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Hall Burning with Dux Brit.


 

Here's a fun solo game.

A Viking hall with an entrance at both ends. It's held by four level 3 heroes/leaders who count as elites and each as a single group. They are attacked by six groups of 6 figures - all levy, and just 2 archers who act as? two single groups.

The heroes in combat get their 3 dice, plus 2 for unit superiority. If they defend the doorway they are not only get bonus of being harder to hit for the building cover [i gave this to their attackers as well] but two defenders can count as a shieldwall? across the doorway too. They cannot form a shieldwall in the open.
The heroes take a wound if the levy get a 6 [score needed to kill an elite] and they take shock in the same way as a unit [every two points of shock reduces their combat dice by one; but they can use actions to rally themselves. Each wound reduces their level and so their combat dice. They will run if they have twice as much shock as they have wounds/levels left.

The Levy have a tough job but they can set fire to the hall as per the usual rules if their is a unit next to the hall and not engaged by the defenders. The two archers are unlikely to be very effective but they can be a nuisance and encourage the heroes to come further into the open. The only good thing about Levy is all the running away may not affect the force morale too badly. Each of the groups of levy count as having a level one leader in the group [like a super numerum in Infamy].

With the cards each side was randomly dealt six cards [bibamus and portents were in the mix] and leaders [i.e. each hero and each supernumerum] could change cards by the usual rules.

In my game all the levy were killed or fled, the hall was burnt, one Viking hero was killed, and another wounded once.

I either need to set even more peasants against the Lords, improve my tactics and dice, or perhaps have a couple of rabble rousing priests who can rally the enormous amounts of shock suffered by the levies!

Let me know here if you give it a go.