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The Viking column marches across the table with the Picts moving in to attack at the top and Saxons at bottom |
It was about time for another game of Tribal and our Dark Age skirmish continuing series of battles. I had created a scenario for a multiplayer game and sprang it on my players. The idea was that a column of Viking raiders were returning to their longships laden with loot and slaves. The countryside was roused, though, and their victims were on the warpath to ambush them and take back what was rightfully theirs. Our Viking players, Mike Wallace and Stelzer, were joined by our Norse-Irish run by Keith Finn. Gathering in the woods to attack them were the Picts (Allen), Saxons (me), and Joel's townsfolk.
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The Picts emerge from the woods and move into position to attack, while some Vikings warriors rush to block them |
I set up the battlefield with an open area bordered by woods running across the length of the table. The three Viking players set up one behind the other, each with a wagon loaded down with loot or a column of slaves. They were to center their forces on that. Meanwhile, the ambushers would set up behind the first line of trees (though I did not make that clear to the townsfolk player who set up in the corner wand was out of the battle in the early phases. The players were given 4-6 points to select their forces, with 0-4 points being spent on skills. The total used was subtracted from their Honor Pool of 15. Thus, a player who spends less on his force starts ahead in victory points. In addition, each wagon train or group of slaves was worth from 1-5 points for each under their control. The Saxons, Picts, and Townsfolk were attempting to steal these from the Vikings.
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A Pictish hero faces down a unit of Viking warriors, while more Pict spearmen rush into position behind their leader |
The Norse-Irish led the column, followed by Stelzer's Vikings and Wallace's bringing up the rear. Allen's Picts deployed to attack the middle and rear of the column, while my Saxons deployed to take on the middle and front. Joel's were mainly aligned against Keith in the front. I should have known luck was not going to continue for Steapa's Saxons, who were actually leading the campaign in Legend Points. In the first four turns, my four highest cards were flipped for Initiative, which most players consider an unfortunate waste of a card that could kill enemy. Pretty much all night my card drawing for combat proved fairly poor. I managed to squeak out a few wins in combats here and there, but my forces were being steadily whittled down.
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Keith's Norse-Irish counter-attack strongly, driving a wedge and splitting my Saxon forces (seen sheltering in the woods) |
Allen proved the most deadly of the attackers, inflicting serious losses on the Stelzer's middle Viking command. He was unable to keep up the momentum, though, against Wallace's rearguard command, which wore his forces down, steadily. My Saxons proved fairly impotent, destroying only one unit of Viking warriors. Despite having chosen the "Fearsome" skill -- which causes more losses among the enemy -- I seemed to be unable to cause many casualties to Keith's troops. On the other hand, my Saxons were being savaged by the Norse-Irish. Two units of warriors were whittled down to 1 figure each, and my toughest hero was slain in three card exchanges by a Viking hero. Even Steapa himself, was down to half his wounds remaining.
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The Viking loot wagon rolls on as the Picts press home their attacks |
The ambush proved to be a disaster for the attackers. The Picts were beaten back with terrible losses, ending the game with only three figures left on the table. My Saxon attack was quickly blunted, meaning I could do little to press home the attack or take pressure off my erstwhile allies. I escaped Only eight of my original 22 Saxons escaped alive. When the townsfolk eventually arrived on the field, they made a valiant attempt to pierce through the Viking van and free the slaves. The Abbot himself, swinging a massive flail wounded one Viking hero severely and pushed back the Norse-Irish chieftain. However, outnumbered, they eventually had to withdraw. The Vikings were left in possession of their ill-gotten gains, and the groans of the Britons continued under the Norsemen.
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Meanwhile, the Townsfolk, at top, make a rush to free the lines of slaves, guarded by two heroes and one unit of warriors |
In hindsight, I think I need to make a rule that the Viking players must keep at least one unit or leader in contact with the slaves or wagons for them to move. This would hamstring their counter-attacks more, and force them to defend their loot or slaves more closely. Perhaps I need to have the Vikings build their warbands with 3-5 points and the ambushers use 4-6, also. It might mean some attackers would actually get through the wagons or slaves. As it was, none of us got very close. I think our card draws were abysmal, for the most part. Luck certainly was on the Viking side in this game when it came to card play. Twice, units of archers drove off attacks of heroes or warriors in this game (both time it was Viking archers), which should have waded through them -- like the Vikings did when they contacted the Pictish archers.
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A highlight of the battle -- the Townsfolk's leader, the abbot of the local monastery, drives back the Norse-Irish chieftain |
The game was also intended to be a free-for-all, but none of the three players on either side back-stabbed their compatriots. Not that I thought they would. I figured it was be a one side vs. the other side type of game. With six separate initiatives, though, I think it probably moved a little slow. Maybe next time I will do a "side" initiative. When it is a side's turn to act, they each player on that side selects a unit or character to move. I certainly enjoyed the feel of Tribal with a clear scenario, too. Their seemed to be more tactical decision making in which units to move first, and which to hold off on.
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The Townsfolk try to recover the monastery treasures and some livestock, but are driven back by a Viking hero |
Here are the updated statistics after three games in our campaign:
LEGEND POINTS (cumulative Honor Points)
- 40 Vikings of Jarl Mike W (Wallace, 3-0)
- 34 Townsfolk of Camelon (Joel, 1-2)
- 33 Steapa's Saxons (Mike D, 2-1)
- 33 Vikings of Jarl Mike S (Stelzer, 1-2)
- 30 Caithill's Norse Irish (Keith, 2-1)
- 19 Picts (Allen, 0-3)
We finally used the Card Pool aspect of the Tribal rules, too. This certainly adds another level of tactical use of the cards. Players begin with a base one card in their pool, plus one for each victory. Here's the new card pool totals:
4 Cards: Vikings of Jarl Mike W
3 Cards: Steapa's Saxons, Caithill's Norse Irish
2 Cards: Townsfolks of Camelon, Vikings of Jarl Mike S,
1 Card: Picts
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A look at the early stages of the battle - Viking column in center, Picts & Townsfolk in trees at top & Saxons at bottom |
We haven't used the experience point idea that I had, yet. I decided to introduce one thing at a time. Perhaps for next session we will do that. So, at this point, experience points equals Legend Points. The thought is to allow players to purchase permanent skills that do not need to be re-bought every game with points from their Honor Pool.
Maybe I can design a true free-for-all scenario for the next game. Or perhaps we'll go back to the one-one-one matchups. I'll have to see what my players are interested in doing.