Tychus
07-06-2010, 02:24 AM
I just finished running my first battle - the battle of Mearcred Creek, using the BoB rules. I went horribly for the PKs, and I think I must have done something wrong. Fortunately I have this handle battle record so I can recreate the battle here - hopefully someone can point out the mistakes I made.
First charge. As a medium battle, the battle intensity started at 25, modified by -5 for superior troops and +2 for battle events, for a starting intensity of 22. Unit intensity is +5 for zone and -20 for cohesion, so a 7. Uther won the army commander roll, so the PKs got the first charge bonus. They charged a unit of warriors (13 on the Defending Saxon Army list from BoA), and the result was a triumph. They moved forward two zones and the BI dropped to 20.
Round 2. BI starts at 20. The event modifier is 0. UI is +10 for zone, so 30. Sir Amig succeeds on his battle role, but the UI criticals, so the unit must Stand vs. 2. The PKs are attacked by Seething Warriors and Warriors (units 4 and 9). The Seething Warriors succeed at their Hate Britons passion, bumping their skill to 25. This is where things start to fall apart; the PKs must divide their attacks against opponents with 25 and 18 skill. They pretty much all had 15 skill, used a passion, and had the mounted bonus.
Now, I know I screwed up here - I had them add the +5 mounted bonus before splitting their skill - so generally they split it as 15/15. They actually should have added the bonus after splitting, so they could have attacked with 15/20 (or some other combination). I think I made another mistake in not subtracting -5 from the saxons' skill for attacking a mounted foe. This is done in normal combat, but it's no in the condition modifier table on page 43, so I left it out. In retrospect, I think the -5 should have applied.
Anyway, the result of round 2 was that I rolled a bunch of critical hits with the Seething Warriors, and regular hits with the great weapon wielding warriors, and one PK went down (Sir Rathgen), as well as Sir Amig and his bodyguard. (Amig suffered a critical hit for 14d6 after his bodyguard intercepted the first attack) So the PK unit suffers a loss, recoils to zone 5 and is disordered.
Round 3. BI again starts at 20. Events lower it to 16. UI is +10 due to zone and +5 for disordered, so 31. One of the PKs takes over as the unit commander (Sir Aeron) and succeeds on his battle role, but again the UI criticals, so they must stand fast vs. 2 again. The same two units press the attack. This time the PKs correctly applied the +5 mounted modifier after dividing their skill, and the seething warriors no longer had a +10 from their passion, but I neglected to impose the -10 penalty on the PKs for being disordered. Two more PKs went down (Sir Aeron and Sir Cynrain). Sir Rathgen's squire was cut down attempting to bring his body to the rear. The unit suffers another loss, recoils to zone 4, and is still disordered.
Round 4. BI starts at 16, increased to 17 from events. UI is +5 due to zone and +5 for disordered, so 27. Sir Ysgarran takes over as the commander, with his battle skill of 10. He fails, the UI succeeds, and they choose to stand and fight. There are 3 PKs and one NPC (the last of Amig's followers) remaining. They face the Little Guys!(unit 14), and Sir Caletus goes down. They choose to extend the round to try to grab Caletus, and while they're successful getting him onto a horse, Sir Gwern is cut down while he fends off two attackers. Sir Cynrain's squire runs the guantlet and gets his body to the rear.
Round 5. BI starts at 17, drops to 12 from events. UI is +5 for zone and +0 for cohesion, or 17. Sir Ysgarran again loses the battle roll, so they stand and fight again. They face more warriors (unit 17) and this the two knights still remaining take minor wounds but survive the round. I rolled archers this round as well, but chose not to have them fire too in addition to everything else.
Aftermath: So the end result, of 6 PKs, two have taken major wounds and have negative HPs, three have taken major wounds and are below 1/4 HPs, one has several minor wounds that have taken him below 1/4 HPs, and one has several minor wounds but is still conscious. Three of the knights technically never made it off the battlefield, as neither their squires or companions were able to rescue them after they fell, so presumably they would have died of their wounds.
Things I know I did wrong: applying the mounted modifier correctly, as mentioned above. Also, I never imposed a penalty on the PKs for being disordered (which would have made things even worse).
Things I'm not sure about: Is the Unit Intensity calculation correct? It seems like the group was a victim of their initial triumph and got caught in a death spiral. With the UI at 30, UI criticals are very likely, and eliminate all of their options. The best the players can get out of a Stand vs Two maneuver is -2 intensity on a triumph.
Are the glory numbers right? PKs in this fight were earning only 5-15 glory per round depending on the enemy unit faced, while the GPC says 30/round for this fight. Sir Ysgarran, the only PK to stay conscious through the whole fight, finished with ~100 glory, and that's after giving him the unit commander bonus for 2 rounds. It seems like battles should be worth more glory.
What happens when a unit commander is killed? I let the PKs nominate one of their own to take over the spot, but it seems like there should be some loss of cohesion when a leader falls.
I'm ok with the results of this battle, but I'm hoping for my players' sake they aren't all going to turn out this way. Granted, some of this was luck - I rolled a lot of enemies that had high combat skills, and tended to roll pretty high on damage rolls when they hit. Had I properly applied the -5 modifier to the saxons for fighting against mounted troops, some of the successes would have been failures, and some of the critical successes would have been normal successes; I'm not sure how much this would have turned the tide of the battle. If I'd also applied the disordered penalty they may have done considerably worse. Also, the plethora of two-handed weapons in a saxon army means that the PKs lose their shields pretty quickly, which increases the lethality of later hits.
First charge. As a medium battle, the battle intensity started at 25, modified by -5 for superior troops and +2 for battle events, for a starting intensity of 22. Unit intensity is +5 for zone and -20 for cohesion, so a 7. Uther won the army commander roll, so the PKs got the first charge bonus. They charged a unit of warriors (13 on the Defending Saxon Army list from BoA), and the result was a triumph. They moved forward two zones and the BI dropped to 20.
Round 2. BI starts at 20. The event modifier is 0. UI is +10 for zone, so 30. Sir Amig succeeds on his battle role, but the UI criticals, so the unit must Stand vs. 2. The PKs are attacked by Seething Warriors and Warriors (units 4 and 9). The Seething Warriors succeed at their Hate Britons passion, bumping their skill to 25. This is where things start to fall apart; the PKs must divide their attacks against opponents with 25 and 18 skill. They pretty much all had 15 skill, used a passion, and had the mounted bonus.
Now, I know I screwed up here - I had them add the +5 mounted bonus before splitting their skill - so generally they split it as 15/15. They actually should have added the bonus after splitting, so they could have attacked with 15/20 (or some other combination). I think I made another mistake in not subtracting -5 from the saxons' skill for attacking a mounted foe. This is done in normal combat, but it's no in the condition modifier table on page 43, so I left it out. In retrospect, I think the -5 should have applied.
Anyway, the result of round 2 was that I rolled a bunch of critical hits with the Seething Warriors, and regular hits with the great weapon wielding warriors, and one PK went down (Sir Rathgen), as well as Sir Amig and his bodyguard. (Amig suffered a critical hit for 14d6 after his bodyguard intercepted the first attack) So the PK unit suffers a loss, recoils to zone 5 and is disordered.
Round 3. BI again starts at 20. Events lower it to 16. UI is +10 due to zone and +5 for disordered, so 31. One of the PKs takes over as the unit commander (Sir Aeron) and succeeds on his battle role, but again the UI criticals, so they must stand fast vs. 2 again. The same two units press the attack. This time the PKs correctly applied the +5 mounted modifier after dividing their skill, and the seething warriors no longer had a +10 from their passion, but I neglected to impose the -10 penalty on the PKs for being disordered. Two more PKs went down (Sir Aeron and Sir Cynrain). Sir Rathgen's squire was cut down attempting to bring his body to the rear. The unit suffers another loss, recoils to zone 4, and is still disordered.
Round 4. BI starts at 16, increased to 17 from events. UI is +5 due to zone and +5 for disordered, so 27. Sir Ysgarran takes over as the commander, with his battle skill of 10. He fails, the UI succeeds, and they choose to stand and fight. There are 3 PKs and one NPC (the last of Amig's followers) remaining. They face the Little Guys!(unit 14), and Sir Caletus goes down. They choose to extend the round to try to grab Caletus, and while they're successful getting him onto a horse, Sir Gwern is cut down while he fends off two attackers. Sir Cynrain's squire runs the guantlet and gets his body to the rear.
Round 5. BI starts at 17, drops to 12 from events. UI is +5 for zone and +0 for cohesion, or 17. Sir Ysgarran again loses the battle roll, so they stand and fight again. They face more warriors (unit 17) and this the two knights still remaining take minor wounds but survive the round. I rolled archers this round as well, but chose not to have them fire too in addition to everything else.
Aftermath: So the end result, of 6 PKs, two have taken major wounds and have negative HPs, three have taken major wounds and are below 1/4 HPs, one has several minor wounds that have taken him below 1/4 HPs, and one has several minor wounds but is still conscious. Three of the knights technically never made it off the battlefield, as neither their squires or companions were able to rescue them after they fell, so presumably they would have died of their wounds.
Things I know I did wrong: applying the mounted modifier correctly, as mentioned above. Also, I never imposed a penalty on the PKs for being disordered (which would have made things even worse).
Things I'm not sure about: Is the Unit Intensity calculation correct? It seems like the group was a victim of their initial triumph and got caught in a death spiral. With the UI at 30, UI criticals are very likely, and eliminate all of their options. The best the players can get out of a Stand vs Two maneuver is -2 intensity on a triumph.
Are the glory numbers right? PKs in this fight were earning only 5-15 glory per round depending on the enemy unit faced, while the GPC says 30/round for this fight. Sir Ysgarran, the only PK to stay conscious through the whole fight, finished with ~100 glory, and that's after giving him the unit commander bonus for 2 rounds. It seems like battles should be worth more glory.
What happens when a unit commander is killed? I let the PKs nominate one of their own to take over the spot, but it seems like there should be some loss of cohesion when a leader falls.
I'm ok with the results of this battle, but I'm hoping for my players' sake they aren't all going to turn out this way. Granted, some of this was luck - I rolled a lot of enemies that had high combat skills, and tended to roll pretty high on damage rolls when they hit. Had I properly applied the -5 modifier to the saxons for fighting against mounted troops, some of the successes would have been failures, and some of the critical successes would have been normal successes; I'm not sure how much this would have turned the tide of the battle. If I'd also applied the disordered penalty they may have done considerably worse. Also, the plethora of two-handed weapons in a saxon army means that the PKs lose their shields pretty quickly, which increases the lethality of later hits.