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"Deus Vult - Wars of the Roses AAR" Topic


12 Posts

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1,847 hits since 14 Dec 2014
©1994-2024 Bill Armintrout
Comments or corrections?

carojon14 Dec 2014 4:28 a.m. PST

Hi all,
The Devon Wargames Group held its Xmas Game at the club yesterday with a refight of the little known clash that happened in Devon during the Wars of the Roses.

picture

This battle may hold the key to determining the unusual DNA discovered in the bones of King Richard III

If you would like to know more, then just follow the link to the club blog

link

Jonathan

gavandjosh0214 Dec 2014 4:40 a.m. PST

neat

parrskool14 Dec 2014 5:11 a.m. PST

I notice that you have archers as separate units rather than mixed in with the bills.

MajorB14 Dec 2014 5:51 a.m. PST

I notice that you have archers as separate units rather than mixed in with the bills.

The fighting in Devon was characterised by unusual tactical experiments, including separate archer units and the use of large numbers of mounted MAA!

Knight of St John14 Dec 2014 5:51 a.m. PST

Nice painting.

Coelacanth14 Dec 2014 5:55 a.m. PST

Thanks for a great AAR!

Ron

Great War Ace14 Dec 2014 7:46 a.m. PST

Just look at all those "platey" mounted knights! It was a good thing, the death of 'Enery Tooder". Turned the wars into a proper clash between 'orses and noblemen, it did….

Skeptic14 Dec 2014 8:12 a.m. PST

Inspiring stuff! Would you have more details on how the challenge and treachery rules work?

carojon14 Dec 2014 9:04 a.m. PST

Hi Guys thanks for your comments.

Skeptic, the rules on challenges and treachery were quite simple.

At the start all the players were given a card on each side to be kept secret. One identified that player as a traitor who could opt to join the other side at any point in the game. This was unknown to both sides, so timing and positioning was the challenge for the traitor on each team.

The rules on the challenges was a simple game of deciding how good a players character was in single combat. This grade allowed the selection of three dice, mine were a d3, d8 and d12. When in single comabat the fight was the best of three rounds with each player secretly selecting a dice each go and trying to out roll the other. Two to one wins resulted in the loser being wounded, and shamed, with impacts on his troops taking a morale test, three straight wins resulted in the loser being killed and the glory points being earned for the losers value, double if it was a blood feud. Each die could only be selected for one round resulting in a fun game of spoof and roll.

coopman14 Dec 2014 12:16 p.m. PST

Thanks for the post. Great looking game and an inspiration to me. I just started painting my Perry plastic WOTR miniatures Thanksgiving week and have 90 of them finished so far. I find this to be a really fascinating period.

Mr Steve14 Dec 2014 12:20 p.m. PST

For added clarity ; the treachery rules were dreamt up by the organizer of the game just for a bit of fun , 7 cards were placed face down , 6 blanks and 1 traitor , each leader in the army then secretly picked a card . The challenge rules are from the book , at the start of the game each leader rolls up their attributes such as Command ,Discipline and Courage , these are to help run your forces during the game. Next you roll up to find out your Duelling abilities , the higher you roll the better dice you can get , in Jons case he threw an 8 ( should also read D4 and not D3). A leader can challange another leader that is within his movement range to duel, if you are attached to a unit then you can refuse otherwise get your sword ready.

Jamesonsafari14 Dec 2014 3:58 p.m. PST

lovely armies

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