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Made in ch
Regular Dakkanaut




Cananda

Banner, Steed & Lance is a new tabletop wargame in development from Bayonet & Ricochet miniatures.

A preview of the concepts and story behind the upcoming wargame below. Also, don't forget to check out our Bayonet & Ricochet's Twitter page and Instagram.

In an effort to fund this project, our lead developer WhiskeKing on twitch will be offering monthly miniatures for subscribers. In addition, a Kickstarter, Indie Go Go, is also on the way with potentially a subscribe star.

https://twitter.com/BayonetRicochet

https://www.instagram.com/bayonetricochet/

https://www.twitch.tv/whiskerking

Also, we can't help but mention our new friends https://twitter.com/miniwargaming who have recently helped us out with some tweets, so make sure to check them out.










This message was edited 5 times. Last update was at 2021/06/08 16:58:08


 
   
Made in ch
Regular Dakkanaut




Cananda

What is Banner, Steed & Lance? Banner, Steed & Lance is an exciting new tabletop fantasy war game, in development by Bayonet & Ricochet miniatures.

Miniature knights, men at arms, and wizards fight not only in open tabletop warfare but engage in jousting tournaments, intrigue, skulduggery, and immersive campaigns.

Banner, Steed & Lance is designed to make you feel part of a living historical world with mounted knights, medieval warfare, and a touch of swords and sorcery.

Our developers have studied thousands of historical references to bring you as much realism as possible, in both the miniatures we are producing here at Bayonet & Ricochet, as well as our upcoming tabletop wargame Banner, Steed & Lance.

At its heart, Banner, Steed & Lance is about the romance of the middle ages, adventure, and clashing armies. We have strived to make our setting true to the medieval era, with as much historical realism as we could muster, and with just a dash of magic & mysticism to make things interesting.

Banner, Steed & Lance is not only a traditional style wargame with an immersive campaign, but it also takes place on the tilt field, or commonly known as a jousting tournament, along with all its panoply, intrigue, and fanfare. As well as small skirmishes, to full warfare and pitched battles.

Banner, Steed & Lance is broken down into three unique stages. It can be played all at once for an exciting and immersive campaign, or you can quickly play individual stages with friends during a lunch break, or when you just want to play a quick game during your busy schedule.

Each stage of the game is played with 28mm scale miniatures that you must assemble and paint before you can play, which is a staple of the tabletop wargaming hobby.

The Stages of Banner, Steed & Lance

The Joust

The first stage of Banner, Steed and lance sets the narrative tone and represents the heart and soul of our upcoming tabletop wargame.

The first section of the game begins with the Players selecting their units. One player gets to play as the king and queen, and with a handful of men at arms. The other player gets a choice of a wizard, rogue, assassin, jester, lord or lady. In addition to the above miniatures, each player gets a number of mounted knights to participate in the joust.

The goal of this section is to accumulate points through minor actions. A few of the minor actions include scouring a hit in the Joust, winning personal combats, poisoning the king's cup, or putting magic powder in the queen's pie successfully, or getting the princess to seduce a knight,Once you have enough points saved up, you get a special action like
Assassinating The King, The Queen, using a wizard's spell to turn a knight into a pig, or even kidnapping the princess. These major actions will be hard to do and if failed, your plot will be exposed, and you lose.

If you succeed in accomplishing your special action, such as kidnapping the princess, you outright win this stage of the three-part game.

Or you can collect enough minor points to win the tournament through minor actions.

Whatever the conclusion of the jousting tournament, even if you win or lose, the outcome of the joust always moves onto the war stage, known as The Campaign.

During the first stage, you accumulate resources that can be used during the campaign, like an extra unit on the battlefield, a powerful spell, or bonus to combat, or movement.

The Campaign

The next stage after The Tournament is The Campaign. During the Campaign, you move your units around the map into one new territory per turn, and when you control that territory you will accumulate campaign points.

The Campaign is broken down into two types of battles; when your units meet an enemy on the map, they also meet on the field in either a Skirmish or a full-scale battle.

The Skirmish aspect of the game is a traditional tabletop game, without the use of formations and less than 20 miniatures per player. A full-scale battle is more than 20 miniatures and uses formations, and wheeling. During the campaign, you get several locations and territories to fight over. Certain locations and events can trigger full-scale battles.

The general idea of Banner, Steed & Lance is that you can pick and choose which of these game stages you want to play. You can also combine each stage into one giant grand strategy.

The Grand History of Banner Steed & Lance.

Long ago before the age of fire, tribesmen settled on the large island continent of Aleonnnd. These tribesmen brought with them sagas and stories of old.

In one such story, it is said that the elder god The Raven King spilled his drinking horn filled with mead into the sea and formed a bridge of ice, which lead the people from the ancestral home of Vladivostofvaria. The people in the story would later become known as the Breaumiester.
Many years passed and the tribes prospered in Aleonnnd. They grew hearty crops, raised cattle and mastered the craft of turning hops and wheat into ale. After a time, young tribesmen began to wonder what lay beyond the untamed lands to the south through the mountain pass.
Discouraged by the strict ritual laws of the tribal elders, the tribe's bravest men, challenged the elders and broke away from the northeastern tribes of the Breaumiester.

They travelled along the coast through the mountain pass, dragging their families with them.
They found themselves in lush fertile land, unlike anything they've seen before. With renewed hope and with banners in hand, they rode far and as wide as their horses could endure. They succeeded in exploring this new land and laid claim to it.
It was here they drove their banners into the rich soil, and in the process they discovered iron, or so the legends say.
These peoples called themselves the ǣr K: onig(First Kings), and founded the central kingdom.

It is said the first king of the ǣr Knig used Dragon's breath to temper Iron forged the iron into swords, and armour. The claws of the dragon cut Yew trees to make spears and fletch arrows.
Iron and longbow and fire we’re tools of the ǣr Knig(first Kings) and with these tools they Kept the Breaumister from invading their lands and enforcing the laws of their former tribe.
The ǣrKings ruled the southern coast of Aleolannnd with impunity. It is said that Solely through the strength of will, shattered shields and dented swords they kept the Barbarian Tribes of the BrewMasters at bay.

There were stirrings in the Deep Forest to the northwest of their lands, that the ǣr Knig did not expect. Pictish warriors, covered in runic warpaint riding giant white stags raided their lands and looted their villages, only to disappear like ghosts into the dark forests and highlands of the northwest.
The Gaeilge people, or Pictish, as the ǣrKings called them, did not welcome these new settlers with open arms. And for a time cut a bloody swath across the lands of the First Kings.
Only with blood, steel, fire, the Gealige Pitcs were made to take the knee. They were forced to serve as vassals, and under the ǣrKings, they were conscripted into the army and peace was known for a time.

Far to the southeast and further still, came the Dauphine of the Merovingian and his armies of horse and lance. They covered their horses' flanks with cloth, leather barding and fleur-de-lis. The Merovingian were the masters of mounted combat and beguiled ǣr Kings and their Gaeilge vassals.


The toll of constant warfare, from both the BrewMasters and the Merovingian, stuck into the heart, like a festering wound, and with it brought sickness and death, famine and suffering to the Aleonnnd islands

With suffering, strife, and hunger, came a new threat far to the northeast across the open sea in the ancestral lands of Vladivostofvaria. The Rhōs Dan'e Mann, having unlocked the magic of the world tree Yggdrasil and used the magics to navigate the wild sea seeking new lands to conquer and raid.

The Rhōs Menn came in great longships, using spells, shields and axe, and nearly conquered the lands of Breaumister, the ǣr Knig, threatening to invade Merovingian, as they travelled easily up and down the coastline of Alelonnnd in their longships, traversing deep inland through rivers.

In desperation, the Merovingian, A'er Kings, and Breaumister banded together to fight them and despite their alliances, they were nearly crushed.

Only with the help of a strange traveller and scribe from the Bartolome Itallio the people of Aleolnnnd were saved.

For the Bartolomeo had unlocked the secrets of magic and steel and brought forth powerful magic known as Divine, the magic of the Gods themselves. The traveller raised armies of honoured dead heroes to serve once again. And with great loss, the Rhōs Dane Menn were forced back.
The war was won, and the honoured divine dead were put back to rest.

With the Discovery of Divine magics, a great council was formed under a flag of truce and a parley was called with the Rhōs, Merovingian, Picts, Breaumister, Bartolome and A'ar Kings. A treaty was signed, stating that disputes would be settled in the sport of kings, the Tourney. The Tilt or Joust.

As such Noble Knights of each house would meet yearly to work out differences and disputes of the great kingdoms.

Scribes from Bartolome penned the treaty, Mervoigan provided the steeds, and the Ea'Kings made arrangements to host the Grand Tourney

And for a time a peace settled across the land.

Displeased with the discovery of other unnatural magics, The Bartolome grew fearful that the Rhos Dane Menn did not accept their gods as the true gods. They became so fearful that they started a shadow war. Hired assassins, rogues and bandits plagued the lands of the six kingdoms.

Which only caused more tension and fear. Having reached a boiling point the Grand Tourney was called to settle the disputes of the six nations and knights were called to the lists.
































 
   
 
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