The Franco-Angevin Wars Continue! (More Richard I the Lion Heart)

The first three games of our series of Richard I the Lion Heart went “Surrender for Richard” (Dad wins), “Philip captured, French Army routed, Richard dies in battle” (draw), and “Philip stalls Richard, deploying troops everywhere, refusing to fight in pitched battles, conquers Touraine and Maine, endlessly subverts vassals, and wears Richard down to a state of recklessness, at which point he falls in battle” (I win).

We played another game to break the 1-1-1 set, and my dad wanted a second go as Richard. I enacted a similar strategy as in the previous game, using Philip and the Count of Au to move troops to French border castles where Richard would hopefully be bogged down. My dad spent next to nothing on diplomacy in the first turn, which mean on one hand, he had a lot of troops, but on the other hand, almost of his provinces were in rebellion.

Rather than get stuck in sieges or get wiped out early on, I sacrificed my siege trains and would send Philip and the Count out of Normandy to meet up with the rebelling barons. By the second year, I had a massive surplus of funds to replenish lost troops. So, even though I hadn’t won any battles (nor even stood to fight), I was never in too bad a shape, and Philip could always escape. Despite having a field army considerably damaged and bruised, I maintained several strongholds in Normandy with very large (in some cases unassailable) garrisons. The game ended rather early with Richard dying in a siege.

While this broke the tied set in my favor, it meant that Richard was 0-4. I wanted to give it one last go as Richard myself before we put this one to bed.

We’re only into the second year of this one, but I think I may have this one in the bag as Richard. I’ll admit that while I was lucky in that, while the diplomacy phase was a wash for vassals mostly, Baldwin of Flanders joined my cause for 1194. My dad had sent Philip down with most of the troops and the French siege train to subjugate Touraine, which meant the only real opposition in Normandy was the Count of Au with a small force along the border trying to harangue loyal English border castles.

I put everything I had on Caen to take it early, and a lucky first turn roll meant no siege. Rather than having Richard lead a mighty charge, I used him to move and reposition some troops to hold the fort on the road to Maine and reinforce the loyal border castles. Meanwhile, I sent Mercadier with the siege train and some of the troops north towards Dieppe, where he would meet Baldwin and take the city. The Marshal took most of the rest of Richard’s forces and went about overawing French border castles and burning them to the ground. Richard, meanwhile, stayed behind with John in an administrative capacity, only jumping in once to raise the bonus on a siege attack that I desperately wanted to win before the winter turn of 1194/1195.

All that’s left right now for Richard to win are two border castles, Gisors, and Les Andelys. Plus, Gisors has only one SP of garrison left. Best of all, I’ve used Richard so sparingly that there’s a 0% chance of his death! [Death # starts at 15, goes down by one each turn Richard is in battle, and goes up by one each winter—having only made two attacks with Richard in 1194, going into 1195, his # is 14; needless to say, it is impossible to roll over 14 on 2d6.]

I didn’t spend any money on knights, because I’m hoping I can wrap this up without any pitched battles. Though Philip seized Maine at the end of 1194, I have 15 SP + 5 garrison SP (worth 40 total should Philip try to storm) in the castle blocking the road. My goal in the next two turns is to have Marshal and Mercadier take most of the troops between them to overawe the two remaining border forts. All I need is kill a single SP of garrison in Gisors, so I’ll leave just enough SP with Richard to see that it’s a sure thing. This should all be accomplished in the March turn.

If either of the two border forts don’t fall in the initial assault, I’ll send in John to move some extra troops to knock it out in the April turn. If neither falls, it could be a problem, but Mercadier and Marshal both have attack bonuses that should guarantee I take AT LEAST one with the odds I have. Regardless of the fort situation, as soon as Gisors falls, the siege train will move on Les Andelys with Richard. It would be a coup if I took it in the first round of battle in April. If things go into May, it may be a bit dicey.

Where Philip is right now, he can’t do anything that would reverse my fortunes in March. He could harry my fort on the road to Maine, but almost certainly could not take it in a single turn. He could take the road from Maine back into France and try to confront Richard’s rampaging troops. Unfortunately for him, it would take until the bottom half of the April turn to get there. So, I have two turns to knock out 4 strongholds. I am very confident I can take 3 of them.

If it comes to a pitched battle, Philip DOES have knights with him, but Richard’s generals are good enough that in a meeting battle, if one does happen between all of the English and all of the French troops outside of Les Andelys, they should be able to hold their own. The problem will be that this is the likely outcome: the English knaves slaughter the French knaves; the French knights slaughter the English knaves; one side retreats; even if the English come out with an army intact, they will not be able to challenge the French knights on the battlefield; the French knights alone will not be enough to trap an English army taking respite in a fortress; the war drags on for another year.

If it comes down to that, I do have a few things going in my favor: each stronghold in Normandy gives me 12k ducats, and I have 5 out of 6; Normandy pledged its loyalty to me for the 1195 year; Les Andelys is neutral, so even if I can’t take it, there’s a very good chance Philip can’t either, and he will be unable to garrison it with his own troops against me over the winter 1195/1196 turn. The troops I would be able to muster for 1196 ought to be enough to take out whatever’s left that needs to be taken in a single blow.

I’ll be honest: we’ve probably be playing the game wrong the whole time. In fact, I know in one spot we’re doing wrong out of convenience [a single roll for combat with results multiplied by the total troop number, rather than rolling an individual attack for every ten SP and a “partial” attack for numbers under 10]. The rules could stand to be a little clearer in places… But overall, this has been one of our favorite beer & pretzels wargames.

I’ll let you know how things turned out next week.

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