Floyet Manor is ruled by Lady Obchanna, Countess áchv Floyye taq-Moledurssan, a recently widowed Jackewlinese noblewoman. A group of Dorroseani Reavers, thinking the estate an easy prey, launch an assault on her land, which triggers a short and bloody 'small war' on the borderland.
This is an Inter Arma 2.1. mini campaign with five games, the final comprising two alternative scenarios. If the units are re-statted, it could work with other skirmish rulesets as well.
The overarching narrative of the mini-campaign is that the outcome of each encounter has a sort of cascading effect on the following ones.
After some deliberation, I chose not to include my usual schematic drawings for each scenario, leaving the terrain mostly to the players' imagination and the limits of their available pieces of scenery.
The campaign consists of the following battles and skirmishes:
1. The Raid
In a wooded area, a group of Jackewlinese foragers are beset by a group of mounted Reavers.
Jackewlinese force
- Sergeant-in-arms Béli áchv Tlisqe: Trained, mounted, pair of Pistols (slow reload), mortuary sword, three-quarter armor; Countercharge
- 2x Outriders: Average, mounted, mortuary sword
- 2x Foragers: Average, short pole weapon or mortuary sword
Reaver force
- Good Captain Jopeq Sluyt: Trained, pair of Pistols (slow reload), mortuary sword), three-quarter armor; Countercharge (can only be wounded)
- 4x Reavers: Average, mounted, pair of Pistols or carbine (slow reload), mortuary sword; evade charges with a successful saving throw
Terrain: Place plenty of woods and rocks that block line of sight.
Victory: as this is a running engagement, there is no clear victor, the Jackewlinese have to overcome the Reavers as best as they can, or failing that, retreat.
2. Run to the Hills
A group of peasants are attacked by a separate group of Reavers and must make to Floyet House.
The peasants begin the game in the village and must reach the roadstead at the furthest table edge.
Jackewlinese force
- Village alderman: Average, musket (slow reload), sword
- Peasant with musket: Poor, musket (slow reload)
- Peasants x4: Poor, various pole weapons or axes
Reaver force
- 1x Sergeant Putile bloe Flachche: mounted, half-armor, pair of pistols (slow reload)
- 2x Mounted Reavers: Average, mounted, pair of Pistols or carbine (slow reload), mortuary sword; evade charges with a successful saving throw
- 4x Foot Reavers: Average, various pole weapons or firearms
Terrain: include a few wattle and daub huts, hovels for animals etc. for scatter terrain, and an extrication point the Jackewlinese should reach.
Scenario specifics: if any Jackewlinese soldiers survived the previous scenario, they arrive as reinforcements at the extrication point on turn 6.
Victory: as this is a running engagement, there is no clear victor, the Jackewlinese have to overcome the Reavers as best as they can, or failing that, retreat.
3. Spiking the Gun
By now Lady Obchanna has received a fair warning about the approaching Reaver forces. The enemy has a field gun at their disposal, using which they can breach the meagre walls of the Floyet compound. A brave few volunteer to seek the Reaver camp and spike the gun.
Jackewlinese force
- 2x Volunteer: Trained, sword, main gauche (roll 1d6: on 5+ the enemy melee attack is parried without a saving throw)
- 1x Backup Musketeer (optional): Average, Musket (slow reload)
Reaver force
- 5x Sleeping Guards: Average, pistol, musket and/or pole weapon
- Two guards have a rope coil each. Casting the rope within 6" binds the target, which will be unable to move during that turn. The effect requires a standard hit die of 4+ to succeed, but any failure means the rope is retrieved by the caster and can be used again.
Terrain: the gun is within a walled garden with a few tents. There are three entrances to the low wall, but it can also be jumped across. Place the sleeping guards randomly.
Scenario specifics: fighting takes place during the early dawn hours. Use the rules for night fighting (basic IA2.1. booklet p7). Crawling with half speed reduces the chance of detecion (adds +1 to the difficulty die) by 1.
The guards are prone and must roll a successful morale test to become aware of the intruders once they are within 6" of them. It takes two turns to spike the gun (one to place the spike and one to hammer it in). Once the gun is spiked, all guards awake and the Jackewlinese must fight their way out of the camp.
Victory: the Jackewlinese win if the gun is spiked. The Reavers win if they capture or kill the intruders.
4. The Siege
The Reavers arrive in force near Floyet House and begin siege work in earnest.
Jackewlinese Force
- Lady Obchanna: Trained, Pistol (slow reload); Pistolier; while she is alive any defenders gain a +1 to their white (score) Morale die
- Liad achv Velpqe, Faithful Musketeer: Trained, Musket (slow reload), sword; Hawkeye; Aimed Shot
- Lieutenant Broelag achv Sulviq: Trained, Pistol, mortuary sword, three-quarter armor
- Illi the Housemaid: Poor, Musket (slow reload)
- all surviving foragers, peasants and volunteers from scenarios #1-3 (including wounded)
Reaver Force
- Captain Opriyeu Isquiule: Trained, Three-Quarter Armor, War Hammer; Berserker
- All surviving forces from scenarios #1-3 (including wounded) - the controlling player can choose to mount or dismount the troopers freely (provided they have enough compatible figures)
- 4x Gun Crew, Average, improvised weapon
- 4x Reaver with Musket: Average, Musket (slow reload)
- 4x Reaver with Pole Weapon: Average, Pike, Spear, Bill or Halberd
- 1x Saker (if it was not spiked previously)
Terrain: there is a small patch of woods providing cover for the attackers. Floyet Manor consists of a guardhouse/old bastion and the main building. The bastion rests on a rectangular low wall that provides hard cover. Both buildings have two floors and a playable interior. Each floor within the manor house is separated to multiple rooms.
The Dorroseani may erect a series of low gabions to hide the gun behind, and a mobile entrenchment (a palisade on two wheels) to approach the wall.
Scenario rules: the saker might fire (a) at the wall, with a standard saving throw of 3-: if the wall is damaged, it ceases to add cover bonus and makes it easier for attackers to climb through; (b) on the buildings, setting fire to them on a saving throw of 2-. It takes one turn to put out the fire. Once a building receives four consecutive hits, or a fire is left burning for more than four turns, the building collapses, burying everybody inside under the ruins.
If any defenders are cornered within the buildings, omit their Morale test at the end of the turn as they would have nowhere to run.
Victory: the Jackewlinese have to hold the compound for 12 turns. They win if they can hold at least the upper floor of the manor house by the time reinforcements arrive.
5a. The Battle of Tosde
If the besiegers are repelled, reinforcements arrive and a small pitched battle is fought. The reavers scramble their reserves to tip the scale in their favour, but their troops are of lower quality.
Jackewlinese force
- Captain General Béli achv Sadsbillai Maered: Trained, Three Quarter Armor, pair of Pistols, mortuary sword; Hero, Pistolier
- The survivors of the siege, in one or two formations of up to six figures
- 6x Qalturi Pike, Average, in formation
- 6x Red Musketeers, Average, musket and sword, in formation
- 3x Besberg Lancers, Average, Mounted, in formation (the 4+ figures per formation rule is ignored for the sake of simplicity)
Reaver force
- Captain Opriyeu Isquiule (back from the dead if he was killed previously): Trained, mounted, Three-Quarter Armor, War Hammer; Berserker
- The survivors of the siege, in one or two formations of up to six figures
- 5x Poor Reaver Foot: Poor, pole weapons, in formation
- 5x Brave Reaver shot: Average, musket, two-handed axe or sword, in formation
- 3x Wild Horse: Poor, mounted, sword only
The forces are deployed in opposing "battles" along the longer table edge.
Terrain: open field with patches of broken ground.
- OR -
5b. The Retreat from Floyet Manor
If the walls are breached and the inhabitants must flee, the next battle is a running battle fought by the fleeing Jackewlinese to reach the safety of the nearest friendly village or fort. Include the surviving Jackewlinese and Reavers. The Jackewlinese start at one corner of the table and must reach the opposite corner. The Reavers may deploy anywhere on the table.
Terrain: medium density terrain with small woods and peat bogs.
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