LK right avoids the hedged fields and rushes to get to the village. The Knights like their brother unit on the left refuse to advance at first. |
The Russian Infantry approach the village from the opposite side. It looked to me that the bottle neck between the village and stream would be a bloody area and it would be. |
On the LK left the Light Infantry try to subdue the Cumans as the Cumans context with the LK Sergeant unit with bow fire. The Sergeants are stuck in the stream and Knights finally get arrive! |
Meanwhile the Lk Sergeants and Light Infantry on the right get through the slot. It appears they will block the Rus horse. |
The LK Knights get a measure of revenge on the Druzina killing three and losing none. The Druzina hold! |
I rather thought the Druzina would die but they survived the game. |
Meanwhile the Russian Infantry get inside the village. |
The Cumans allow another unit of Druzina to pass by while the Dvor are still in reserve. |
The first Druzina unit gets way while a Dvor unit smashes into the LK Knights. |
The Lk Sergeants from the right flank advance to close the slot while the Light Infantry engage in a missile duel with their Rus counterpart. |
The right flank LK Knights advance up the slot but are delayed by inaction. |
The Rus skirmishers arrive in a small wooded area behind the LK Light Infantry! |
The LK Knight unit would be destroyed by the Cumans. Meanwhile the Sergeants contact the other Druzina unit. They do well and destroy it. |
This is LK high tide but the Light Infantry on the right already have two casualties. They are not doing well against their counterparts and it's about to get worse. |
The Sergeants get disordered from the Cumans and block the other Knight unit. Things do not look good for the LK. |
The Sergeants fail to rally and are down to 1\2 strength. I determined that the LK cannot destroy 18 points and thus call the game. The Rus gain 5 victory points for the campaign. |
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