This game probably represents the very simplest type of solo scenario, where a strong position is defended by a static force. In this instance, using a slightly adapted version of the HOTT (Hordes of the Things) ruleset, a couple of pesky magicians are ensconced behind a line of feudal infantry.
In HOTT, magicians operate as the equivalent of short range artillery – the precise nature of the spell being cast is not defined. They are able to fire over their own troops and do not need a clear line of sight to their target. So the magicians can cast their spells at will – with the proviso that they need good enough dice throws to do so, and that they must avoid throwing ones (throwing a couple of ones turns the magician into a frog). This feudal human army will act as a more or less programmed opponent for me to attack; it’s commanded by the guy in the pointy hat!
Up against the magicians and their henchmen are my small force of lizardmen, consisting of a central block of three behemoths ( including the one carrying the general) and two flanks of heavy cavalry classed as knights in HOTT terminology. My troops are likely to be effective against the enemy’s foot troops, but they’re relatively slow for mounted warriors and they’re susceptible to bespelling.
The battle hinges on whether my lizardmen can reach the enemy lines and engage the infantry before they’re brought down by the magicians, and whether there are enough of my guys left when they get there to punch their way through the defence.
I’ve made some minor changes to the rules and game sequence for this particular scenario, as well as some assumptions about how both sides will behave:
1. The human battle line will generally remain static, except that infantry units will move to restore cohesion to the line if it begins to fragment. If the line looks like crumbling completely, either or both of the magicians may step up to help restore cohesion: whether or not they do so will be determined by dice throw (4, 5 or 6 means they will). Magicians will also move if necessary to avoid finding themselves attacked in flank or rear.
2. If the opportunity for a decisive counter charge arises at any point, for example where the points total for my army has fallen dangerously low and some of my units are isolated, the NPG (non-player general) will carry this out on a throw of 4 or higher; all human units able to counter-charge at this stage will then do so. However, this can only be done once per game. If in doubt as to interpretation of this point throw a D6, alloting a 50% chance to each option.
3. My knights and behemoths, apart from the general, will launch an impetuous charge all along the line. Only after initial contact is made and the combats resolved can they pull back or attempt to concentrate their attacks on specific weak points in the line. The general is an exception to this rule – he has complete freedom of movement throughout.
4. As a variant of the usual bespelling rules, during the NPG turn throw a die for each wizard. A throw of 4 or higher means that he can launch a magic attack this round. Magicians will always combine their attacks where possible (one acting as a supporting bespeller for the other) if both have passed this test. Note that this means that pips (dice points) are not used for bespelling.
5. The target for magic attacks is decided at random by dice throw.
6. The magician general will act as the supporting bespeller rather than the main bespeller during joint magic attacks in order to minimise the chances of being self-ensorcelled.
7. The humans do not have a stronghold for the purposes of this scenario. Other than that normally victory conditions apply.
My next post will detail how the battle pans out…watch this space!