Started another scenario last night.
It involved five of my recently mounted cavalry descending on a house being looted by seven infantry, two of which armed with crossbows.
Rolled for whether cavalry was moving at trot or gallop, and whether looters were aware of their approach and could then move during the first turn. Cavalry galloped and looters moved.
The cavalry charged into the village, with most of the looters running into the house. The two crossbowmen snapped off shots, one of which killed a horseman. A horseman shot the looters’ leader (who also fired – and missed – while remaining outside the house) but, wearing armor, survived with a saving throw.
The horsemen charged past the house, regrouped and turned. The crossbowmen could not turn and fire. The horsemen then rode once again past the house. During the exchange of fire the looters’ leader was killed.
I stopped at this point, overwhelmed by the number of situations in these few turns that are not addressed by RAW.
1) There is only one speed for horsemen.
2) No reloading time for missle weapons.
3) With RAW sequence, shooters that are not oriented towards targets cannot turn and shoot, or can they?
a) If not, how long does “turning” take?
4) What happens if a leader is killed? Quick rules read-thru twice, no answer.
5) Galloping horseman easy to kill as running human?
I fully understand that these rules are somewhat secondary to nautical and campaign considerations. However, I’m not working with those two aspects.
In short, wrong rules. Good framework – especially greed/fear as I have mentioned before. But not enough detail.
But how much? Ahhhhh, the eternal Grognard question. I have Donald Featherstone’s classic Skirmish Wargaming, as well as the earliest published version of The Sword and The Flame.
Sounds like a mash-up. Another try tonight, with a couple new concepts.