No, not a Gaelic folk band playing at some bohemian festival.
You really wouldn’t want these gentlemen in your band. They’d intimidate the audience.
Or worse. No, these are Norse-Gael mercenaries for SAGA, brought in under the
Swords for Hire option.
With my Scots warband all done this season for the Dance of Power campaign, a standalone game of SAGA at my club this week offered up the
chance not only to try out one of the new campaign scenarios from Age of the Wolf but also field 8 Gall-Gaedhil Warriors for the first time. With The
Burgh scenario, my good gaming buddy Jamie deployed his Anglo Danes and assorted
farm animals behind the putative safety of the burgh’s walls and prepared
for the Scots raiders.
The set up
The Burgh scenario
represents the locals retreating back behind the safety of the local strongpoint
having spotted a bunch of marauders heading their way and having to defend
whilst waiting for reinforcements to arrive. Eventually. Maybe.
We played a 6-point game with Jamie’s Anglo Danes defending.
They deployed first, however a Huscarl (Hearthguard) unit must be designated as
the reinforcements, and these may turn up anywhere along the defenders table
edge outside the Burgh on a roll of 6 at the beginning of turn 2. The walls provide heavy cover and are low
liner, whilst the Burgh’s gate is impassable until destroyed. Additional
Victory Points are available for any attacking units (Scots) inside the
Burgh at the end of the battle and also if they manage to destroy the main
gate. The Scots deploy second, go first and have 7 turns to take the
strongpoint.
How it went
With the Anglo Danes forced to deploy their
short-handed warband first, the Scots warlord Fearghas MacCoinnich had time to assess
his enemy. The Anglo Danes had spread themselves along the length of the
wall, with levy archers and slingers on either side of the gatehouse.
Fearghas, wary of
allowing his men to be pin-cushioned by both these units, opts to
concentrate all his forces on his left flank. He's hired some rather expensive
mercenaries and is keen to see whether his investment is worth it. If they
prove their worth, they may find a place in his campaigning warband. So the
warband marches in column, with his two warrior units ordered to shield the
Gall Gaehil and his 8 strong Hearthguard from the searching eyes of the enemy archers
whilst they hot-foot up and over the walls.
This is a good point for an introduction to the
Gall-Gaedhil. An 8 man ‘warrior’ unit with armour of 4 and each generating 2
Attack Dice (like Hearthguards); they cost 2 points to hire and do not generate any Saga dice. Instead
their activations are unlimited within a turn and are free, although they get
bloody knackered marchers like any other unit. Being a tad cocksure, they’re
always activated first each turn and get a free single movement after deployment
but before the first turn.
There’s more. They cannot benefit from any Saga abilities
but after step 4 of any melee a unit daft enough try their luck with these
roving nutters suffer a number of extra hits equal to half the number of
successful hits they scored against the Gall Gaedhil. Painful! So an interesting
unit to use, with pluses and minuses depending on the scenario. A bit like the
Angry Monks I tried in a previous battle.
It wasn’t long before these mercenaries, with the Scots Hearthguard
close on their heels, were up over the wall and threatening the enemy archers
that had been tickling the Scots warriors. Ubba, the Anglo Danish warlord, moves
in with his Huscarl bodyguards to intercept and cleverly orders a large unit
of Ceorls to open the main gate and charge outside, flanking the advancing Scots
warriors.
Fearghas MacCoinnich wasn’t too concerned though (he’s all heart) as he’d planned for his two warrior units to soak up any threats whilst his Hearthguard and Gall Gaedhil get in amongst the villagers. And that they did, the strong, fast punch on Ubba’s right flank seemingly causing him some delay getting his remaining units closer to the action.
Fearghas MacCoinnich wasn’t too concerned though (he’s all heart) as he’d planned for his two warrior units to soak up any threats whilst his Hearthguard and Gall Gaedhil get in amongst the villagers. And that they did, the strong, fast punch on Ubba’s right flank seemingly causing him some delay getting his remaining units closer to the action.
Fearghas MacCoinnich heads towards the Burgh's wall with his Hearthguard escort before Ubba's Huscarl reinforcements arrive |
However, once the Gall Gaedhil were in the Burgh, they seemed
to spend far too much time showing off and trying to look menacing, standing in
a huddle obscenely gesticulating and farting in the enemy's general direction. So
much so that after killing all but one of Ubba’s bodyguards they decided they
were too knackered and hungover to do any more. Ubba wisely using his Lord of Battle ability to quickly exhaust
the volatile mercs and mitigate the threat.
Meanwhile, a unit of Scots warriors are scrambling over the
wall to hit the archers who’d turned their backs to get a shot at the wheezing
Gall Ghaehil, whilst the other Scots warrior unit goes head to head with their
Anglo Danish counterpart. Fearghas and his Hearthguard are cautiously approaching the
wall, anticipating the arrival of Ubba’s reinforcements, when they duly turn up,
Huscarls screaming from the nearby woods. Fearghas flees…um, double-times…over
the wall leaving his Hearthguard to deal with these late-comers. The two elite units immediately clash but the Scots outnumber the new arrivals.
Ubba’s slingers and remaining warriors are by now a little
ragged after negotiating various obstacles within the Burgh. Wandering cows,
dogs, chickens, peasants and sheep. Not that the sheep were particularly distracting.
But the slingers did seem to take their time. Just saying. But by now the raid
was nearing its conclusion.
The fighting outside the walls is proving costly on both
sides, with exhausted remnants of a Scots warrior unit and Ubba’s reinforcing
Huscarls looking for a way out. Ubba’s remaining warriors are tiring and now
too far away to aid their comrades inside the Burgh. The Scots Hearthguard have
finally climbed the wall and joined the Gall Gaedhil and Fearghas. Ubba could
see the battle for the Burgh was all but lost with the Scots now in strength
within its walls. His archers are hemmed in and facing multiple threats whilst
the late arriving slingers are having a hard time to get clear sight of the
enemy. They have a go at the Scots warriors clambering over the wall but to little affect, the
enemy use the cover to their advantage.
Ubba prepares for the inevitable fight against the eager, closed
ranks of the Scots Hearthguard, but instead they surprising shuffle apart to make
room for Fearghas. The Scots leader, Warlord’s Pride foremost in his mind, challenges
Ubba to a duel for the Burgh. It was a gamble. His men have the battle. If Fearghas
loses the combat and is forced back it would allow time for Ubba’s warriors to
rush in. He could even throw away the imminent victory with his life. But these
Warlords only think of their place in the histories. Pride over prudence. So
the two warlords, with their men looking on, go at it sword and shield.
Fearghas roars in with a flurry of thrusts and blows, Ubba valiantly
fighting back but the onslaught proves too much and he's forced to surrender the
duel. The Burgh is taken by the Scots with 24 Victory points against Ubba’s 11!
The Gall Gaedhil have some nifty tricks and are probably better used like Berserkers, your shock troops to hit enemy units fast and hard..The downside is that they cannot be targeted by the controlling player's Saga abilities so outside their inherent traits they're not that adaptable. Plus, having always to activate first lends your opponent a degree of foreknowledge. The Swords for Hire units are obviously the specialist units of the Saga world, ones orientated for specific scenarios rather than as general troop choices. Still, I did like em', if only to for their intimidation value!
The Gall Gaedhil have some nifty tricks and are probably better used like Berserkers, your shock troops to hit enemy units fast and hard..The downside is that they cannot be targeted by the controlling player's Saga abilities so outside their inherent traits they're not that adaptable. Plus, having always to activate first lends your opponent a degree of foreknowledge. The Swords for Hire units are obviously the specialist units of the Saga world, ones orientated for specific scenarios rather than as general troop choices. Still, I did like em', if only to for their intimidation value!
No comments:
Post a Comment