Scenario 3 will see Barony A (Heirland for my playthroughs) setting a trap for Barony B (Mireland) as Mireland invades the Barony of Heirland. Both sides will have access to the bulk of their armies. For the first time in my version of this campaign, Heirland will have a (slight) numerical advantage.
If you'd like to catch up these are my posts so far. The first one also contains links to the site that started it all:
There is no card draw for terrain this time.
The victory conditions are basically the same for both armies: kill enemy units, rout units off their side of the battlefield (north end Mireland's side, south Heirland's), captured leaders, but Mireland does get points for exiting their supply wagons off the Heirland edge.
The added rules:
In what's become routine now, I'm adding a couple of rules to the Dice Legions system I've been using: leaders (character units and activation) and morale (which the leaders can affect). Dice Legions doesn't have morale rules to retreat and rout units and the system has limited activations (basically 1/3 of the force) which is a detriment with this many units in the fight.
Morale:
- Any unit that suffers a loss checks morale at the end of the opponents turn (Dice Legions is a I-go-You-go system). Subtract one from the roll if the damaged unit is adjacent to a friendly unrouted unit that does not also have to check morale or has passed its check.
- Units that fail will retreat one move from the unit that damaged them. The check consists of rolling a d6. The check fails and the unit is routed if the result is equal to or over the value on the unit (pips for regular units, the number (health) for each sides' special units).
- At the end of their own turn, each side may spend activations to try to rally routed units. this is one activation per unit and/or one activation per leader (see below).
Leaders:
- There is one leader per regular (non special) unit type. (Each side has 3 unit types and will have 3 leaders). They will be attached to a unit and be considered captured if that unit is destroyed.
- Leaders have a Command Range equal to the attached unit's movement.
- When the a leader's unit is activated, any units within Command Range may either move or attack without being activated themselves.
- Alternatively when the leader's unit is activated the leader may attempt to rally all routed units within their Command Range. The leader's unit may move before the rally attempt. The rally is a single d6 that is compared to all routed units values to determined which are rallied. The leader's unit is automatically rallied regardless of the roll.
The forces (# of dice that represent them, d6 for regular d8 for special):
Mireland (Barony B):
4180 Gatorkin Mercenaries (14 d6 at full strength, 4d6 at strength 5)
1228 Goblin Drake Riders (1 full, 5@5)
1260 Goblin Infantry (archers) (2 full, 4@5)
9 Carnage Beasts (9 d8)
Heirland Defending Force:
3000 Heirland Infantry (10 ful, 3@5)
1260 Heirland Scouts (archers) (2 full, 4@5)
10 Heirland Battlemages (10 d8)
Heirland Flanking force:
2090 Heirland Knights (7 full, 2@5)
720 Infantry (3 full)
Each pip on the regular dice represent 40 troops. The Heirland forces have 41 dice (units/stands of figures) and will have 14 available activations each turn, Mireland has 39 dice and will have 13 activations.
Addendum, even more tinkering!
The premade terrain has already inspired a tweaked scenario. In my conversation will Purple Druid/World of Weirth (you can hear it here), we discussed the potential for integrating a version of my Dungeon Raid card game into a wargame scenario.
This game was originally developed as a way to simulate soldiers from an army in a fantasy wargame exploring a structure/dungeon/ruins they encounter or capture. I've been working on version for use on a contested battlefield, two sides racing for a powerful artifact.
Once I've played through the scenario as written, I'm going to to make a slight change to the map and run it again with this subgame running concurrent with the battle.

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