Re: Chapter 2.2 - Summer Campaign (515 AD)
It is decided that attacking the men-at-arms is the best plan. The enemy brought them for some purpose and taking advantage of the opportunity to destroy them seems too tempting. It also seems like a bad plan to end up between the enemy knights and the enemy men-at-arms.
Sir Sejanus pushes ahead of the rest of the party and scouts out the enemy. He knows that he is close as the dust from the road gets thicker. He manages to catch sight of the end of the column without being noticed and waits for it to leave the woods before heading back to the other knights.
After a quick conference, a battle plan is drawn up. Eight knights will line up to the left of the road and charge as soon as the men-at-arms are an appropriate distance from the woods. The other eight knights will line up to the right side of the road and charge as soon as the first group makes contact. Both groups should go for the archers first and ride through, turn around, and charge back as the enemy soldiers try to deal with the next charge.
Battle rolls:
Knights are +5 surprise, +5 Knights versus soldiers, -10 1:4 odds.
Sir Sejanus, rolled 16 using 1d20. Battle.
Enemy men-at-arms, rolled 3 using 1d20. Battle.
Knights -5, Enemy 0.
The initial charge catches the enemy completely by surprise as the clomping of charging hooves is muffled by the grass and the sound of fifty marching feet. The rear of the column yells out as the knights are almost on them and some of the soldiers attempt to scatter but it is too late. Heading for the archers first, Sir Dalan, Sir Gracian, and Sir Sejanus knock their foes unconscious, while Sir Perin and Sir Garym kill their opponents outright. One of the other archers is knocked out as well.
Knights are +5 for being mounted, +5 for using a lance, and -5 battle modifier.
Sir Sejanus, rolled 17 using 1d20. Lance.
Sir Perin, rolled 20 using 1d20. Lance.
Sir Gracian, rolled 9 using 1d20. Lance.
Sir Garym, rolled 11 using 1d20. Lance.
Sir Dalan, rolled 10 using 1d20. Lance.
Sir Sejanus, rolled 20 using 5d6. Damage.
Sir Perin, rolled 40 using 12d6. Damage.
Sir Gracian, rolled 22 using 5d6. Damage.
Sir Garym, rolled 26 using 5d6. Damage.
Sir Dalan, rolled 17 using 4d6+2. Damage.
Sir Perin gets a point in Lance, everyone else gets a check in lance if you don't already have one.
The remaining archers loose arrows as the next wave of knights charge, with only a couple managing to penetrate armor and do slight damage. The knights, however, mow down the remaining archers like a scythe harvesting golden stalks of grain.
Knights are +5 for being mounted, +5 for using a lance, and -5 battle modifier. Archers have no modifiers.
Knights, rolled 70 using 8d20 with rolls of 14,5,7,12,1,16,2,13. Lance.
Archers, rolled 38 using 6d20 with rolls of 8,9,11,2,2,6. Bow.
Archer 1, rolled 3 using 3d6 with rolls of 1,1,1. Damage.
Archer 2, rolled 10 using 3d6 with rolls of 6,3,1. Damage.
Archer 3, rolled 6 using 3d6 with rolls of 3,1,2. Damage.
Archer 4, rolled 12 using 3d6 with rolls of 2,4,6. Damage.
Archer 5, rolled 14 using 3d6 with rolls of 4,4,6. Damage.
Archer 6, rolled 8 using 3d6 with rolls of 3,3,2. Damage.
As the knights turn to charge back through, a core of about two-dozen soldiers have formed a square. However, without archers in the center, or pikes, they are not extremely effective against mounted knights with lances. About a dozen more men are scrambling back toward the cover of the trees, and it is these that the knights charge. The fleeing men turn to face the charging knights but are unable to hit the knights. Sir Dalan manages to kill his opponent, while the others wounded theirs.
Knights are +5 for being mounted, +5 for using a lance, and -5 battle modifier. Soldiers are -5 for being on foot.
Sir Dalan, rolled 20 using 1d20 with rolls of 20. Lance.
Sir Garym, rolled 8 using 1d20 with rolls of 8. Lance.
Sir Gracian, rolled 10 using 1d20 with rolls of 10. Lance.
Sir Perin, rolled 9 using 1d20 with rolls of 9. Lance.
Sir Sejanus, rolled 7 using 1d20 with rolls of 7. Lance.
Soldier 1, rolled 9 using 1d20 with rolls of 9. Sword.
Soldier 2, rolled 4 using 1d20 with rolls of 4. Sword.
Soldier 3, rolled 13 using 1d20 with rolls of 13. Sword.
Soldier 4, rolled 9 using 1d20 with rolls of 9. Sword.
Soldier 5, rolled 11 using 1d20 with rolls of 11. Sword.
Sir Sejanus, rolled 17 using 5d6 with rolls of 3,2,5,5,2. Damage.
Sir Perin, rolled 20 using 6d6 with rolls of 3,5,2,3,4,3. Damage.
Sir Gracian, rolled 13 using 5d6 with rolls of 3,1,2,1,6. Damage.
Sir Garym, rolled 17 using 5d6 with rolls of 6,1,1,6,3. Damage.
Sir Dalan, rolled 35 using 8d6+4. Damage.
Sir Dalan gets a point in Lance
Although they have taken a lot of casualties, the enemy is not ready to give up yet. The second group of knights makes their second charge. They head for those still trying to make it to the trees and a couple more soldiers go down, with the others being wounded. There are now twenty five men in a square, which is now marching toward the trees, and another ten individuals, all wounded, also heading for the trees. Despite the losses, they remain oddly defiant, perhaps hoping if they can make it to cover, the knights' advantages will be nullified.
The two groups of knights charge one last time at the now-fleeing soldiers, who hope to make it to the cover of the trees as their fellows slowly plod toward the same cover in square formation. The ten fleeing soldiers are cut down and the knights reform as a single unit lower their lances and call to the remaining soldiers to throw down their arms. The soldiers have had enough and see no possibility of surviving, even if they make it to the trees. They lay down their arms.
Sir Sejanus, rolled 14 using 1d20. Lance.
Sir Perin, rolled 15 using 1d20. Lance.
Sir Gracian, rolled 6 using 1d20. Lance.
Sir Garym, rolled 5 using 1d20. Lance.
Sir Dalan, rolled 12 using 1d20. Lance.
Sir Sejanus, rolled 23 using 5d6. Damage.
Sir Perin, rolled 18 using 6d6. Damage.
Sir Gracian, rolled 22 using 5d6. Damage.
Sir Garym, rolled 17 using 5d6. Damage.
Sir Dalan, rolled 19 using 4d6+2. Damage.
Knights, rolled 90 using 8d20 with rolls of 14,13,10,15,5,10,7,16. Lance.
You now have 25 prisoners (a few of which are wounded), 15 unconscious and 10 dead enemy soldiers. Four knights can reasonably hold them captive and give them simple orders (bury dead, carry wounded, etc.). There are not quite enough conscious soldiers to carry all of the unconscious ones. If left alone they can fashion primitive melee weapons and cause problems.
What would you like to do?
Everyone gets 75 Glory. No one is wounded.