Help support TMP


"First battle of the Border Wars Campaign" Topic


4 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please do not post offers to buy and sell on the main forum.

For more information, see the TMP FAQ.


Back to the Dark Ages Message Board


Areas of Interest

Medieval

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Basic Impetus


Rating: gold star gold star gold star gold star gold star gold star gold star 


Featured Workbench Article

Jay Wirth Paints 15mm Crusaders for DBA

Jay Wirth Fezian shows how using inks makes it easier to paint a 15mm scale army.


Featured Movie Review


828 hits since 26 May 2021
©1994-2024 Bill Armintrout
Comments or corrections?

Ponder Supporting Member of TMP26 May 2021 9:53 a.m. PST

Howdy,

Reporting on the first battle of the campaign. Since the players are in New Jersey and Sweden, the battle was not fought as a minatures battle but rather using the alternate battle system for the campaign.

Justinian has used a "good general" event card to attack from Kaisareia to Melitene. The Sassanids take advantage of their fortifications.

Units involved:

Byzantine forces: 4 regular garrison units, each Hit on 5+, Save on 5+, to hit modified to 4+ by event card

Sassanid forces: 2 veteran garrison units, each Hit on 5+, Save on 4+, to save modified to 2+ by garrison defending city
1 regular army unit, Hit on 5+, Save on 3+, not modified

First round of combat:

Defending scouts, then attacking scouts – NONE
Defending armies, then attacking armies:

Rolling 4d6 for army: 6, 2, 1, 4 – one hit on a Byzantine garrison
Byzantine saving throw roll: 4 – hit not saved, hit applied to garrison No. 5.

Then defending garrisons followed by attacking garrisons:

Rolling 3d6 for Sassanid Garrison: 3, 5, 6 – two hits on a Byzantine garrison
Rolling 2d6 for saving throw: 4, 4 – hits not saved, two hits applied to garrison No. 6

Rolling 3d6 for Sassanid Garrison: 2, 2, 6 – one hit on a Byzantine garrison
Rolling 1d6 for saving throw: 1 – hit not saved, hit applied to garrison No. 8

Rolling 3d6 for Byzantine Garrison: 3, 4, 2 – one hit on Sassanid army
Rolling 1d6 for saving throw: 1 – hit not saved, hit applied to Sassanid army

Rolling 3d6 for 2nd Byzantine Garrison: 5, 2, 1 – one hit on Sassanid garrison (all units have strength of 3 now, and garrisons have the better saving throw.
Rolling 1d6 for saving throw: 2 – hit saved

Rolling 3d6 for 3rd Byzantine Garrison: 6, 5, 2 – two hits on a Sassanid garrison
Rolling 2d6 for saving throw: 5, 2 – both hits saved

Rolling 3d6 for 4th Byzantine Garrison: 3, 4, 1 – one hit on a Sassanid garrison
Rolling 1d6 for saving throw: 4 – hit saved

Results: So at the end of the first round of Combat

Byz Garrison No 5 strength 2
Byz Garrison No. 6 strength 1
Byz Garrison No. 8 strength 2
other garrison not hit, strength 3
The Byzantines have taken 4 hits.

Sass Army No. 3, strength 3
Sass Garrisons, not hit, strength 3
The Sassanids have taken 1 hit.

Both sides have decisions for round 2, more to come …

Photo - Byzantine infantry


Photo - Sassanid infantry

Ponder on,


JAS

Ponder Supporting Member of TMP27 May 2021 7:37 a.m. PST

Howdy,

With the uneven outcome of the first combat round the Byzantines decide to retreat in the 2nd combat round, as the Sassanids reinforce from Edessa.

Combat:

Defending Scouts, then Attacking Scouts: NONE


Defending Armies, then Attacking Armies:

Sassanid Army, rolls 4d6: 3, 2, 3, 6 – one hit on Byzantine Garrison unit
Byzantine saving throw, 1d6: 5, hit saved


Defending Garrisons, then Attacking Garrisons:

Sassanid Garrison rolls 3d6: 1, 4, 3 – no hits

2nd Sassanid Garrison rolls 3d6: 1, 3, 3 – no hits

Byzantine Garrison units retreat to Kaisareia.


Defending reinforcements, then Attacking reinforcements:

Sassanid reinforcing Scout unit – does not get to roll

This concludes the battle, results follow:

Byz Garrison No 5 strength 2
Byz Garrison No. 6 strength 1
Byz Garrison No. 8 strength 2
other garrison not hit, strength 3

Sass Army No. 3, strength 3
Sass Garrisons, not hit, strength 3
Sass Scout, not hit, strength 2

Ponder on,


JAS

Dukewilliam27 May 2021 8:43 a.m. PST

Cool, what rules are you using?

Ponder Supporting Member of TMP27 May 2021 3:23 p.m. PST

Howdy,

My own, campaign rules. The campaign is a playtest, done double blind --- you only see what the scouts tell you. There are several posts below highlighting the current game.

I hope to have the rules published as a block wargame.

The campaign mechanisms are based on the concepts included in my recently published rules, So Convenient for Hewing.

So Convenient for Hewing is a set of rules for Dark Age skirmish gaming with miniatures. The rules are available from Lulu.com.

lulu.com/en/us/shop/jessee-a-scarborough/so-convenient-for-hewing-the-skirmish-system/paperback/product-1y59rrd8.html?fbclid=IwAR3PaORLoZjUKawT91NiPgY8Q_3Q3tTNgt3kOx7lqr-Fzs59FyS9ae82ebo&page=1&pageSize=4

Let me know, send a PM, if you would like additional information.

Ponder on,


JAS

Sorry - only verified members can post on the forums.