[OOC: Moving on.]
The new squires check out. They are young, inexperienced, but keen and eager to earn their place. Rodric's purse is a little lighter, but his squire has passable gear. The march with Sir Amig was uneventful, and as you approach Sussex, scouts report the presence of ?lle's army coming to meet you. After some manoeuvring, Uther finally draws up the army late one evening. Across a small valley, you see the banners of ?lle's forces. Battle will be joined in the morning.
Last minute equipment checks are made, and Sir Amig makes a point to visit each of you during the evening.
At dawn, the army assembles. A thick mist fills the valley as the army forms ranks. You cannot see ?lle's army, but you can hear them on the far side of the vale. You recall from last night that the vale is open ground, with thick woods along either side. A wide creek runs through the middle of the valley, which will make for difficult terrain to fight on. Your best hope is to win through the front ranks and to the more stable ground on the far side.
Amig returns from a conference. "Stead all. We will wait until this accursed fog burns off. Listen for the horns sounding the charge."
Minutes pass, then an hour. Finally, the fog starts to thin. You still cannot see the far side when a horn sounds "ready."
Amig gives everyone a look over before he lowers his visor and takes his spear from his waiting squire. "Ready!" he bellows.
Too soon, while you still cannot see the far side of the valley, the horns sound the advance.
"Walk!" calls out Sir Amig, and your line starts forward. Your advance is a little erratic at first, but with Sir Amig's ungentle encouragement, the fine solidifies.
You are about halfway to the middle, and still cannot see the enemy when Sir Amig calls out, "Canter!"
Everyone picks up speed. You can see the creek now, and hear the sound of screaming Saxons somewhere ahead in the mist.
Finally, you can make out indistinct shapes in the fog when Sir Amig calls out, "Charge!"
Lances lower, and you lean into your stirrups. Battle is joined!
[Actions?]
As you close, you see big Saxon warriors armed with two-handed weapons, and each carrying several stout javelins on their backs. From their gear, these are not common foot soldiers, so their could be ransoms available for any your capture!
Opponent | Combat Info | Armor, Shield | MW | Glory | Notes |
Veteran elite heorthgeneats ? | (mix of) Heavy Javelin 19 (3d6+3) 2-H Weapon 22 (5d6) Great Spear 20 (5d6) | 11; Chainmail (10) Helm (1) | 19 | 15 | Use Javelins or melee; or use 1d3 to determine weapon. Ransoms! |
Battle Zone ChartZone | Zone Name | Intensity Modifier |
4 | First Rank | +5 |
Army Intensity Modifiers:Starting Intensity: 20
Army Homeland: -5
Superior armour: -5
You are ournumbered: +5
Battle Events: +1
Opening Army Intensity: 16 (20-5-5+5+1)
Unit Intensity:Army Intensity: 16
Battle Zone: +10
Unit Cohesion: -20 (Disengaged)
Terrain (creek): +5
Total Unit Intensity: 11
I need spear rolls from everyone. Uther beat ?lle in the battle roll, so everyone gets a First Charge bonus of +5 to your effective skill, and +5 to your effective skill for charging. Also, you are fighting foot soldiers, which gives you an additional +5 to your effective skill due to elevation. Also note that fighting in the creek gives an effective -5 to your horsemanship skill.
Rolls Required:
Attack Roll (Spear Expertise): +15 to effective skill
Damage if you succeed (use steed damage)
Horsemanship roll: -5 to effective skill level (in case you get hit)