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Rescue the Damsel: Cleo vs Tir

Heramedes has been captured by Maeghil, a Tir Heroine. Heramede's closest companions have quickly organised a party to rescue their beloved leader before she is taken deep into Banshee territory. This battle uses the Rescue the Damsel  rules.

The Cleo Rescue Force

 

Unit 1 2 x 2nd Class Hoplites 24 Points
Unit 2 4 x Peltae 40 Points
Unit 3 3 x Psiloi - sling 15 Points
Unit 4 1 x Chariot - Sparkerei
+1 runner
20 Points
Total 99 Points
Items Musician - Unit 1 5 Points 
Lead slingshot - Unit 3 5 Points
Musician - Unit 2 5 Points
Unit Banner - Unit 4 5 Points
Total 20 Points

As per the Rescue The Damsel Rules, all the Attackers Units are Elite; they will sacrifice themselves to rescue their heroine.

The Tir Band

 

Unit 1 3 x Rangers 30 Points
Unit 2 3 x Javelineers 30 Points
Unit 3 4 x Javelineers
2 x Archers
60 Points
Total 120 Points
Items Stalwart - Unit 2 5 Points 
Stalwart - Unit 3 5 Points
Musician - Unit 2 5 Points
Sacrifice 10 Points
Total 20 Points

As per the Rescue The Damsel Rules, the defending army can opt to take Sacrifice at 10 Points (half its usual cost). The captors don't want to give up on their offering to their Goddess.

The Meadow of Glamour

 

The Cleoan's objective - their captured Heroine - lies at the centre of the meadow in the Grove (Easy going as the trees are sparse and their is no undergrowth but still offering +1D to any Stand inside), awaiting sacrifice to the Grove's Spirit. The top-left corner is covered with swamp (Difficult) and them some hills.

The Cleoan's randomly roll to see which edge they arrive on and score 1 - the right hand (short) side. The Tir reenforcements arrive on the opposite side. Unit 1 and Unit 2 of the Tir army deploys within 8" of the objective. The Cleoan's are 6" in from their edge.

Turn 1

The Cleon rescue force are the attackers and so start with the Initiative and Rotating Initiative. Naturally the entire force rushes towards the Grove while they have the surprise over the less numerous Tir. The Sparkerie Chariot, driven by Heramede's close companion, Likia, speeds across the open ground with the Psiloi close behind. The massed ranks of the Hoplite and Peltae phalanxes head right for the Grove, more than willing to give their lives for their damsel's.

In response the Javelineers move to the edge of the hill and in javelin range, tightening their grip on the white shafts ready for the trough into the spear-bristling line of invaders. The Rangers swing down from their hill to get closer to the fighting and to threaten the enemy's flank.

The Tir reenforcements, just alerted by a swift maiden, enter the Meadow and hurry as quickly as they can for the Grove.

 

The lead Slingers hurl their rounded lead into the Javelineers and force them back into the Grove but not before their javelins create havoc in the phalanx and sent the Hoplites reeling in fright.

The Rangers aim is deadly accurate and cut down a Stand of Peltae, their small shields penetrated by the long darts.

Turn 2

Despite the cries of the dying the Cleo continue their heated advance. If they can get to the Tir and stab with their spears revenge will be had!

All Units press ahead. The Psiloi spread out. Their fire effective they hope to kill some Bansheeand give the phalanx an easier time reaching the hill.

The Javelineers pull back a little distance into the trees, where they are not as disadvantaged as the close ranks of Aryidannan. The Rangers move forward again into close range so their fire is even more destructive. The reenforcements head towards the Grove.

 

Combined Ranger / Javelineer fire shoots down another Peltae Stand. If they weren't so focused on recapturin their damsel they would have fled under the storm of darts.

The Psiloi and a shower of javelins from the Chariot only force the Javelineers to recoil; the leaves and branches of the Grove offering mystic protection.

Fire from the Tir Archers approaching from the other side of the Grove in turn forces the Chariot back behind the Psiloi girls.

Turn 3

All the Psiloi fan out and carefully prepare their next volley. The Chariot rumbled behind them, deliberately using the unprotected girls for cover as the Tir reenforcements close in. The Petlae decided to offer themselves as sacrifice to the Rangers, letting the Hoplites get to the Grove without suffering from the murderous missile fire.

Again the javelineers pull back, knowing that they have friends not far away. But they don't have much further to reatreat to or the Cleo might take back their prize. The reenforcements near the base of the Grove while the Rangers stay put, content to kill the Peltae from afar.

 

The Psiloi have no luck, six dice and only two hits on the protected Javelineers. The Spirit of the Grove does not want to loose its sacrifice.

As predicted the Tir archer and javelins slaughter the Psiloi and the Rangers finish off the Peltae killing another Stand effortlessly. The nubile Tir maidens did not have to raise a sweat, carefully picking their targets and aiming at the weak spots before letting loose.

Turn 4

The Peltae rush and reach teh edge of the Grove whilst the Chariot charges over the broken bodies of the Psiloi into a thin line of waiting Tir Javelineers.

The Javelineers hold this time; so many sisters are coming ot help that they feel they can stand against the Chariot and heavy infantry. The Ranges move around to fire on the flank of the Hoplites and the reenforcements get ready to charge the flank of the Chariot as well.

 

Javelins and arrows push the Hoplites back but slay none; the Grove and slope of the hill offering some protection.

The critical battle - for the Cleo - is the Chariot. Having moved full pace its attack is magnified but it is going up hill and the defending Javelineers score hits on all their attacks.

But the Chariot wins! Likia drives the Tir away and leaps out from the back of the Chariot while her trusty driver reins in and prepares to escape as the hordes of enemy close in. Quickly Likia cuts Heramede's bonds, the fleeing Tir took the guard with them, and lifts the damsel onto her shoulders.

Turn 5

The Cleo only have to survive this turn and not lose a Unit and they will win the game as Heramede's makes her escape. Even if the Cleo Heroine does escape the cost for her freedom will have been terribly high.

Likia remouts the Chariot in a single bound and urges forward - break though! Screaming and shouting as the prize is about to be carried away the Tir surround the barely controlled horses and try to drag down all the Aryidannan, passing their Glamour tests to engage. The Hoplites move around the hill but the Rangers follow keeping them in sight.

 

The Tir missile fire is heavy and force the Hoplites down on their knees beneath their heavy shields. Only a few maidens are wounded and all survive.

The mass of Javelineers score a total of 5 hits on the Chariot, can it be enough to destroy the machine and take more prisoners? The Chariot only has four attacks and assailed from nearly all sides will have a hard time fighting off the attack.

Against the rear attack the Chariot hits twice but only once against a flank attack, three hits out of four - good but not good enough in this win or loose struggle. The Chariot takes two hits, and another pair as it is pushed back along an enemy stand, which is four hits to the three it can take. Despite the valient attempt the driver and runner are slain and Likia is dragged from the carriage and her armour torn from her as the victorious Tir prepare her - a new prize- and Heramedes, for the will of the Grove's Spirit.

The Result

The Tir had control of the game from the beginning and were not worried about the Chariot and its flanking manouever. The Rangers destoyed the Peltae by themselves and assisted in keeping the Hoplites out of the fight (even though they had a Musician to make them move faster). The large second Unit of Javelineers and Archers sealed the victory by helping to destroy the Chariot.

The Cleo rescue attempt was close but only luck would have made it succeed and not much came their way. The Psiloi had one good round of shooting and then could only force the Javelineers in the Grove back, always one short of killing a Stand. The Cleo deployment of putting the slightly slower Hoplites in the centre was a mistake. This left the lighter armoured Peltae to take the brunt of the Ranger's fire, resulting in all of them perishing or fleeing. They would have been better utilised covering that flank which would have let the Peltae get into the Javelineers and probably defeat them in combat.

The Javelineers not being Routed was the key to the Tir winning the game. By sticking around they held up the Cleo advance and then fell on the Chariot from enough sides that it couldn't survive the last combat unless it won - hightly unlikely.

Demoralised and dishearted the few surviving Cleoan's retreat from the sad meadow trying not to imagine what fate will befall their poor damsels.