More experimenting with War & Conquest
Adding a little bit of uncertainty to War & Conquest
(W&C).
I am by necessity a
soloist. Solo games can by its nature be a little redundant for the soloist, so
I decided to try and add some uncertainty. One of my favorite games (Nuts! – a
WW2 skirmish game designed for solo play) has a pretty innovative system for
“Non-Player” movement. I decided to modify it to work with W&C. (I also have gotten tired of removing single casualties - so I just used markers to denote them). Photos at the end.
I divided each army
into three divisions, with a commander for each one: left, center & right.
Each commander was given a rating: cautious, steady or impulsive (no duplicates
– all three must be used once). Individual units are also given ratings as
indicated in parenthesis below. At least 51% (or more) must be regulars; you
can choose to make the rest either untried or veterans. If used, there must be
at least one unit of untried troops for each veteran unit.
At the beginning of
each turn, you roll 2D6 for each command. Each D1-4 counts as a pass, and each
D5-6 counts as a fail. Therefore, the results of each roll will be: Pass 2,
Pass 1 or pass 0. What happens next depends on the rating of the commander/unit.
The percentage chance for each of those happening is listed
for convenience.
|
Commander |
Pass 0 (10%) |
Pass 1 (45%) |
Pass 2
(45%) |
|
Cautious (Veteran) |
Withdraw* |
Hold* |
The player
may move units however he wants |
|
Steady (regular) |
Hold* |
Cautious
Advance |
|
|
Impulsive (Untried) |
Charge |
Bold Advance |
* = May also turn to face a threatening enemy if required
·
Withdraw: each unit will retreat one move. May
shoot if able
·
Hold: each unit will remain in place. May shoot
if able.
·
Cautious Advance: each unit will advance one
move, but will not charge.
·
Bold Advance: each unit will advance one full
move and charge anyone within that normal movement.
·
Charge: will charge the closest enemy unit
within charge range.
There are exceptions
to rules above, as follows:
·
When a commander attaches himself to a unit, the
unit may act however the player wants (no need to roll).
·
If the commander is dead or attached to a unit,
all other units of that command must independently roll for themselves on the
chart above.
·
If a unit is out of command range as defined in
normal rules, that unit must roll for themselves on the chart above.
The Armies;
Kingdom of the Isles Scots
Left Wing: Fergus of Galloway (Impulsive)
·
40 Galwegians: Hand weapons (HW), Warband
·
18 Highland warriors: bow
· 2 x 12 Highland scouts: javelins (skirmishers)
Center: Somerled the Mighty (Cautious)
·
32 Better Islanders (Gilliebrides): Light Armor,
Throwing spears
·
2 x 24 Lesser Islanders (Dubgall’s &
Raghnall’s): HW
Right Wing: Saor MacNeil (Steady)
·
2 x 24 Irish mercenaries (MacMahon’s &
McGuire’s): LA, mixed weapons
·
12 Highland scouts: javelins (skirmishers)
Vikings (units are usually named after their flag device)
Left Wing: Lagertha the Hot (Impulsive)
·
24 Raiders (Shieldmaidens): HW
·
24 Undisciplined Raiders (Mermaids): HW
·
24 Bondi (Bulls): HW
Center: Ragnar the Unlucky (Steady)
·
24 Huscarls: Light Armor, throwing spears
·
36 Fred’s mercenaries (Because I got them from
my brother Fred)
·
18 Archers
Right: Hagar the Horrible (Cautious)
·
24 Hird (Dragons): Light Armor, Throwing spears
·
19 Berserkers: warband, fanatic, two-handed
weapns
·
8 skirmishers: javelins
Turn 1: Islemen initiative
Both sides advance and close the gap
Turn 2: Viking initiative
On the left Hagar holds his position. In the center Ragnar
does a cautious advance. Ragnar’s archers cause five casualties to Dubgall’s
Islemen. On the right, Lagertha advances at full speed.
The Islemen advance on all fronts.
Turn 3: Viking initiative
Hagar and Ragnar hold their positions – archery doesn’t do
significant damage. Lagertha has cleared the wooded hill and has positioned two
of her units to charge next turn.
Fergus maneuvers his Galwegians into a position to threaten
the Dragons. His archers cause a couple of casualties to the Dragons. Somerled
advances slowly, as does Saor.
Turn 4: Viking initiative
Hagar moves his Dragons into a position to defend the
Gallwegians.
Ragnar holds his position; his archers cause a casualty to
Dubgall’s Islemen.
Lagertha orders two charges: The Bulls charge McGuire’s
Irish and the Mermaids charge MacMahons. The Bulls-McGuire fight wasn’t
particularly one-sided but McGuire’s Mercenaries had no stomach for the fight
this day, they break and are overrun.
The fight between the Mermaids and the MacMahons is
indecisive.
Islemen
Fergus still isn’t in position to charge, but keeps
maneuvering. His archers cause five casualties on the Dragons. His skirmishers
disperse the Viking skirmishers with a javelin volley.
In the center, Somerled orders two charges. Dubgall charges
Ragnar’s archers. They fire one volley (1 casualty) and flee from the charge.
Raghnall charges Fred’s Vikings. The former does poorly and
Fred’s Vikings win a decisive victory. Raghnall’s Islemen break and are overrun.
On the right, Saor’s skirmishers turn to face the Bulls,
causing two casualties from javelins. MacMahon’s and the Mermaids continue
their indecisive fight.
Turn 5: Islemen Initiative
On the left, Fergus’ archers and skirmishers cause seven
casualties on the Dragons. The Galwegians finally get in the fight and make an
impulsive charge against the Berserkers. The fight is quite uneven in the favor
of the men from Galloway, but the Vikings are enjoying the fight and hang on
(snake-eyes on break roll – the only thing that would save them).
In the center, Gilliebride’s Better Islemen cautiously
withdraw a short distance. Somerled joins them. Isolated by Somerled’s
withdrawal, Dubgall has no choice but to charge Ragnar’s Huscarls. The fighting
is indecisive.
On the right, Saor’s skirmishers continue to work on the
Bulls. The MacMahon-Mermaid fight gets bloody (5 kills on each side); the fight
continues.
Vikings
On the right, sensing the berserkers are about to be
overwhelmed, the Dragons withdraw a bit and reposition themselves. A good move, as the Berserkers are overrun
and the Galwegian pursuit takes them into the Dragons.
In the center, the Viking archers rally.
Ragnar joins the Dubgall-Huscarl fight. Ragnar lives up to
his nickname (“The Unlucky” – a sobriquet earned over many battles over many
years of gaming) and does his best to snatch defeat from the jaws of victory.
Remarkably, the lightly armed Islemen are getting the better of Ragnar’s
Huscarls. The Vikings do hang on however.
Fred’s Vikings charge Somerled. The Islemen get the
upper-hand, dishing out plenty of punishment, but Odin grants his favor to
Fred’s Vikings and they stay in the fight.
On the left, the Bulls change facing to address the skirmish
threat to their flank. Meanwhile, MacMahon finally defeats the Mermaids; they
route and are overrun. The flight of the Mermaids doesn’t seem to bother the
Bulls.
Turn 6: Islemen initiative
On the left, Fergus and his men of Galloway defeat the
Dragons, which are overrun. The archers and skirmishers move into position to
engage Ragnar’s archers.
In the center, Fred’s Vikings are getting pounded by
Somerled, but they are still being protected by Odin (saved by snake-eyes). Meanwhile,
Dubgall’s men are still hanging tough,
but Ragnar and his Huscarls are gaining momentum.
On the right, Saor’s skirmishers withdraw and continue to
pelt the Bulls with javelins but do little damage. MacMahon’s mercenaries
charge Lagertha’s shieldmaidens. The Irish quickly gain the upper-hand – but
Lagertha and her shieldmaidens are tough.
Viking phase
The Viking right flank is completely gone.
In the center, Ragnar’s archers cause five casualties to the
men of Galloway. Meanwhile Ragnar continues to be Unlucky and just can’t defeat
Dubgall. Somerled and Fred’s Vikings continue to slug it out without as clear
winner.
On the Viking left, the Bulls charge Saor’s skirmishers.
They loose javelins and try to flee, but are overrun by the Bulls.
Lagertha and her shieldmaidens finally defeat Mac Mahon’s
Irish. They break and are overrun. The Islemen right flank is no more.
Turn 7. Islemen initiative
On the left, Fergus turns his men inward and start to
envelop the Viking right. Dubgall’s Islemen have had enough and after fighting
magnificently, finally disperse (fell below minimum unit size). The Huscarls
aren’t much better off (only one above minimum).
In the center, Somerled finally defeats Fred’s Vikings, who
are overrun.
Vikings
Viking archers cause some hurt to the men of Galloway (6
kills)
Lagertha brings her shieldmaidens around to support the
Bulls who charge into Somerled’s best men. The Islemen get the upper-hand, but
the Bulls just manage to hang on.
Turn 8: Islemen initiative
Fergus and the men of Galloway charge the Viking archers,
who fire one volley and scatter to the winds.
Fergus’ archers and skirmishers cause the one casualty to
Ragnar’s Huscarls to convince them to abandon the field.
On the right, Somerled’s best Islemen get the better of the
Bulls, who break and run.
Vikings
While Somerled recovers his breath and with Fergus far away,
Lagertha uses the respite to withdraw with her shield maidens from the field.
Victory goes to the Islemen.
I think the
activation system worked really well. Units generally behaved themselves, but
there were a couple of occasions when they acted unpredictably. Sometimes this
was to their benefit and sometimes it cost them.
I like what it added to the game. I will undoubtably use it
again.
![]() |
| Fred's Vikings |
![]() |
| Starting Set-up |
![]() |
| Moving Closer |
![]() |
| LtoR: Fergus, Somerled & Saor |
![]() |
| Lagertha maneuvering around the wooded hill |
![]() |
| Fergus gets his men ready to charge |
![]() |
| Lagertha v. Saor |
![]() |
| Raghnall takes on Fred's Vikings |
![]() |
| Dubgall v. the Huscarls |
![]() |
| Somerled v Fred's Vikings |
These are older photos. The figs and units are the same, but I have changed some of the flags.
First the Vikings:
| A Viking party |
| Hagar, Lagertha the Hot and Astrid the Red |
| Huscarls - called the Favorites for obvious reasons. Foundry Vikings are full of character |
| Some Fantasy goodness: Jora and the bear, and Ice Dragon and various Godis. |



























Comments
Post a Comment