Hastings 1066 for Hail Caesar

Battle of Hastings 1066



Scenario objectives
Fresh from defeating one invasion to the north, England is faced with a second one by William the bastard, Duke of Normandy. Racing south, King Harold has taken up position at the cross-roads on Senlac Hill, thus bottling up the Normans in their small beach-head. With the fyrd still mustering, reinforcements are on the way and Harold is in no hurry to attack. William on the other hand is looking for a quick resolution, given his deteriorating supply situation and the threat of facing an even stronger enemy should he wait. In short, William must win this battle or retreat back across the channel.

The Norman´s main objective is to break the Anglo-Saxon army and gain control of Senlac Hill (the ridge), thus allowing them to push further inlands. Ultimately, William must kill Harold and his two brothers Earls Leofwin and Gyrth before he can secure his throne and break the back of Anglo-Saxon resistance.

Anglo-Saxons

  • Break the enemy army
  • Kill Duke William
  • Hold the ridge until the end of the game

Normans

  • Break the enemy army
  • Kill King Harold
  • Kill Earls Leofwin and Gyrth
  • Hold  the ridge at the end of the game

Game duration: 20 turns or until the sauna is ready
Deployment
Deployment as per diagram below. 18” between the two armies. Normans have skirmishers in the front, followed by formed infantry and then cavalry. Anglo-Saxons occupy the ridge, with heavy infantry (huscarls + thegns) forming the first line and ceorls forming a second line. Anglo-Saxon flanks are protected by forests (impassable to formed infantry), occupied by skirmishers.

Scenario Special Rules
  • Impetuous Anglo-Saxons: should the AS’s beat their Norman opponents in any melee, they are eager to chase them. Should AS-units not want follow up enemy units giving ground or making a sweeping advance, when the enemy retreats they must pass a command test (counting distance modifiers). -1 modifier for Ceorls making the test.
  • Uphill advantage: Units uphill that have remained stationary get +1 to hit in combat (not supports). If a unit charging uphill is forced to take a morale test, results of “hold your ground” become “give ground in good order together with supports”. (pg.77 of rulebook)
  • Reserves: Some units on both sides have been left in “reserve”. These units must remain stationary until attached to one of the three divisions of their side. The units may be attached to a division at the start of the player´s turn, counting towards the division´s strength (and break point) from then on.

Orders of Battle

Anglo-Saxon army

Centre: King Harold (Command 9, 3 attacks in melee)
-          Huscarls x 1
-          Thegns x 3
-          Ceorls x 4
 Centre reserve:
-          Huscarls x 2

Right wing: Earl Leofwin (Command 8, 2 attacks in melee)
-          Huscarls x 1
-          Thegns x 3
-          Ceorls x 4
-          Skirmishers with bows/slings x 2
-          Skirmishers with javelins x 2

Left wing: Earl Gyrth (Command 8, 2 attacks in melee)
-          Huscarls x 1
-          Thegns x 3
-          Ceorls x 4
-          Skirmishers with bows/slings x 2
-          Skirmishers with javelins x 2

Norman army

Centre (Norman): Duke William (Command 9, 3 attacks in melee)
-          Mounted knights x 2
-          Mounted retainers x 2
-          Dismounted knights x 4
-          Medium infantry x 4
-          Skirmishers with bows x 2
-          Skirmishers with crossbows x 2
Centre reserve:
-          Mounted knights x 2
-          Mounted retainers x 2
Right wing (Flemish/French): Count Eustace (Command 8, 2 attacks in melee)
-          Mounted knights x 2
-          Mounted retainers x 2
-          Dismounted knights x 2
-          Medium infantry x 2
-          Skirmishers with bows x 3
-          Skirmishers with crossbows x 1
Left wing (Breton): Count Brian (Command 8, 2 attacks in melee)
-          Mounted knights x 2
-          Mounted retainers x 2
-          Dismounted knights x 2
-          Medium infantry x 2
-          Skirmishers with bows x 3
-          Skirmishers with crossbows x 1

Anglo-Saxons
Unit
Clash
Sustained
Short range
Long Range
Morale Save
Stamina
Special
Huscarls
8
7
2 / 0
0
4+
6
Valiant, double-handed weapons, Elite 4+, Reliable
Thegns
7
7
3
0
4+
6

Ceorls
6
6
3
0
5+
6

Skirmishers
3
2
2
2
0
4
Bow, sling or javelin

Normans
Unit
Clash
Sustained
Short range
Long Range
Morale Save
Stamina
Special
Mounted knight
9
6
3 / 0
0
4+
6
Lance, Elite 4+, Brave, Feigned flight, Reliable
Mounted retainer
8
5
3 / 0
0
5+
6
Lance, Feigned flight
Dismounted knight
7
7
3 / 0
0
4+
6

Medium infantry
6
6
3
0
5+
6

Skirmishers
2
2
2
2
0
4
Bow or crossbow

Unit Special rules:

-       Valiant: break test re-roll once per battle
-       Double-handed weapons: enemy morale capped at 5+
-       Elite: remove disorder at start of turn on die-roll
-       Lance: -1 to enemy morale when charging & counter-charging
-       Brave: recover 1 stamina on 4+ at end of command phase if shaken and no enemies within 12”
-       Feigned flight: Can move out of combat on command roll
-       Crossbow: enemy morale capped at 5+, no closing/traversing shots
-       Reliable: +1 to command rolls




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