There were a full five players, two on defense and three on offense for this tabletop exposition of the Fire & Stone game system.
I was most pleased that the players were fully engaged right from the start and had the system figured out within the first two moves.
I had a couple of 'changes' that were suggested and players agreed, at the table, for one of the move changes.
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attackers liked the ability to dig their own plan of saps & trenches |
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the defenders took a fully hold-back plan ... |
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the visuals of the developing trench works drew in many attendees |
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my oversized flags drew in some to see the spectacle |
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cards laid out to 'cover' the actions overnight of the digging of trenches by the attackers |
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by the fifth day of siege the third parallel was done ... |
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on Day Six the DEFENDERS under Lord Lacey came out to assault and mounted artillery on the walls |
The defense was creatively set up and managed to include a mine that took out one of the attackers artillery AND engineer team along with some of the troops digging in the planned third parallel.
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view from the Investment line, with Parliament Dragoons hold back in reserve looking towards the wall and across the siege lines |
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caught digging (they were working on a tunnel of their own) the attackers rushed to stand-to in the trenches |
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two regiments formed up in the third parallel |
Then movement in the assaults began.
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attacking players move their troops to counter the defenders having come out from the walls |
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even the Colonel Marsh moved forward to bolster the attacking line! |
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a good overview of the game table in progress, and the other games nearby in the busy game room at Bonsor |
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the full line was in range of the defender's artillery, indeed they were taking casualties from the fort guns |
There was a series of exchanges and the Lacey horse fell back behind the walls ...
While the foot in white, had to retreat via the other side as the attackers Dragoons had now blocked the escape route ...
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the Cornish foote retreated along the wall |
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followed closely by Colonel Marsh's Dragooners |
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Straight into another MINE! The defenders had set a strategic trap that was executed very well ... sadly they rolled a dreaded '1' for damage here in the mine explosion and having lost many men in retreating they only had a d3 shot from the regiment ... again rolling a '1'. Bad luck in the damage, brilliant strategy and tactics in getting the chance to do damage! |
Now the defenders tried to end the tactical day by pulling back from the wall and leaving the attackers with nothing to shoot at ...
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powder supplies had been used up by the attackers as well |
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while many casualties had been taken, they still had their 'ladders' to scale the walls with |
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so the attack continued with the troops surging out from their trenches to 'touch' the walls and scale them with the ladders in with the pikes |
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two moves, half-hour simulated, later they were over the wall in one section (just barely as the regiment was one casualty above 50% = when a morale roll could have ended the assault) and held back by Lord Lacey himself in another section, while the third regiment (the red flag with yellow blaze) had pulled back from the wall failing morale and Captain Leckie had ridden up to urge them OVER THE WALL! |
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Captain Leckie with the dismounted Dragooners and trained band push the wall |
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Colonel Marsh keeps the pressure on. |
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The armored leader of the Red-Black with cross regiment gains the wall, with the Lacey Horse troop having failed morale must fall back |
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the moment of capture of Arenskirt Castle ... only a few more casualties and a failed morale roll could have seen the opposite outcome ... |
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the carnage outside the walls |
I have saved the best part of this tale for the end.
Rob and I put this together with the intent to show what could be done with siege works and have a game resolution in a four hour time period, with the potential for fun on both sides.
We also would like to have won a best of show for Trumpeter Salute, which was announced at the 4 pm mark of the 2 pm to 6 pm time block.
WE WON! Second year in a row for Trumpeter Salute Best of Show in the 2 pm - 6 pm Saturday time block.
So this time, as I did not have the boys with me, Rob agreed to my using the gift certificate to expand the planned Pirate collection:
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winning put towards PIRATES |
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the swag |
9 comments:
Great pictures David! I am really happy to see another close outcome, and we had the right players for the game too: 'older' gamers with a lot of experience made for some creativity we didn't anticipate. Funny thing is the end I didn't even realise who had won.
A very handsome and intriguing game. You make a siege game look like fun.
I've been listening to a few spy novels and the original James Bond, Casino Royale.
Ian Flemming managed to make Baccarat exciting.
I like to think that the work influenced me to bring that tense energy to the tabletop with the Siege works.
Most certainly the two sides did some psy-war-ops on each other with their secretive writing, dice rolling (that was not needed) and little imaginary victories. It was entertaining to watch that part of the game.
Congrats! Two years in a row, what a feather in the cap. I quite like the look of the seige warfare from the age of reason. It's pretty awesome you managed to make a convention game out of it.
Well done indeed! A well deserved award.
Your siege was certainly more dioramic than the OSW one we ran a few years ago!
A well deserved win! A very innovative game which I think sets a new standard for siege games. So, Pirates next?
Well done! A beautiful looking game in a much underplayed genre.
Great looking game David. All that planning and playtesting paid back in spades, hey?
I like the way that the rules obviously scale down as the action intensifies.
Beaut stuff!
Looking back on blog posts today and I realized I had not thanked everyone for their kind words and observations.
Rob is an amazing terrain builder and our collaboration has been a joy to take part in.
Now ... to get in another siege game.
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