Heavy Combat

June 9th, 2008 by web minister

FRIDAY

The vanguards of the Foul Invaders™ and the Defenders of the Northland have reached Bandits’ Camp at the same time. The foes proceed to battle immediately in the nearby forest, both hoping to buy time for their siege weapons, fortifications and reserves to be called to the front lines for the war. Friday’s battles are not for war points, but give tactical advantages on Saturday.

1. Chaos Ensues
Story: The armies of Green (North) and Gold (South) must rush into combat to take and establish their initial foothold. It is complicated by the mercenaries and Storm Crows who are already on the battlefield with their own agendas. The army commanders must not only fight for position, but use this time to secure the neutral units to their side.

Format: 1-hour res battle, retain objective.

Setup: A roughly square broken field with 3 res points equidistant around a center point - Green, Gold, and White. In the center is a marker (cone). The Green Army starts at the Green res point, Gold at Gold, and all fighters or units who have not committed to one side or another start at the White res point.

Goals: A marshal to the side of the field will have a double-ended staff with a green flag and gold flag on opposing ends. As long as either army has control of the marker, the flag will be held up in their color. If neither army has clear control, or the neutral forces have clear control, the flag will be lowered. At 20 minute intervals, the marshal will score a point for the team that has control at that point.

During the battle, the neutral forces may do what they wish - attack one another, choose to help or hinder either army, or organize and hold the flag so no-one gets points. Each Army commander will, during the battle, recruit fighters and units from the neutral forces. Once a neutral fighter officially joins either Green or Gold army, they will res at the army res point and fight with that army for the day.

1b. (Bonus battle) Bring Them to Heel
Story: If the first battle has ended and any neutral fighters remain uncommitted to one side or another, the Green and Gold Armies will declare a temporary truce to wipe out this threat.

Setup: Same setup as battle 1 except no res points.

Goal: Last man standing, Green and Gold Armies vs. remaining neutral units. The neutral fighters must immediately fight for whichever Army kills them first. Once all neutral fighters are accounted for, the truce is ended and Green and Gold fight to last man.

2. Dug In (switch sides and run each side as offense once)

Story: With the vanguards locked in pitched battle, each side rushes reinforcements to the front lines as soon as possible. The second wave of reserves runs across an outnumbered defensive force placed by their foes.

The attackers cannot afford to get bogged down on their way to the front lines.

Setup: A broken field is designated. Offensive force is set up on the edge of the field. The defensive force sets up as they wish on the field.

Only defenders may use combat archery.

Goal: Attackers get 1 res and 3 minutes to get as many fighters as possible to the other end of the field. Once a fighter is across the finish line they are out of the battle.


3. Scouts, Soldiers, Hunters (switch sides after each battle, best 2 out of 3)

Story: Having eliminated the hold outs, each army’s reserve column continues to the front line. Now they each employ local hunters and light scouts to watch their flanks. What they don’t expect is a chance encounter in the wilderness.

Setup: A Broken field with a long narrow field marked off or designated by marshals (30’ wide by 100 yards long). The Soldiers fight in this field. One side of the field will be cleared of spectators and designated for Scouts. The other side of the field will be designated for Hunters.

Scouts
____________________

Soldiers
____________________

Hunters

Each side will field 3 Scouts armed with a bow, crossbow of thrown weapons and single-handed weapon.

Each side will field 2 hunting teams, each comprised of 2 hounds (single-sword) and a hunter with a 9’ spear.

Goal: Each “field” is fought last man standing for one point. Once a field is cleared for a point, the survivors may then engage on the other fields with melee weapons only.

4. Get Off My Field (best 2 out of 3, switch sides)
Story: Having received their reinforcements, the reinforce Armies seek to take decisive control of the main battlefield.

Setup: Broken field battle. Each side gets 1 res. Combat archery is allowed.

Goal: Last man standing

5. The Bardic Battle

Story: Both Baron Christopher and Baron Robert have brought their songbooks to the battlefield. Christopher’s “Favorite Filks of the 70’s” will raise the morale of the army that bears it. Robert’s “Squire Choir’s Greatest Misses” will lower the morale of anyone in hearing range, including the singers. On these thoughts, the Gold Army has a nefarious plan….

Setup: A broken field with 2 res points at opposing ends and the armies mustered at their res points. Baron Christopher starts off with his songbook, Baron Robert with his. No combat archery.

Goal: Whenever a person carying a songbook is killed, the person who killed them must take that songbook. Books cannot be hidden (like in a tabard) but do not have to be overtly visible (it could be carried in a shield hand behind a shield, in your belt, etc.). Every 10 minutes, the marshall’s will call a brief hold and the book bearers will hold up the books. The Army with Baron Christopher’s book will get +1 point. The Army with Baron Robert’s book will get -1 point (which means if the same army has both books it scores 0). The fighting will then resume.

SATURDAY

The troops at full strength and allies declared, the war for the Northlands unfolds.

BONUSES from Friday:
The winning army from Friday’s battles may claim an advantage in one battle on Saturday - they must inform the marshal before the battle begins.
Winner of Battle 2 - “Dug In” may claim a one time army res on defense on castle battle
Winner of Battle 3- “Scout, Soldiers, Hunters”may claim a one time army res on bridge battle
Winner of Battle 4 - “Get off my field” may claim a one time army res on open field battle
Winner of Battle 5 - “Bardic Battle” may claim a one time army res on offense on castle battle

1. Fields of Glory
Story: Each army seeks to clear the enemies from the field so they can march on to the nearby river crossing.

Setup: Open field. Combat archery and siege allowed with restricted fields of fire (only up field, not cross field)

Goal: Last man standing. Winner scores one war point and becomes offense in battle 2.

2. Twin Bridges
Story: Having pushed their foes to the river, the offense must push them across the bridge to continue to their field fortifications.

Setup: 2 bridges. One is a 20’ wide stone bridge, the other a hastily constructed 10’ wide wood bridge at an angle. The winner of battle 1 is offense. Combat archery and siege allowed as follows: The wooden bridge will have 3 designated targets by it. 3 hits by siege weapons and the bridge is destroyed - killing everyone currently on it. Combat archers must stay on the shore (can’t enter either bridge)

Goal: Either side may win by pushing the opposing army off both bridges. (if one bridge is destroyed, push all forces off remaining bridge). If offense wins, proceed to battle 3, if defense wins, go back to battle 1. Winner scores one war point.

3. Siege
Story: The offensive army, having successfully cleared the field and pushed their foes across the river, now seek to destroy the final field fortications and drive them from the region. If castle is being besieged a second time, previously destroyed wall sections remain destroyed.

Setup: Standard castle with main gate and a banner. 3 wall sections will be designated as destructible with corresponding siege targets. Offense will have one designated target per siege engine. Ballista may only target opposing siege targets. Indirect fire siege weapons may target troops or other siege weapons. Combat archers may only fire through doorways or destroyed wall sections (not over walls).

Goals: Offense wins by grabbing the banner and getting it out of the castle. Defense wins by killing all offense OR by destroying all offensive siege engines, thereby lifting the siege. Offensive siege engines are killed either by shooting their targets or by destruction by melee troops. If offense wins, they get 3 war points. If defense wins, go back to battle 2 and score 1 point.

4. Coup De Grace
At a point in the day determined by the Marshals and the weather, the war point battles will be ended with enough time for the Coup De Grace.

Story: The day draws to a close and the weary armies draw up for their final confrontation. Has either side won decisively enough to claim the day? Of is it still undecided?

A. Setup: If one army or the other has won the war, then setup with castle battle. Green army on the inside, Gold on the outside.

Goals: Last man standing. The army that’s ahead on war points gets infinite resurrections. For the glory!

B. If the armies are tied, then setup with open field battle.

Goals: Last man standing. For the win!

SUNDAY – THE GRAND MELEE

Sunday will feature a grand melee to allow the warriors of Atenveldt to display their chivalry and prowess to the populace at close quarters. To minimize the viewing range, there will be no combat archery, thrown weapons, or siege engines. There will be no killing from behind.

BANNER TOURNEY
Each unit will be 10 fighters, preferably organized around the “regular” units. If you do not have 10 fighters at the start of the tourney, you can choose from the available unassociated fighters. If you have more than 10, you may use the extras as reserves or provide them as extras for other teams.

Each unit will have a designated commander to sign up the unit and funnel any questions to the marshals.

Objective: Have possession of the banner at the most “check points” by the end of the hour.

Rules: All teams will arrange themselves around a rectangular field with an opening at each cardinal direction and a redoubt in each corner. There will be a banner at the center of the field. At lay on, each team will attempt to take the banner and maintain control of it - they may hole up in redoubts or just run as fast as they want…

There will be 6 check points at random intervals through the hour (based on die rolls by the timekeeper). Whichever unit possesses the banner at a check point gets one point. If more than one unit has their hand on the banner or it’s on the ground, no points are scored.

When killed, fighters will reassemble at the openings around the field. There will be a general resurrection called at minute 11, 21, 31, 41, and 51.