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Last night [livejournal.com profile] sammywol and I tried out the Agincourt scenario from Battlelore. The scenario is the simplest in the adventure book, and involves only medieval troops on a fairly open battlefield. No magic, no goblin or dwarven mercenaries and no funny creatures to confuse things.

It took us some time to set up the game, as we got used to the pieces and the cards, and I explained the rules as best I understood them. [livejournal.com profile] sammywol took the English side, with plenty of archers but no mounted troops, while I took the French, with two heavy cavalry units, lots of footsoldiers but only one archer.

Somebody cried havoc, and we let slip the dogs of war.

The game played a bit slow initally but it was our first time and we picked up the pace as we progressed. At first I pushed forward with the heavy cavalry, trying to make contact with the English bowmen, but I had a bit of trouble closing on my left wing, where the hail of arrows drove me back. On the right I made more headway, but those dastardly English ducked into a wood, which slowed my progress against them.

Both sides were hampered a little by the lack of really good command cards to get the troops moving and the centre of the board stayed static for a long time, while the wings fought it out. In the end, both of the my heavy cavalry were destroyed, but not before I'd managed to deal some damage to the English. In the last round it came down to a push from my remaining cavalry and footsoliders making for the English heavy infantry, while my footsoldiers just held together under fire from the English archers. A close-run game, with a final 4 - 3 score in my favour.

I'd like to try it again with the sides swapped, so I can get a go with the English. I suspect that a risky but potentially rewarding tactic would be to move the archers together in the centre, while trying to mass fire on the French units one at time. It would rather depend on the right command cards, I suppose, but that's the gamble.

Good game, and I'm really looking forward to playing it some more to learn how the fantasy elements and cool bits all work together.
There are 6 comments on this entry. (Reply.)
 
posted by [identity profile] purpletigron.livejournal.com at 09:26am on 07/12/2006
Hmm - sounds like those command cards could get annoying?
mylescorcoran: (Default)
posted by [personal profile] mylescorcoran at 10:12am on 07/12/2006
Yes, but it's not too bad, as you hold a hand of 4-6 cards and choose one each turn, drawing a new card at the end of the turn. So you have some flexibility in your cards and you'd need a long run of bad luck to end up with all crap cards.
 
posted by [identity profile] rob-donoghue.livejournal.com at 01:08pm on 07/12/2006
Mine arrived yesterday, so we got in a little last night (For us, the french ripped apart the english - I didn't get into the woods fast enough, and one of the french heavy cav was just unstoppable, but it was a close thing, with each side down 3 flags and trying to grab the 4th) and my _suspicion_ is this. Massing all your troops in one big mob is potent, but inflexible - not a bad way of looking at it, really - and the cards reflect that. If you mass your troops in one zone, they'll have a lot of advantages, but be harder to deploy quickly for skirmish style tactics, so it's one more choice to make.

That may or may not prove to hold up, but if it's true, I'm pretty happy with it.
mylescorcoran: (Default)
posted by [personal profile] mylescorcoran at 03:38pm on 07/12/2006
Sounds like your first run was similar to ours, and I agree, it would be tempting to mass in the centre, but you would lose the ability to use many of the command cards and flexibility as a consequence. I really like the command cards mechanic for just this reason. I think there's enough in your hand, even with only 4, to have real choices every turn, but hard choices about whether to spend the best cards now or work towards a better use in a future turn.

I was particularly impressed by the way the simple mechanics gave rise to some real-seeming behaviour. The cavalry charge and are powerful, but easily lose support by sprinting ahead of the footsoldiers; The archers naturally make for cover and work best when focusing fire from multiple units; the command cards naturally reflect the difficulty of coordinating multiple units of different troop types, and you can't always get the men to move where and when you want.

I'm impressed after just the one game, and can't wait for another.
 
posted by [identity profile] viktor-haag.livejournal.com at 03:30pm on 07/12/2006
How was it for time? Is the "one hour playtime" thing pretty accurate (still haven't gotten my Commands & Colours: Ancients onto the table...)?
mylescorcoran: (Default)
posted by [personal profile] mylescorcoran at 03:41pm on 07/12/2006
It's hard for me to say, as it was our first game, and I had to make bread rolls and check on them during the play (an army marches on its stomach after all). If you were quick to set up, I'd say that the hour for a game like the Agincourt scenario would be realistic, though it could stretch to 90 minutes and I wouldn't be surprised.

With the more complicated set ups and the full war councils of lore masters, it might run slower, or more quickly. Some of the lore abilities would certainly shorten some games, as well as shortening several of the soldiers to the tune of one head height. *Snick*

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