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Author Topic: Some ideas for medieval scenarios  (Read 1696 times)

Online Charlie_

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Some ideas for medieval scenarios
« on: December 06, 2018, 09:06:10 PM »
I've just written up a list of medieval scenarios I want to try next year, and thought I'd share them with you.

These aren't designed for any particular ruleset or scale, but they will be played using my own rules, which is flexible and can be used for both large skirmishes and small battles, with all units able to be fielded both in open order and close order.

The idea is I want to avoid the 'pitched battle' scenario, but at the same time have scenarios that will allow for interesting manoeuvres of large ranked up units and not be obviously one-sided. I look at historical battles for inspiration. Often these boil down to one attacker, one defender, the latter usually in a well-fortified position, and something happening that decisively tips the battle one way or another. Things such as surprise attacks, arrival of flanking forces, underestimating difficult terrain and obstacles... these add the 'friction' that decides the battles, and hopefully make for good wargaming scenarios.

The Perry Miniatures facebook page is a real inspiration, as they post lots of AARs that always seem to feature these sort of scenarios on a huge scale using their Hail Caesar / Pike & Shotte / Black Powder rules.

Anywhere, these are just rough outlines, perhaps they'll give you some ideas, and I'd love to hear your own ideas for this sort of scenario. Or perhaps share some interesting historical battles which could be adapted for wargaming scenarios.

AMBUSH
A large force is lured into an ambush, and attacked on multiple sides.
The defenders deploy first in march column. The attackers deploy in multiple deployment zones, which could perhaps be randomised.
The attackers get to act with all their units first. The defenders will need to pass a discipline test with each unit to activate it (and form up in the case of close order units). Some small cavalry units could activate instantly.

AMBUSHERS GET AMBUSHED
A small defending force is in a camp / village / farm etc. The attackers send a force to attack apparently unexpectedly, but they themselves are ambushed on either side from behind the hedges.
The attackers can send in more units when they realise what is happening, on a D6 roll from turn two onwards.

SURPRISE DAWN ATTACK
The defenders are deployed in a long fortified position at night time, awaiting the enemy’s main attack the next day.
The game takes place at one end of the defences. A small defending force is skirmishing with a small diversionary force opposite (in the dark, so numbers are uncertain).
At dawn the main attacking force sweeps in and throws its full strength at this flank, surprising the defenders.
The alarm is sounded, and the rest of the defenders need to mobilise from further down the line and join the battle in time.

TRAP
A large attacking force finds a small defending force blocking its path in a fortified position. As they prepare to attack, a large cavalry force appears on their flank. They must reform to face the new threat.
The attackers are deployed as if to attack the blocking force, but are aware of the cavalry flankers and can reform from turn one. The defenders  start with their blocking force and perhaps some light cavalry scouts on the flank from turn one, and the main cavalry force turns up on a D6 roll from turn two onwards.

WRONG DIRECTION
One force deploys awaiting the enemy, but they come at them from an unexpected direction. They must re-deploy to meet the enemy in time.
The defenders deploy first, the attackers enter from an unexpected direction from turn one onwards (could be randomised).

ROADBLOCK
One side deploys in a strong position blocking the road. The other force enters from turn one onwards, perhaps in a pre-determined order. They must adapt to the unexpected roadblock in front of them and attack appropriately.

TAKE THE OBJECTIVE
The battlefield has a village or buildings in the centre. Roll off at the start of the game to see who has managed to seize the objective before the armies meet – they can deploy a certain number of units here ahead of the rest of their forces.
The units in the objective could be scouts. The winning scouts can then choose a table edge, and force the enemy to deploy first – they can then deploy their own forces, or keep them in reserve.

OUTFLANKED
The defenders start the game in a strong position awaiting the enemy. However the attackers are in two divisions, one comes to the front and one to the flank. The flanking force arrives on turn one, the main force could either also attack turn one, be brought on when the attacker desires, or enter on a D6 roll from turn two onwards.

MORNING MIST
The armies deploy in early morning mist. The mist clears, and they find they are not quite where they want to be.
The terrain is set up, both players make a map of their deployment in secret, and then deploy sticking to this plan. The armies are then shifted a random distance to the left or right (perhaps also at angle), moving any appropriate terrain too (such as hedges and such they have set up behind).

HEDGE FIGHT
The table is covered with lots of hedges, buildings, and pathways. The forces consist mostly of open order infantry, and are deployed in a somewhat randomised manner.

NIGHTFALL
The battle takes place in the evening, and ceases at nightfall – the players must try and achieve some sort of victory before this happens, roll off from turn five onwards.

FLANK IRRITANT
The attackers are advancing down a road towards the defenders’ position, but they are harassed by some irritating skirmishers in cover on their flank. They need to deploy and attack the main defending force whilst also dealing with the skirmishers.

REARGUARD
The defenders need to hold the attackers off and prevent them from leaving the table for a certain number of turns (random from turn four onwards) to achieve victory.

FIGHTING RETREAT
The defenders are in a bad position, and are making a fighting retreat. They are divided into two divisions, one which is retreating along the table (can do nothing else except defend itself), the other is holding off the attackers. They do not know it, but reinforcements are on the way (random turn, random table edge).

Offline Stuart

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Re: Some ideas for medieval scenarios
« Reply #1 on: December 07, 2018, 07:10:11 AM »
These are great Charlie, thanks for taking the time to write them

Offline FierceKitty

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Re: Some ideas for medieval scenarios
« Reply #2 on: December 07, 2018, 07:23:34 AM »
All fun ideas, but why restrict them to medievals? They'd work in other eras too.
The laws of probability do not apply to my dice in wargames or to my finesses in bridge.

Offline rumacara

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Re: Some ideas for medieval scenarios
« Reply #3 on: December 07, 2018, 08:43:42 PM »
Some ideas

Night Attack

The enemy is in their camp awaiting a morning battle.
A small enemy force is sent to attack the camp and if possible eliminate the leaders.


Unexpected turn

On the enemys force a company decides to side with the enemy and turns against the flank of its previous leader while both forces engage.

Offline SteveBurt

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Re: Some ideas for medieval scenarios
« Reply #4 on: December 08, 2018, 01:25:34 PM »
These are nice.
Lion Rampant has a load of good scenarios which are pretty generic.

Offline coopman827

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Re: Some ideas for medieval scenarios
« Reply #5 on: December 08, 2018, 05:51:43 PM »
The new SAGA supplement is supposed to have a bunch of scenario generation tables.  The no. of possible scenario combinations is something like 5,000. That will certainly be enough for me!

Offline doowopapocalypse

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Re: Some ideas for medieval scenarios
« Reply #6 on: December 08, 2018, 08:50:28 PM »
Escort missions are always popular-one side has take horses/wagons/vips to their camp and the other tries to capture/scare off/etc.
It's nothing, sir. Just a burn from a ray gun.

Offline SteveBurt

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Re: Some ideas for medieval scenarios
« Reply #7 on: December 10, 2018, 10:59:28 AM »
The new Saga book of battles has a sort of scenario generator in the first part, then 10 scenarios suitable for competitive play, then another 4 more unbalanced one, then 3 multi-player scenarios. I'm not sure how easy they would be to adapt to other rules systems.