This is a DBA3.0 battle with the following solo gaming changes
1. I laid out the board first for aesthetics, with the theme of "a defensible shore."
3. The board includes some objectives.
3. I utilized a 2d6 solo chance table (appended).
4. The riverine paltry/difficult going rules are applied to the heights above the beach.
The board is a polythene mat (the cheap kind) pinned onto a 3D understructure built from hard foam and card for the most part. On top of the mat I pin the medieval castle, woods, scrub, a path from beach to castle muster field, an ancient earthwork, and two croplands.
I add a beacon (a simple 25mm base, with a red pin by it) and make up some variant rules about scaling the beach cliff. These don't apply to the known track, which is passable in column.
I set three objectives that, for the aggressor, count the same as taking elements.
1. Take the castle: counts as game over.
2. Seize the ancient hill fort: counts as one. The theory is that locals have run to shelter in it, and they become potential hostages or slaves.
3. Capture the beacon before it can be lit: counts as one.
Army choice
Mainly because of the castle, I decided to field sides from period IV and if possible, something Normal related. That means Feudal English, IV/23. Looking at my very few choices of regular opposition to them (French are very much a WIP, I have some levy and crossbows so far, that could be annexed to some Crusader elements to make an unconvincing army,) I am left with Medieval Irish, IV/58.
Both armies have quite a range of options.
The sides I've chosen:
English: KnGen, 3xKn, 1xCv, 4xBw, 2xHd, 1xPs
Irish: LHGen, 2xLH, 3xBd, 6xPs
Defenders:
The concept is that the Irish have seized an English castle and the English want it back! The Irish have the Castle as their base, and I decide there is no need to show the barge-camp on the beach, for the English.
Deployment:
Note that I have placed a Bd to defend the castle - no need to make storming it easy!
After Action Report:
A coupe of extra photos of the end of battle. Irish IV/58 beat English IV/23, 4-2.
Wash-up view
The 2d6 randomness chosen does not affect the general's choice at all, so is interesting but not useful. I felt pretty positive about the objectives, and will keep them in for the next rotation.
I feel really bad for the English general, those Cv really needed to be up with the LB or ahead of them. Bad PIPs meant that they may never have made it to the beacon but as it was, they had no chance.
Annex: the 2d6 "in play" variance
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