This is a add on to the previous post:
Campaign Carnival 2022 - Scenario 3
In that post, I put forth the basic setup of the scenario, the rules I was adding to the system I was using (I swear one day I'll run Rules As Written...maybe ;) ), and the army compositions. It was all very just the facts.
This scenario, with one side setting a trap for the other, is very much a challenge for a solo play. Wargamers, whether miniatures players or board game players, run into this situation alot. Sometimes, even with online and PBeM options, the game you want to play or the time you have to play it just don't match up with that of potential opponents.Eventually, when there's something you just need to play, you adopt a certain cognitive dissonance of "well, I don't know what the other guy is doing" when you are also the other guy. This often requires adopting a couple of battle plans (or heirarchy of goals), trying to do so in "mind" of the opposing commanders (without regards to what you know of the other plans, and sticking too them unless circumstances a radical enough to force a reformulation (either through set backs or unexpected opportunities). This can be supplemented by flipping a coin or rolling a die when happening upon some decision points, both in pregame strategy and during the game.
That series of warped sentences aside, here's my thought strings on the two sides:
Let's get that map up again
For Heirland (the surpriser):
The flanking force (by scenario containing all the cavalry) will try to move through the eastern woods to the edge as quickly as possible and lay in wait to catch the Mireland force in the flank and rear. The previous scenario showed the effectiveness in using local numerical superiority. The first scenario showed that in one on one fights, the save mechanic that negates hits in Dice Legions can really draw out a combat. With both sides starting out fairly even, whichever one can wear down opposing units more quickly has a better chance of winning.
In this stead, I filled out the rest of the flanking force with infantry. the plan is to send those down Zone 10 beside the woods but near the ruins, Trying to lure the Mireland army into splitting off a force to deal with Heirland units. At the very least they could prove a threat to any units aimed at flanking the hills in Zone 3.
The defending force in Zone 3 will contain all the ranged units (scouts and mages). From the hill they get extra range on their missile/magic attacks, and the bulk of the infantry can help shield them from enemy attacks by gathering at the bottom of the hills. The ranged units can't fire into melee, but the hill will give them the ability to strike units behind the line of battle. That will help them engage any units that might try to flank the infantry or the hills.
For Mireland:
They have scouted this area and will see the defending force. Thinking they have a numbers advantage, they would want to bring their numbers to bear. The ruins would slow them down, so the drake riders will be set up in the deployment Zones near Zone 4. The leaders will drive most of the Gatorkin across the field from Zone 7.
The other activations will be used to move the carnage beasts via double moves into range to throw boulders. The beasts are always considered to have cover, so would be less prone to damage from being up front 1st since any missed saves can be rerolled. The Lizard infantry (archers) will also move up early to inflict damage as the bulk of the army moves in.
Since one victory condition is moving supply wagons across the battlefield, my head cannon is that these units hold spare boulders for the carnage beasts to use when not in hilly country. This would justify them moving across just behind the army. As long as a beast is within 3" he has suitable ammo being supplied.
Once within range the activations will be used to trigger double moves by Gatorkin to Zone 2 (gaining cover in the ruins) and the cavalry through Zone 4 to the other flank of the hill. Finally bringing up the beasts with their heavy hitting close combat abilities to bear.
The key decision point will be when they spot a handfull of Heirland Infantry in Zone 10, how much of a force will they peel off of deal with them. Will it come from the unit designated for Zone 2, or a follow up force? Maybe use archers to set up a counter ambush if the Heirland force attempt to engage the Gator kin from the rear? Will the Mireland commanders suspect more forces lurking and turn a substantial group in that direction?
So I think I've narrowed it down mostly to one real decision point before the fireworks start. I'm real curious to see how everything falls.


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