The Seige Of Lavigne


The noble leader of the Revolutionary forces looked at the warhost that he had gathered. Grizzled veterans armed with halberds and spears stood side by side with young men armed with pitchforks and mallets. Besides the numerous foot troops were the quartet of Knights Of The Realm, armed with long, deadly lances and clad in finest Bretonnian armour.

The force of men had been gathered to gain control of Lavigne, a small city that held many Revolutionaries who had been captured and which also housed many discontented citizens. The guards of the city were loyal to the Sun King however, and it would be a brutal fight, no matter who won.

"To Arms! To Arms!" cried a scout from the guard tower. He had spotted the oncoming Revolutionary force and it would be upon them within the hour. The sound of men running about, hurriedly putting on their armour and gathering their weapons filled the air on the city walls. Amidst the chaos stood the Captain, he was armoured in a knight's armour, although he was not a knight. The Captain was loyal to a fault to the Sun King, and would give his life in service to the tyrant.

A great battle was coming...


This was a play-test of the Onward! scenario. I played as the Revolutionary force.

The Revolutionaries:
- 10 Men-At-Arms with Hand Weapons, Spears, Light Armour and Shields (70 pts)
- 4 Knights Of The Realm with Heavy Armour, Lances, Hand Weapons, Shields and Barded Steeds (100 pts)
- 5 Men-At-Arms with Hand Weapons, Halberds and Light Armour (30 pts)
- Revolutionary Character with Heavy Armour, Lance, Hand Weapon, Shield and Barded Steed (Free)
- 15 Peasants with Hand Weapons and Shields (45 pts)
- 4 Ladders, 1 Log Ram (Free)

The Sun King's Defenders:
- 13 Men-At-Arms with Hand Weapons, Halberds and Light Armour (78 pts)
- 6 Men-At-Arms with Hand Weapons, Spears, Shields and Light Armour (42 pts)
- Captain Of The Guard with Hand Weapon, Shield, Barded Steed, Lance and Heavy Armour (Free)
- 10 Bowmen with Hand Weapons and Longbows (80 pts)

THE BOARD:
The board was set up exactly as it says in the Onward! scenario description.

DEPLOYMENT:
I set up my men in a huge mob in the center of the board, with Men-At-Arms and the Revolutionary Character up the front. The four KotR on either flank and the Peasants following up at the back.

My opponent set up all of his men on the walls and in the tower, except for his Captain and a few men who waited behind.

I rolled a 5 and my opponent rolled a 1! I go first!!!

REVOLUTIONARIES TURN 1:

My entire force marched forwards, I gave the ladders and log ram to Men-At-Arms and Peasants and moved my KotR along each side.

No shooting, no magic and no combats! My turn's done.

SUN KING TURN 1:

The men on the walls stand still, ready for the assualt that is sure to come.

10 arrows are let fly from the Bowmen. Unlucky rolling sees only 2 wound Men-At-Arms, one is Knocked Down as the arrow hits his leg but does not cut deep into his flesh. The other one's armour saves him.

REVOLUTIONARIES TURN 2:

The wounded man climbs to his feet and stumbles towards the walls, still dazed by the wound.

My men run towards the walls, next turn they will arrive!

Yet again, no shooting, magic or combat!

SUN KING TURN 2:

Bracing themselves for the impact of the enemy, the men on the walls remained stationary.

Arrows fall amongst my ranks! 2 Men-At-Arms with halberds fall to the ground, arrows biting into their flesh and ending their lives. 1 more halberd-wielding Man-At-Arms is Knocked Down.

REVOLUTIONARIES TURN 3:

The wounded man clambers to his feet.

Two ladders make it to the walls! Two more are on their way and the Log Ram is within charge range of the gates! Now the action will start to happen!

As war-cries are shouted and battle is joined. One of my men is hurled from the ladder, and lands Stunned on the ground below.

That's all of now, but on my next turn I'll get 'em!!!

SUN KING TURN 3:

The Captain moves up to the gates, preparing himself to fight off any enemy warrior who breaks through the gates.

Although noisy, the battle on the city walls is inconclusive, with no wounds either way.

Rocks and arrows are hurled and shot into my force along with taunts and rude gestures. One man is killed, one stunned and one knocked down.

REVOLUTIONARIES TURN 4:

My wounded begin to recover from being stunned. A knocked down Man-At-Arms gets up.

With a roar two more ladders are pushed onto the walls, more of my valourous men climbing up the ladders to fight the foes of chivalry! The men carrying the log ram charge towards the gates, hoping to smash it to pieces!

My Knights ride over to the gates, readying themselves for a charge into the defending forces once the gates fall.

With a resounding crash the log ram hammers into the gates, a couple of Strength 6 (6 men are carrying it) wounds later, a Crunch! result is scored! That will help me with my next attacks!

It gets better! One enemy Man-At-Arms is slain by my forces! Despite good odds, no wounds are caused on my men.

SUN KING TURN 4:

Looking unphased by the death of one of his men and the damage done to his gate, my opponent continues the defense. Reminding me it is almost half-way to the end of the game and I have yet to get more then one or two models onto the walls.

One of my men falls screaming from a ladder to his death, an arrow stuck in his chest.

Another crash signals another whack into the gates from the log ram crew, a Crack! result is now caused. No wounds are caused in the battle on the walls.

REVOLUTIONARIES TURN 5:

Two wounded soldiers get to their feet.

Two more men join the log ram crew. Bringing the strength of the blows up to its maximum of 8.

Yet again no wounds are caused on the walls, I can't roll the 6s needed to hit and my opponent keeps rolling 2s and 1s, not that I'm complaining! A realtively weak blow only succeeds in another Crack! result from the log ram.

SUN KING TURN 5:

One man is stunned and two knocked down by the rain of stones and arrows that are always falling onto my men on the ground below.

As the action on the walls finally reaches its pinnacle. One Sun King man is killed, one is knocked down and one is stunned. One of my men is also knocked down.

The gate is almost collapsing now! Another hit scores another Crunch! result, adding a total of +6 to the damage I have done.

REVOLUTIONARIES TURN 6:

Two enemies are knocked down and one is killed on the walls. I have almost cleared this section of the palisade! With the roaring groan of stressed materials and shattering wood. The gate collapses with a Gate Broken! result! It counts as difficult terrian but I can go through now! Brew hah hah!

SUN KING TURN 6:

The men waiting behind the gate roared with fury as they smashed into the men carrying the log ram. They were not going to let the city fall easily!

The rocks and arrows finally relented as my men were in combat with most of the men-at-arms and bowmen on the walls.

More men were stunned and knocked down on the walls as the battle became more desperate and bloody. At the gates, a handful of my men were knocked down and stunned as the defenders put up at stalwart defense.

REVOLUTIONARIES TURN 7:

I only have 3 turns left!!!

My Revolutionary Character and a KotR charged into the defenders at the gates, the gates WILL fall!

Several people are killed and wounded on the walls, so many in fact, I can't remember them all! My Revolutionary Character cuts down a Man-At-Arms who wields a halberd. No other wounds are caused at the gates.

SUN KING TURN 7:

With a war-cry the Captain charges into the melee at the gates, hoping to lance down one of my hapless men.

The combat on the walls goes horribly for my opponent, two of his men dying and even more being stunned! He also failed to even hit any of my men! That was lucky!

A Peasant on my side was lanced down by the enemy Captain, whilst one of my Men-At-Arms's head was chopped off by a Critical Hit! My side retaliated with one of their troops being trampled to death under my knight's steed's hooves.

REVOLUTIONARY TURN 8:

Only 2 turns left! It could go either way!

Some of my men charge into the guard tower, seeking to hunt down the bowmen within.

My Revolutionary Character slays a bowman whilst the enemy Captain guts a Peasant. Three enemy troops are cut down and only Stunned and Knocked Down results being caused on my men by the retaliation attacks.

SUN KING TURN 8:

We counted the troops in the town and on the walls, I had 19 and my opponent had 15!

The Captain charged my Revolutionary Character, if he could kill my Revolutionary Character then it would all be over!

My Revolutionary Character's armour saved him! He took one wound but survived the lance of the Captain! I rolled two 6s to wound so I scored a Critical Hit and a normal wound! He didn't save the normal wound and he was Stunned after it all.

The other battles end with 3 of my men dying in a bloodbath of carnage and 1 of his joining the death count.

REVOLUTIONARIES TURN 9:

This is the second last turn.

My knights charge into the town, attacking any stragglers and making sure that my victory is secured. My Revolutionary Character stayed around to slay the Captain.

The Captain is slain! Nobody dies on the walls in this turn, although the combat still goes strong.

SUN KING TURN 9:

The battle still rages, one of the enemy's men being killed but a massive four of my couragous troops dying! Oh no!

Nothing else happened.

REVOLUTIONARIES TURN 10:

Last turn for me!!!

My KotR continued to attack the defender's flanks while my Revolutionary Character moved over to the prison! I freed the prisoners! 5 Peasants, 1 Damsel (We didn't bother roll up her spells, she'll never get a chance to cast a spell!) and 2 Bowmen are released!

2 of my men and two of the enemy's die in the massive melee on the walls and in the tower, although they are putting up a spirited defense, I don't think they'll win.

SUN KING TURN 10:

Determined to leave me with as much of a wounded army as possible, my opponent charged his remaining men into combat.

The final combat turn was conclusive. Three of his men were butchered, but they took one of my men with them. Seven of his men were left alive and in the town. Twenty-three of mine occupied the town! Eight of them were the prisoners. Victory!!!

THE END OF THE BATTLE:
Revolutionary Kills: 23
Sun King Kills: 18
Revolutionary Survivors: 25
Sun King Survivors: 6

Now that was fun! The game was so close! If I didn't free the prisoners and if my opponent didn't roll so many 2s and 1s in combats. I'm sure this game could have ended way differently. The Lady Of The Lake (and Lady Luck) were on my side for this game though, and my men carried the day.

The city of Lavigne was captured!!! The leader of the band of Revolutionaries was proud of how brave his men were, half of the attacking band had been killed on the walls in combat against the Sun King's men. Half of the half that survived would never fight again from wounds they had suffered, some would die of their wounds before the night was done.

The battle was won though...


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