Battle of Hastings 1066
Scenario objectives
Fresh from defeating one invasion to the north, England is faced with a
second one by William the bastard, Duke of Normandy. Racing south, King Harold has
taken up position at the cross-roads on Senlac Hill, thus bottling up the
Normans in their small beach-head. With the fyrd still mustering,
reinforcements are on the way and Harold is in no hurry to attack. William on
the other hand is looking for a quick resolution, given his deteriorating
supply situation and the threat of facing an even stronger enemy should he
wait. In short, William must win this battle or retreat back across the
channel.
The Norman´s main objective is to break the Anglo-Saxon army and gain
control of Senlac Hill (the ridge), thus allowing them to push further inlands.
Ultimately, William must kill Harold and his two brothers Earls Leofwin and
Gyrth before he can secure his throne and break the back of Anglo-Saxon
resistance.
Anglo-Saxons
- Break the enemy army
- Kill Duke William
- Hold the ridge until the end of the game
Normans
- Break the enemy army
- Kill King
Harold
- Kill Earls Leofwin and Gyrth
- Hold the ridge at the end of the game
Game duration: 20 turns or until
the sauna is ready
Deployment
Deployment as per diagram below. 18” between the two armies. Normans have
skirmishers in the front, followed by formed infantry and then cavalry.
Anglo-Saxons occupy the ridge, with heavy infantry (huscarls + thegns) forming
the first line and ceorls forming a second line. Anglo-Saxon flanks are
protected by forests (impassable to formed infantry), occupied by skirmishers.
Scenario Special Rules
- Impetuous Anglo-Saxons:
should the AS’s beat their Norman opponents in any melee, they are eager
to chase them. Should AS-units not want follow up enemy units giving
ground or making a sweeping advance, when the enemy retreats they must
pass a command test (counting distance modifiers). -1 modifier for Ceorls
making the test.
- Uphill advantage: Units uphill that have
remained stationary get +1 to hit in combat (not supports). If a unit charging
uphill is forced to take a morale test, results of “hold your ground”
become “give ground in good order together with supports”. (pg.77 of
rulebook)
- Reserves: Some units on both
sides have been left in “reserve”. These units must remain stationary
until attached to one of the three divisions of their side. The units may
be attached to a division at the start of the player´s turn, counting
towards the division´s strength (and break point) from then on.
Orders of Battle
Anglo-Saxon army
Centre: King Harold (Command 9, 3 attacks in melee)
-
Huscarls x 1
-
Thegns x 3
-
Ceorls x 4
Centre reserve:
-
Huscarls x 2
Right wing: Earl Leofwin (Command 8, 2 attacks in
melee)
-
Huscarls x 1
-
Thegns x 3
-
Ceorls x 4
-
Skirmishers with bows/slings x 2
-
Skirmishers with javelins x 2
Left wing: Earl Gyrth (Command 8, 2 attacks in melee)
-
Huscarls x 1
-
Thegns x 3
-
Ceorls x 4
-
Skirmishers with bows/slings x 2
-
Skirmishers with javelins x 2
Norman army
Centre (Norman): Duke William (Command 9, 3 attacks in
melee)
-
Mounted knights x 2
-
Mounted retainers x 2
-
Dismounted knights x 4
-
Medium infantry x 4
-
Skirmishers with bows x 2
-
Skirmishers with crossbows x 2
Centre reserve:
-
Mounted knights x 2
-
Mounted retainers x 2
Right wing (Flemish/French): Count Eustace (Command 8,
2 attacks in melee)
-
Mounted knights x 2
-
Mounted retainers x 2
-
Dismounted knights x 2
-
Medium infantry x 2
-
Skirmishers with bows x 3
-
Skirmishers with crossbows x 1
Left wing (Breton): Count Brian (Command 8, 2 attacks
in melee)
-
Mounted knights x 2
-
Mounted retainers x 2
-
Dismounted knights x 2
-
Medium infantry x 2
-
Skirmishers with bows x 3
-
Skirmishers with crossbows x 1
Anglo-Saxons
Unit
|
Clash
|
Sustained
|
Short range
|
Long Range
|
Morale Save
|
Stamina
|
Special
|
Huscarls
|
8
|
7
|
2 / 0
|
0
|
4+
|
6
|
Valiant, double-handed weapons, Elite 4+, Reliable
|
Thegns
|
7
|
7
|
3
|
0
|
4+
|
6
|
|
Ceorls
|
6
|
6
|
3
|
0
|
5+
|
6
|
|
Skirmishers
|
3
|
2
|
2
|
2
|
0
|
4
|
Bow, sling or javelin
|
Normans
Unit
|
Clash
|
Sustained
|
Short range
|
Long Range
|
Morale Save
|
Stamina
|
Special
|
Mounted knight
|
9
|
6
|
3 / 0
|
0
|
4+
|
6
|
Lance, Elite 4+, Brave, Feigned flight, Reliable
|
Mounted retainer
|
8
|
5
|
3 / 0
|
0
|
5+
|
6
|
Lance, Feigned flight
|
Dismounted knight
|
7
|
7
|
3 / 0
|
0
|
4+
|
6
|
|
Medium infantry
|
6
|
6
|
3
|
0
|
5+
|
6
|
|
Skirmishers
|
2
|
2
|
2
|
2
|
0
|
4
|
Bow or crossbow
|
Unit Special rules:
-
Valiant:
break test re-roll once per battle
-
Double-handed weapons: enemy morale capped at 5+
-
Elite:
remove disorder at start of turn on die-roll
-
Lance: -1
to enemy morale when charging & counter-charging
-
Brave:
recover 1 stamina on 4+ at end of command phase if shaken and no enemies within
12”
-
Feigned flight: Can move out of combat on command roll
-
Crossbow:
enemy morale capped at 5+, no closing/traversing shots
-
Reliable: +1
to command rolls
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