Author Topic: Battle for the Bridge  (Read 8989 times)

Playmoguy

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Re: Battle for the Bridge
« Reply #15 on: September 30, 2011, 10:49:27 pm »
WOW WoT! :o
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Richard

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Re: Battle for the Bridge
« Reply #16 on: October 01, 2011, 02:56:05 am »

Very, very impressive, WoT !!!

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WarriorOfToys

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Re: Battle for the Bridge
« Reply #17 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
-Warrior Of Toys

henry_martini

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Re: Battle for the Bridge
« Reply #18 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.
@ geobra: Thanks a lot!!! :-)

AndrewL

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Re: Battle for the Bridge
« Reply #19 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

WarriorOfToys

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Re: Battle for the Bridge
« Reply #20 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
-Warrior Of Toys

davidnbun

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Re: Battle for the Bridge
« Reply #21 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

WarriorOfToys

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Re: Battle for the Bridge
« Reply #22 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).
-Warrior Of Toys

davidnbun

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Re: Battle for the Bridge
« Reply #23 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

WarriorOfToys

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Re: Battle for the Bridge
« Reply #24 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
-Warrior Of Toys

Justindo

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Re: Battle for the Bridge
« Reply #25 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. :)

WarriorOfToys

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Re: Battle for the Bridge
« Reply #26 on: October 05, 2011, 03:59:50 pm »
Thank you Justindo. :)
-Warrior Of Toys