Sunday 24 November 2019

The battle of Billington Moor - player briefings.

To complete the battle planning I have created briefing packs for the commanders of each side.  These are drawn from the original scenario but add a bit of period chrome.  I have added one extra game rule.  The royal army has to draw up a deployment before the rebels disclose the battlefield layout.  This is to simulate an army in column of march having to deploy into line of battle without time to think to much.  This is a direct steal from my British Civil Wars rules.  From the evidence we have 17th Century armies had a deployment plan in mind and set up the column of march to allow this to be formed quickly and easily by simply wheeling units into line of battle.  It seemed to fit this situation so I borrowed it.

The briefings are below in case anyone wants to use them.

Billington Moor 798 AD - Alderman Wada’s briefing
The rightful King of Northumbria, King Osbald, has been deposed by the usurper Eardwulf.  His rule lies heavy upon the land, especially yours as his advisors have you marked as a supporter of Osbald.  They are not wrong and news is now come from Mercia that King Ceolwulf will support Osbald’s claim if it is clear that there is support for his return.
Osbald has sent messages to his supporters in and around his land in at Osbaldeston and even now they flock to your side.  Your own folk from your lands around Wadingasham are also here.  If you can march on York more men will come to support the rightful King from his holdings around Osbaldwick.
The is a single problem to the completion of your plans.  Eardwulf has somehow learned of your rising and is close at hand with his army his intention is clear; crush your army and kill it’s leaders.  You are faced with a simple choice fight or desert your folk and flee into exile in Mercia.  For a true born Northumbrian the choice is clear.  We fight.
Your Forces
·                     2 x Generals (4Bd) one representing Wada as CinC
·                     1 x General (Sp)
·                     2 x Hird (4Bd)
·                     1 x Fyrd (Sp) in effect a third poorer quality Hird unit
·                     24 x Fyrd (Sp) or (7Hd) For each 2 x Sp selected 1 x 7Hd must be selected
·                     3 x Archers or Scouts Ps or Fyrd (Sp)
·                     3 x Archers or Scouts (Ps)
·                     3 camps which can be massed together at one point (or the village may be considered the joint camp)

You must form three commands none of which may contain less than 6 elements.  Each must include a general.  The rules are DBA 3 using the Big Battle DBA additional rules.

The Battlefield
This is your land you know it well and can choose the battlefield to suit your forces.  You will deploy on the eastern edge of the selected ground.  The usurper Eardwulf will deploy on the west.
You will select any 9 squares from the map which form a 3 x 3 square as the table to fight the battle upon. The Rivers Ribble and Calder are tested for passability separately to each other.  The standard DBA check is amended so that it is only paltry on a throw of 1, a 2, 3 or 4 makes it slow going and 5 or 6 makes it a slow crossing with effects as per DBA 3.0.  all other streams are 50:50 chance to be either paltry or slow going (DBA scores of 1-4 with no chance of the worst result of a 5-6 arising) The Roman road counts as a track.  The solid green is a steep hill and the green dotted areas are boggy ground.

Choose wisely Alderman, the usurper will be attacking and seems likely to have more Fyrdmen and Hearthtroops than you.  Still God favours the righteous does He not?

Billington Moor 798 AD – King Eardwulf’s briefing
You were acclaimed King by the Witan of Northumbria only a few months ago and already those Mercian Dogs to the south are fomenting unrest.  The reasons are simple King Offa is dead and his successor is weak.  Already Kent and the East Saxons have thrown off the Mercian yoke and Ceolwulf has ridden south and east to crush their armies.  To keep Northumbria from descending upon his northern borders he needs to keep you busy.  If you can defeat this rising then nothing stands in your way both at home and perhaps in extending your rule southwards.
The depraved despot you replaced, Osbert, dare not face you and has roused his supporters, men who hope to thrive on the chaos of civil strife to taking up arms.  They are raising troops in the southwest of your kingdom but you have stolen a march upon them and even now are marching to bring death and destruction upon the rebels.
Your scouts have returned and report the enemy marching towards you from the west perhaps a 1,000 strong or more.  There seem to be many old men and boys with few seasoned warriors capable of standing in the shield wall. Your aim is clear; crush their army and kill it’s leaders.   
Your Forces
  • 3 x Generals (4Bd) the King, Alderman Eardbehrt (Herbert). Herbert's son
  • 6 x Hird (4Bd)
  • 21 x Fyrd (Sp)
  • 3 x Fyrd (7Hd)
  • 3 x Scouts (Ps)
  • 3 x camps which must be placed one per command (the king's camp counts as a double loss if captured)
You must form three commands none of which may contain less than 6 elements.  Each must include a general.  The rules are DBA 3 using the Big Battle DBA additional rules.

The Battlefield
You are advancing from the west.  Before you see the battlefield you must select your troops and draw up a deployment plan (this is to simulate a pre set line of march deploying into line of battle).  You will be the attacker but Wada will select the battlefield by selecting any 9 squares from the map which will form a 3 x 3 square as the table to fight the battle upon.
 The Rivers Ribble and Calder are tested for passability separately to each other.  The standard DBA check is amended so that it is only paltry on a throw of 1, a 2, 3 or 4 makes it slow going and 5 or 6 makes it a slow crossing with effects as per DBA 3.0.  All other streams have a 50:50 chance to be either paltry or slow going (DBA scores of 1-4 with no chance of the worst result of a 5-6 arising) The Roman road counts as a track.  The solid green is a steep hill and the green dotted areas are boggy ground.
Choose you deployment with care for who knows what terrain you will have to fight upon this day and may God in His wisdom grant you the victory.


1 comment:

  1. Posted an incomplete version of this in error. This is the full version. The map is in the last post about this scenario

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