Gardenwargaming - Playclicks

English forums => Battles with Playmobil => Topic started by: WarriorOfToys on September 30, 2011, 05:32:17 am

Title: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 05:32:17 am
Hi guys, the other day me and my friend had a battle with my medieval klickies. :)
It was a fictional battle between my fake kingdom of Rutileo, and the growing Danish empire in 1221.

1220, the Danish Empire is at the height of it's power,
Now as it continues to campaign against the opposing Scandinavian forces,
Denmark realizes that it will need more money to support its armies with new weapons and troops.
The great empire turns it's gaze west towards the island kingdom of Rutileo.
Rutileo has become very wealthy through trade with other countries,
and allowing it's ports to be used as a landing base for merchants traveling between Britannia and Scandinavia.

Denmark hopes for an easy victory against Rutileo
and a swift capture of their resources to use for their new battles in the east.
Denmark gathers a huge army, and together with their navy they head towards Rutileo.
Rutileo however also has a large navy, and though it cannot bring it all together in time to stop the Danes,
Rutileo manages to build a formidable sea force all the same.
The Danish fleet is much larger though, and does manage to force it's way past the Rutilian vessels,
but not without a few losses, including their flag ship which held the Danish general.

When the Danish land there is a confusion about who will take over leadership of the army,
but one of the stronger barons forces the other barons to concede leadership to him.
The time allows Rutileo to mobilize their full army to combat the Danes, and quickly they march to confront the much larger army.

But the Danes no longer have their maps of the land, and only manage to secure a few poorly drawn maps from the locals.
The Danes original idea was to march on the capitol and sack it, but they begin heading off in the wrong direction.
The Rutilians expecting the Danes to march straight for their capitol
send a small force south to hook around the Danish army and attack their rear guard during the battle.
However, the Rutilian detachment has marched straight into the front of the Danish army.
They quickly form up on the only bridge across the river that the Danes must cross eventually.

The Danes soon learn about the small army across the river that confronts them.
The forward guard is ordered to wait for the rest of the Danes to join them,
but the Baron commanding the forward guard (originally opposed to allowing the other baron to take control of the army)
disobeys the order and attacks the bridge immediately.

This is where my friend and I begin our battle...
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 05:35:46 am
Both sides move their spear units towards the bridge.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 05:38:04 am
The Danes next move up their squire infantry to back their spear-men,
The Rutilians quickly move up their archers who begin to pick apart the squires.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 05:40:24 am
The battle for the bridge begins between the spear-men.
While more archers are moved forward by the Rutilians,
and the Danish squire infantry form a shield wall to protect themselves from the projectiles.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 05:43:26 am
The archers pick off more and more of the Danish infantry.
And while the spear battle quickly goes nowhere, the Danish general advances his axe-men forward to break the Rutilian lines.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 05:45:21 am
The axe-men make a very impressive charge...
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 05:49:40 am
However, the charge does little more then to push the Rutilian line back a few feet.
On the other side of the battle, the Danes have learnt of a ford across the river.
They quickly send their knights to cross the ford and attack the flanks of the Rutilian army.
But the ford proves harder to cross then the knights realized,
and the Rutilains manage to form a hasty guard on the other side just as the cavalry climbs onto the opposite bank.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 05:55:10 am
The knights charge the infantry waiting for them,
but their charge is hampered by difficulties in the ford
and the cramped space in between the river and the infantry.

Meanwhile, most of the axe-men lie dead,
but their charge has weakened the Rutilians' line of defense around the bridge.
The Rutilians send their remaining reserves to bolster the ranks of their men,
While their archers continue to weaken the Danes infantry.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 05:57:19 am
Both generals move up their bodyguards to keep up the moral of their troops,
while the men at the ford face more cavalry as the Danes push them back, bit by bit.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 06:05:25 am
Seeing an opening in the Rutilians' line of defense by the ford,
one of the Rutilian barons takes the initiative and leads Rutileo's knights into the gap.
They are met with instant success and kill or capture many of the Danish knights before the Danes know what hit them.

But the battle has not yet been lost,
The Danish leader, after hearing about the battle for the bridge, sends reinforcements to help capture it.
A Danish flag appears on the edge of the battlefield.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 06:08:32 am
Some of the Rutilians' crossbowmen rout at the sight of the new foes, fearing they will turn the tide of battle.
Meanwhile, the enemy brings their reinforcements forward and into the battle.
The new spear-men quickly add new bodies to the bridge.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 06:12:58 am
The Danish archers (part of the reinforcements) shoot down a few of the Rutilian infantry,
But they soon find themselves caught up in a battle between the Rutilians' archers.

The new infantry pushes into the fray on the bridge, hoping to rout the Rutilians' lines.
But the smell of victory is in the air,
As the Rutilian cavalry pushes through the Danish cavalry, killing more and more of their knights.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 06:14:49 am
God must be with the Rutilians, for the enemy cavalry breaks and flees the field of battle!
But their general manages to halt them and regroups them into a new charge as the Rutilian knights cross the ford.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 06:17:34 am
The Danes make a final charge into the Rutilian cavalry,
beginning a fearsome battle between some of the best trained men in Christendom.
However, a lucky shot from one of the Rutilian cavalry men kills the Danish general.
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on September 30, 2011, 06:24:40 am
With the death of their leader the cavalry breaks once again,
and the infantry on the bridge quickly follows suit, rather then be encircled by the Rutilians.
With the Danish forward guard in full disorganized retreat, the Rutilians cheer their victory.
Their general just manages to hold them back, expecting another assault from the main body of the Danish army.

But one will never come, for as the battle for the bridge was happening,
the main Rutilian army defeated the rear guard of the Danish army with few losses to themselves,
and pressed their advantage against the main army.
The fleeing refugees from the bridge battle only add confusion to the battle,
and the Danish army breaks and flees for their ships.

Never again will a Danish army attack Rutileo on their own land.

I hope you enjoyed this battle.
I had the lucky fate of playing the part of the Rutilians, while my friend commanded the Danes. :)
Title: Re: Battle for the Bridge
Post by: Playmoguy on September 30, 2011, 10:49:27 pm
WOW WoT! :o
Title: Re: Battle for the Bridge
Post by: Richard on October 01, 2011, 02:56:05 am

Very, very impressive, WoT !!!

=====
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on October 01, 2011, 04:32:02 am
Thanks guys. :)
It was my friend's first battle, so it was hardly fair... :P ;D
But he put up a good fight. ;)

Hopefully there will be more of these to come. :D
Title: Re: Battle for the Bridge
Post by: henry_martini on October 01, 2011, 09:49:58 am
Impressive in many respects. I like especially the dynamic acting.  :)

... and makes me want to open my large medieval box immediately.
Title: Re: Battle for the Bridge
Post by: AndrewL on October 01, 2011, 12:12:46 pm
Hi WoT,

Very nice! Great pictures, and I very much appreciated the narrative describing the flow of the battle this way and that.

All in all, most impressive! It'll be great to see more  ;)

Cheers,

AndrewL
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on October 02, 2011, 04:48:29 am
I am glad you liked my descriptions. :)
When I play these battles, it makes me want to play more. ;D
Title: Re: Battle for the Bridge
Post by: davidnbun on October 02, 2011, 07:45:52 pm
Wot

Great Battle!  It looks like you and your friend had a really fun time!
So how did your rules work out for you?  I hope the changes I made helped you out.
The only issue I could see is Missile fire being to devastating. 
Also,  I was wondering how you determined when a unit should rout?

Again, awesome battle!  I just love seeing tons of Playmobil guys battling it out on a table top!

David D
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on October 03, 2011, 04:11:28 am
Missile fire really was the deciding factor in this battle. :o
But I think that was partly because of the situation: a bridge battle.
Otherwise, my archers would have been completely exposed to cavalry attacks,
(where my weakness really lied in this battle, my friend had 4 more knights then me).
If this had been an open field battle,
I think he could have definitely defeated me, even with the archers.

For example:
When his cavalry crossed the ford I tried many times to shoot them down,
But even with two shots per turn, I never killed any of his knights with arrows.
And the same could have been true for the infantry.

When I shot his men who were facing my archers, I rarely shot down any of them,
it was only when I could pour on some flanking fire (from careless placement)
that the figures really started swaying in my favor.

As for the rules on routing...
We only played a simplified version of the game,
ignoring the rules for routing and playing with special units.
So we never tested that. :-\ (Alas)
But if we do do another battle, I will try it out with my rules for routing. :)

Quote
Additional Opitions
These options are ways to make the game more advanced and perhaps more fun to play. They are in no means required to be used and probably should not be used by people who have never wargamed before as the game may become too confusing or detailed to enjoy.
Special Units/Abilities
In addition to the normal special abilities (i.e. charge, reach and flaming arrow) certain units have advanced special abilities. There should only be up to 2 special units in each player’s army. The players can agree to have more, but having just 2 units keep the game from being a battle between just the special units.

Egyptian Armored Chariot: Chariot gains +1 defending die when an Egyptian is the charioteer.

Hoplite Shield Wall: When Hoplites (or any other Greek spearmen) form a shield wall the hoplites gain +1 defending die. And against cavalry gain +1 attacking and +1 defending die. However the formation must move half the speed it would normally move.

Roman Testudo: When Legionnaires form the testudo (tortoise) position. The formation can suffer no casualties from arrows if the archer is facing the formation. The individual legionnaires also gain +1 defending die. However, the unit’s flanking area is expanded and an attack to their flanks can occur if the attacking unit is past 45o to either side of the legionnaires facing position.

Viking Bezerker: When a Viking goes bezerk he cannot be killed that turn. Also, if he does not kill a man he can continue attacking him until he has attacked him 3 times without success. This special ability can only be used once in a battle (per Viking).

Crusader Advanced Charge: When a crusader knight uses the special ability charge he gains +1 attacking die. This special ability can only be used 3 times in a battle and the cavalry must rest at least 2 turns before using it again.

Muslim Accurate Arrow: A Mounted Muslim archer gains +1 attacking die when he uses archery.

Mayan/Aztec Sacrifice: When one Mayan or Aztec kills himself (i.e. is removed from the field) 5 other Mayan or Aztec warriors gain +1 attacking die.

Zulu Fluid Movement: A Zulu warrior can move 1 ½ feet every three turns.

Samurai Code of Honor: Armored Samurai have 2 attacking and 2 defending die and are considered heavy infantry even without a shield.
Any other unit a player wants to make a special unit they can make special by adding 1 additional attack die to the special unit.

Routing:
A player can rout a unit (Group R) of men if group R has less then ½ of the people they had originally at the beginning of the battle. To rout group R, the player must first attack them with a unit (Group A). After group A attacks group R, call for a rout. Group R will role a die for every one of their men and add up the scores. Then group A will do the same, but divide their final score by 2. If group A is routing a unit with a cavalry charge or by attacking the unit with chariots or war elephants add one more die score after dividing the “final” score by 2.
If group A gets a higher score, then group R is routed! Group R must leave the battlefield by returning to their side of the map’s edge and cannot attack; group A (and anyone on the same side as group A) can attack them as much as they want to though.

Routing units is quicker as it does not count as an attack. So even after group A has routed group R, group A can still move if they have not yet used their full turn’s distance.

If group A fails to rout the unit then they can still attack the unit or move away from the unit.

Surrounding a routing unit: If a player surrounds a routing unit (Group R), then group R behaves like a rider-less war elephant: each man attacking once per turn until there is a gap in the surrounding units. If a unit of men is blocking the way of group R so that group R would have to go around the blocking unit they will attack until there is a gap to flood through. Group R will not attack their own men. If group R’s own team blocks their way they will pass through them and not attack them. A gap in a unit is 2 or more inches wide (for one person to pass through).
Title: Re: Battle for the Bridge
Post by: davidnbun on October 04, 2011, 11:17:59 pm
Wot

Great to hear that the missile fire rules works now.  My pal Chris and I are overdue for another battle so if you like we could try and work on the rout rule for you.  (Any excuse to break out the Playmobil Knights is a good one!)  :D

David D
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on October 05, 2011, 01:13:58 am
It would be magnificent! :)
It will probably be a while before I get to have another battle. :P
Title: Re: Battle for the Bridge
Post by: Justindo on October 05, 2011, 07:21:51 am
Wow, what a battle, WarriorOfToys!  I really enjoyed your creative back story and detailed account of the actual battle itself.  Nice pictures too!  The Rutilians did well to defeat the powerful Danes. :)
Title: Re: Battle for the Bridge
Post by: WarriorOfToys on October 05, 2011, 03:59:50 pm
Thank you Justindo. :)