DOGS OF WAR - HYW Miniature Campaign Promo
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Campaign Scenario:
Thanks to Charles V’s intelligence and to the victories of the French under the leadership of Bertrand du Guesclin, the lost territories were restored to the French crown by 1377 AD when Edward III passed away.
The young King of England Richard II instructs his more fearsome commanders Sir Hugh Calveley & Sir Robert Knolles to prepare for a chevauchee that will devastate the duchy of
Normandy. The orders are ''plunder, pillage and ,kill!! ''
1st of May 1378 AD Sir Hugh Calveley & Sir Robert Knolles land Normandy
The campaign rules will be mentioned in detail below and will be in the video description of Part I
The battles will be fought Either with DOK2 or NMTB Deluxe Rules or maybe both.
hope you will follow the Campaign
Spelling mistake : Fearsome not Fiersome...;P
CAMPAIGN main mechanics in brief
Armies' move: 2 hexes
Armies in woods or Mountains : 1 hex ( armies' in woods or mountains cant be attacked)
only Cavalry along a road moves 3 hexes
To Cross a river full move - Roll D6 If Result 1-2-3 the river is to deep to cross and the Army must complete a full move along the banks of the river before it tries to cross again.
if result is 4-5-6 the river can be crossed
English start with 10 provisions, every day the deduct 1 provision . For every settlement they capture or loot they gain the settlements Level in provisions the English can reach up to maximum 14 provisions (2 weeks)but they will move slower (1 Hex)
English win by earning15 VP and reaching one of the four English Cogs hexes the French win by destroying the English or Capturing one of the two commanders
English Cogs regenerate lost units
Die Roll (D6): French AI Strategy
1 Move to Rouen and wait until the English are spotted
2 Patrol central region along the main roads between Granville and Verneuil
3 Move to Rennes and wait until the English are spotted
4 Patrol along the coast through the main roads between Cherbourg and Honfleur
5 Move to Caen and wait until the English are spotted
6 Patrol South Region Normandy between Rennes and Vernon
When English looting a settlement their current location is discovered (scouts fleeing from the settlement contact the French commanders during the looting) and the French can move to the destroyed settlement but if the English move before the French arrive to a new location this new location is considered again unknown , the French have to roll as per above AI table to decide their next move
Siege or looting = 1 day delay =-1 supplies=1 move for opponent
Build Siege engines in order to give a -2 modifier in opponents die roll per/siege engine and a +1 to your army – Siege engines need 2 days = 2 moves= - 2 supplies to be constructed
Settlement Level - Army Size (depending on the rules I will use)
Level 5 Town militia- Crossbow militia – Men at arms –Cavalry –Mounted Knights
Level 4 Town militia –Crossbow militia –Men at arms – Cavalry –
Level 3 Town &Crossbow militia Heavy- infantry Cavalry
Level 2 Town militia –Crossbow militia -Cavalry
Level 1 Town militia- Crossbow militia
Level 0 N/A
For every settlement from level 2 and above roll for a stance
Settlement 1 Roll D6 =1,2,3,4,5 STAY INSIDE D6=6 ATTACK
Settlement 2 Roll D6= 1,2,3,4 STAY INSIDE D6=5,6 ATTACK
Settlement 3 Roll D6=1,2,3 STAY INSIDE D6=4,5,6 ATTACK
Settlement 4-5 BOTH Options They are considered to strong to be afraid of a siege but if the siege is lost they can sally forth and attack the English
Sieges work using a D6 Faceoff
English
D6+Commanders Aggression
French Settlements
Level 0 D6
Level 1 D6+1
Level 2 D6+2
Level 3 D8+3
Level 4 D8+4
Level 5 D10+5
For settlements of level 4 and 5 all Hexes around the settlement Hex have a small dark shaped horse sign. These are city scouts that the English must avoid if they don't want their position to be discovered.
Commanders have two numbers: initiative and aggression
initiative helps commander escape from battle or force battle. If Armies on the same hex roll D6+Commander's initiative winner decides the outcome Flee or Fight
Aggression is the modifier added to the D6 die roll for siege faceoffs
Armies in adjacent hexes can see each other
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