Renaissance Skirmish – Moves 1-10

Finally started playing the game.

Scenario involved an attack on the village. Directional Die (DD) indicated the attack was to come from the Northeast, with the “Yes, No, Maybe” die (YNM) roll indicating the Defenders were not alert (If the result is a “Maybe”, I use two percentage dice, with result of 51% or more a “Yes”). This allowed the Attackers to move within 6 inches of the first building before another spotting attempt could be made.

Both sides had Greed and Fear ratings of 7, each. Rules As Written (RAW) state highest Greed has movement initiative, if tied roll for initiative.   I decided to let the Attackers have the initiative until the turn after they were spotted, then work with RAW.

The Attackers included ten troops, three of which were armed with arquebuses. The Defenders totaled eight soldiers, three of which were armed with crossbows. Each soldier was assigned a number for identification and, in the case of the Defenders, which building they would occupy.

The game sequence is Spotting/Morale Check, Shooting, Movement, Melee.

Turn 1: Three attacking scouts moved to within 6 inches of the northern two-story house. Not spotted.

Turn 2: Scouts move to within 2 inches of the house. Spotted. Rolled 4-sided die to determine how many Defenders were in the house. Roll was for two defenders. Die roll indicated Defenders 1 and 3 (cutting weapons, one with pistol), and a YNM roll for each placed them both on the second floor.

Turn 3: Two Scouts enter house, Defender fires and misses with pistol.

Turn 4: One Scout moves upstairs, engages Defender. Draw.

Turn 5: Another Scout moves upstairs. Both Defenders engaged. One Attacker falls back, one Defender killed.

Turn 6: No change in Fear Level due to death of Defender. Main Body of attackers spotted by occupants of North single story building. Die roll results in it being defended by two Crossbowmen. Main Body advances after being signaled by Scout outside of two-story building. Melee continues in two-story house with both Attackers ganging up on the remaining swordsman. Defender is killed.

Turn 7-10: Defenders Fear Level increases by one due to death. Main Body continues to advance into the two-story house , with crossbowmen denied opportunity to shoot due to blocked line of site. Attacking arquebusiers occupy second floor.

Turn 11: Firefight between Arquebusiers and Crossbowmen. Realize nobody can make a hit because a D10 result of 10 is needed, and the houses have a minus modifier of two due to cover. Four Attackers move into single-story house. Engage defenders in melee. One Defender killed.

Turn 12: No change in Fear Level. Remaining four Defenders occupy West Two-Story House, with two in upper floor.  Melee in single-story house continues. One Defender killed.

I stopped at this point and pondered the ineffectiveness of shooting. The quick fix is to make a D10 roll of 10 an automatic kill (no saving throws as per RAW). A D10 roll of 9 is a hit, with saving throw as per RAW (cover or armor). Shooter receives a +2 D10 mod if target is stationary. Will see how this works.

 

With North Two-Story Building Reported Secure, Attacker Main Body Advances.
With North Two-Story Building Reported Secure, Attacker Main Body Advances.

 

Attackers Occupy Second Floor of North Two-Story Building
Attackers Occupy Second Floor of North Two-Story Building

 

Attackers Ready To Assault One-Story House (on right)
Attackers Ready To Assault Single-Story House (on right)

 

With Two Buildings Captured, Defenders In East Two-Story Building Await the Onslaught.
With Two Buildings Captured, Defenders In West Two-Story Building Await the Onslaught.

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