A month or so ago while visiting my
FLGS (been going there since late 1970s), the proprietor recommended something out of the consignment pile, even gave me a discount.
Which was cool since it was basically like new. And that is how I discovered the rule set "Soldiers of God" by Warwick Kinrade. Read it & it looked like fun. So we played a trial game to familiarize ourselves with the rules. Below is our second game. I enjoy the rules. However, archery is way more deadly than I am used to, so I still need to figure out how.
Our second 300 point game.
Crusaders (the old man) chose “Right echelon attack” (army morale 26)
Saracens (21-year-old son) chose “Hold & harry” (army morale 25)
I think it will be better to show the opposing forces together rather than just an OB list.
So showing both sides from the Crusader prospective:
Crusader left/Saracen right:
2 units of Turcopole light cavalry (3 stands each)
2 units of crossbows (3 stands each)
2 units of dismounted men-at-arms (3 stands each)
2 units of tribal light cavalry (4 stands each)
3 units of horse archers (3 stands each)
Center:
1 unit of Holy Order (Hospitallers – 3 stands)
2 units of men-at-arms (4 stands each)
1 unit of dismounted Ghulams (3 stands)
3 units of levy infantry (3 stands each)
3 units of archers (3 stands each)
Crusader right/Saracen left:
1 unit of Holy Order (Templars – 3 stands)
2 units of knights (4 stands each)
1 unit of guard cavalry (4 stands)
4 units of Ghulam cavalry (2 at 3 stands, 2 at 4)
1 unit of horse archers (3 stands)
Yet another complete disaster for the Crusaders (aka Luck is always on the side of the youth).
Turn 1
On the far right, the Crusader heavy cavalry are able to advance in open order, pausing just outside of charge order to close ranks.
The Crusader center advances and the left braces themselves for the storm coming. The Crusader left and the Saracen right exchange missiles, with the Saracens showing not only much more accuracy, but much more resolve as well.
Turn 2
The Crusader right charges home. The melee ends up going for three rounds this turn. However, the Ghulams and Saracen guards not only giving better than they take, but showing more resolve as well. Not to mention a timely rally because of their drilling. The Templars cannot take any more punishment and quit the field.
On the Crusader left, Saracen light cavalry and horse archers hammer away, routing a unit of crossbows and a unit of Turcopoles. Meanwhile, fire from Crusader crossbows and Turcopoles is generally ineffective.
Turn 3.
The large melee on the Crusader right continues to favor the Saracens, who continue to get the better of the outnumbered knights. Another timely rally card saves the Saracen guards (again), but the Crusader knights are massacred.
On the Crusader left, accurate missile fire massacres the remaining units of crossbows and Turcopoles. The Crusaders only manage to chase off two units of Tribal Light cavalry.
Ragnarök:
The Crusaders are crushed (army morale = negative 12). They have lost seven units, most of which were massacred. The Saracens lost two units of Tribal light cav (morale = 16). Neither army’s center
I tend to pick armies based upon miniatures that I have and units that are fun to paint, so there may be better ways to build a Crusader army. But I still haven’t figured out how to deal with all those archers. Archery is much more deadly in this game than in other rules I have used.
This post will just be overviews close-ups of some of the troops will follow in another thread
First turn - Crusader right advances (with ill-deserved confidence)
The big bash on Crusader right (as viewed from Saracen left)
The missile fight on the Saracen left flank
Both Crusader flanks are routed. Neither center was engaged at all.