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Friday, July 8, 2022

Campaign Carnival 2022 - Scenario 2

 A Tale of Two Conundrums

The second scenario of the Carnival has Side A (Heirland in my campaign) trying to escape across the map from Zone 4 to Zone 1. They have only six turns to do so; any units still on the board after that are captured.

First conundrum: The battle board I have is 36 inches across. In the system I'm using (Dice Legions) most units only have 3" of move per turn. *If* they don't get involved in combat, they can double move. But that would take the entire scenario to get across the board. And in Dice Legions only 1/3 of units are activated each turn, so a max of 1/3 the units might make it across.

To make matters worse, terrain effects could halve movement. The scenario includes a road across the board, but with only a 25% boost to movement.

Plus there are 5 added transport units which represent the only way to score victory points for Heirland. (Mireland [Side B] score points for all units of Heirland captured or chased off a different edge.)

So I'm going to have to muck with the system again. The question is triple movement or boost movement and activate all units every turn? Ultimately I decided on a version of the latter:

  • Any unit that only moves activates for "free".
  • Movement is boosted by 50%. So the 3" move units now have 4.5", the 4" have 6".

So that settled I broke out the cards to generate some terrain. From the CC 2022 booklet:

Using a regular pack of cards, draw ten cards, placing them on the table, in order by Sector:
♠ Hill Court Card – Impassable
♥ Grassland Court Card – River Ace – River with Bridge
♣ Light Woods Court Card – Wooded Hill
♦ Grassland
Use your best judgement to determine the course of any River results.

 And that's when I got a surprise. I just had to take a picture of it.

Cards 1-10.
 


So putting everything we know about the map setup together:

Still need to figure out how to position the river and road. But the Mireland  setup area is boxed in by impassible terrain!

Decision time again. the obvious solution is a gap between the hills on the southwest corner of the deployment zone. Also, the Mireland cavalry unit is airborne. a regular hill would not even slow them down. So again, a little from each.

There will be a one unit gap (each unit is 300 troops) in that Sw corner.

The Drake Riders can climb the impassible hill (mountain), but they only get one 'action' (move or attack, no double move or move-attack). The effort to elevate over the mountain requiring a rest period.

As for the river, it will originate from the north edge mountain. A die roll for the direction: 1-2 - along the north edge, 3-4 - 45 degree angle southwest, 5-6 - due south along the edge of the hills and woods.

North edge it is. I think the most logical route for the road is north from the river and along the hills then turn east along the hill, through the clear zone, and southeast off the map.

The forces will be:

Heirland: Infantry 2310 (7 full dice and 1 @ 5 strength), Knights 1320 (2 full and 3@5), Scouts 726 (3@5), and 5 Battle mages

Mireland: Mercenaries 2508 (6 full and 3@5), Drake Riders 1392 (3 full and 2@5), Goblins 756 (1 full and 2@5), and 6 Carnage Beasts.

Each type of regular unit will also have a designated leader.


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