Yet another game day at the chalk table, again working on the siege warfare game plan.
This time round more clarity regarding 'sallies' and things like counter saps, defensive trench works, and the 'switch' between tactical and strategic time-scales.
We also added a small cavalry force to the defenders and a commanded shot to both forces.
All players continued in their same roles as before either attacker or defender, so as to get a complete feed back.
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the defenders sent out a sally on day 2 |
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drove back the diggers and managed to kill off more than half of the attackers starting horse forces |
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defensive artillery was also successful in causing enough casualties to stop a trench section of the second parallel |
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the defenders left troops outside the walls and they dug a defensive trench works |
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siege artillery still broke open a section of the wall (may have to 'beef up the walls values) then came the assault under fire |
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morale rules worked out well as less of the attackers totally committed to the attack and so were alive at the end of the action |
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likewise the defender had some morale failures, including a critical one with the lord of the castle failing a saving throw at a critical moment ... the defenses were overcome! |
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long range view at the end |
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the assault at the breach was just able to overcome the stationed defenses, but could not enter the works |
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the butchers' bill was similarly high for both sides |
So now I must compile notes and get a quick reference sheet ready for game play.
Rob has a better picture of the terrain needs.
I will need to make some more 'entrenchment' forces and some of the ladders and wooden parts that will be forming the siege works.
Certainly the game is engaging all the way along, for both sides, as the players are fully 'into' the game from start to finish.