The club I game with likes to do campaign games and we have started a new one which takes place in the British Isles after the Romans have left Britain and in the wake a power vacum has left multiple kingdoms at war. Each player has choice of armies and some special cards each turn to play if they choose to lay claim and invade other players’ territory.
The players and the fictional kingdoms are Kon with Dumnonia which is British, myself with Gwynedd also British, Wil with Elmet which is British, Rick ruler of Gwent another British Kingdom, Ben the Saxon ruler of Ceint, George another Saxon ruler of Anglia, Del the Irish ruler of Rheged and Brian way up north ruling the Picts of Strathcylde.
First three terms saw several raids and two battles over claimed territory. One being Ben’s invasion of one of Kon’s provinces that lead to a defeat for Kon by just 18 points. While George another Saxon invaded Wil’s Kingdom both sides picking cavalry armies (the Saxon’s though only had ponies) which led to a draw so George did not gain any territory.
Tonight Kon was invaded by Rick. Meanwhile Kon played a card to raid by sea Rick’s land which lowered the number of troop points Rick could use. Meanwhile Ben also allied with Kon which lowered his troop numbers more. To add insult to injury yet I also raided Rick’s lands from another side further lowering his forces number. So Kon was started the game with a 300 point advantage.
For a map of the crazy turn 4 moves see below. A nice visual representation created by Ben Forenshell.
Turn 4 moves
Meanwhile Kon picked a cavalry army and Rick picked the skirmish army for the battle.
Part of Rick’s army on Turn 4
Rick wanted to try out the army that had limited cav and heavy infantry but lots of bowmen and slingers for range fire. Not a bad idea because though they lacked the heavy punch of Kon’s forces they did have lots of ranged fire. So Garrie helped Rick with his forces and I helped Kon with the cav and heavy infantry.
Rick moved up toward the one building which was one of the objectives which was needed while Kon advanced towards this building from the other objective.
Kon takes and defends an objective
That is pretty much how it ended I am afraid. As Rick did not challenge Kon and get into striking distance the action was limited. Kon and I stayed back and exchanged fire. Neither side wanted to make a mistake so did not move much and the game was therefore not as interesting as the last two battles.
As it was necessary for Rick to gain points to win the territory the lack of taking the second objective and not inflicting many losses to Kon’s forces left him leaving the field of battle defeated. Everyone agreed that much was learned especially about using a skirmish army. Kon did feel he had missed an early chance to bag some skirmishers with his cavalry but once that opportunity was gone it never presented itself again during the evening.
During turn 5 I expect a very different outcome.