The Battle for Safeton (aka. The Birch Field Battle)

The situation in our open table campaign on Discord

The Scarlet Brotherhood is invading the Wild Coast. From their ships, three savage orc tribes and one tribe of seasoned Olman warriors set foot on the territory of Safeton, led by a spell-casting seer. They are joined by a unit of mounted scurrers in the service of evil mastermind Goldmund Oohia, a crime boss (and former player character) seeking to subjugate the entire Wild Coast.

(c) Bestia ex machina

The city of Safeton chooses to make their stand at the old Suel plantations at Birch Field and to use the crumbling walls for cover. A siege of the city proper would never do – the orc sappeurs being renowned for siege mining. The city-states of Badwall and Elredd send some troops to help defend their neighbour.

Rumours tell of amazons maneuvering at Hardby, another threat to the Safeton patriarchs? The stuart of Safeton offers gold from the mothers and wives fund for any savage amazon willing to lay down arms and marry a Safteon citizen of good renown. None of this money is ever claimed …

Setup at Cauldron 2023: The OSR Euro Con

Chainmail rules, 25mm figures (1:72), each representing 10 warriors. Thus, a wizard-type figure represents one powerful magic user and lesser spell-caster as well as retainers and bodyguards. A hero-type figure represents a group of adventurers consisting of fighters, paladins, rangers, lesser clerics and the like.

(c) Bestia ex machina

The invaders comprise 1 seer figure, 1 unit of 80 Olman archers (i.e. 8 figures), 1 unit of 90 Olman slingers, 1 mass of 270 fierce Olman warriors. Under Olman control are the Vile Rune tribe consisting of 1 unit of 120 great orcs, 1 unit of 120 ordinary orc warriors and 1 unit of 100 orc archers, further the Woodie tribe with 4 units of 120 orcs each, and the Hornie tribe of 4 units of 120 orcs ach and 1 unit of 50 orc archers. Their local ally Goldmund Oohia sends a single unit of 120 medium horse mercenaries (player characters recently managed to burn down his riding spider stables, so he is reluctant to risk more of his remaining forces).

(c) Bestia ex machina

The Safeton defenders include the Lords of Safeton (the stuart of Safeton and the guild masters, and their bodyguards) as 1 unit of 40 armoured foot (i.e. 4 figures), the “Black’n’Yellers” city guard with 1 unit of 120 armoured foot and 1 unit of 130 heavy longbow men, the “Blue Stripes” city levies with 1 unit of 120 heavy foot men and 1 unit of 70 longbow men, the “Greencloak” countryside levies with 120 light foot and 1 unit of ranger heavy foot levies, and then even 1 unit consisting of the city’s cutthroats, thieves and assassins, 80 men.

The allies of Safeton send a group of magic-users (PC warlock Magister Al et al., i.e. 1 figure), a group of fighters and paladins (PCs, 1 hero-type figure on medium horse) and their own company “Estevantes” (RIP chevalier Estevantes) of 200 archers, 1 mass of 300 hired Perrenland landsknechts, 1 newly established company of 170 Badwall light horse and 1 unit of 120 Elredd volunteer heavy foot levies.

(c) Bestia ex machina: our medium horse hero-type figure (mace +1, Wings of Flying).

The amazons are sending the weakest army by far, an expeditionary force only, consisting of 100 light horse, 90 light foot, 200 archers and 130 elite phalanx warriors (operating according to Swiss/Landsknecht rules).

These forces are managed by two referees and five other players. It will take us two times three hours to conclude this epic Chainmail battle.

The Battle –  A Field in Safeton

The Safeton troops await the enemy behind the crumbling plantation walls, with Perrenland landsknechts ready to charge and Magister Al preparing his spells, the Estevantes archers to the north, closest to the enemy, and the longbow men and the Badwall light horse at the remote south end, where they certainly will exercise their advantage of longer ranges. What could possibly go wrong?

(c) Bestia ex machina: The defenses of Safeton, Badwall light horse seen in the front.

The invading forces amass behind the hill, marching on and beside the road under the cover of a magical darkness.

(c) Bestia ex machina: March of the invaders.

The amazons will be set up one round later on the road behind the river.

(c) Bestia ex machina: Amazons approaching the ford.

The invaders start crossing and circumventing the hill.

(c) Bestia ex machina

The Lords of Safeton order the dispensable cutthroat to make a run for the birches – and run the do for their lives, while they hear the Goldmund riders approach, their torches ominously glowing in the dark. The cutthroats will refuse further orders and stay hidden in the forest for several turns to come.

(c) Bestia ex machina

The orcs, capable to see in darkness, notice amazons crossing the river! They immediately send emissaries to cut a deal for pilfering the city of Safeton.

The magic-users battle for control of light and darkness, and the twilight sky flickers.

As soon as the PC heroes become aware of the amazons, they decide to leave their archers where they are (who start shooting volleys at the closest orcs) and to ride north toward the amazons, waving a white flag for negotiations. Orcs fail to intercept the horse-riding heroes.

(c) Bestia ex machina

In the center of the defense line, the situation grows more and more tense, as orcs keep advancing. The defenders feel the need to advance, sending more and more troops overs the walls, in order to keep their warlock out of melee.

(c) Bestia ex machina

Meanwhile to the south, the Goldmund scurrers leave the cutthroats behind and charge into the standing horses of the Badwallian light cavalry, which immediately disperses under the brutal impact of the medium horse mercenaries. Next, the Goldmundian mercenaries direct their steeds towards the Blue Stripes archers, who send their volleys to down as many riders as they can before the are overrun and smashed by unforgiving hooves.

(c) Bestia ex machina: Goldmund scurrers charge the Safeton longbow men.

The Olman seer casts Phantasmal Forces and ghost-faced armoured foot knights appear in front of the Estevantes archers, seemingly climbing over the wall out of the darkness, and stopping the heart beat of 50 men. This is more than the archers can endure (their leader heroes being absent due to their negotiations with the amazons) – the archers run.

Paladin Yannara the Radiant refuses the amazons’ claim on the lives of the Lords of Safeton, however a yield of some territory to Hardby would be acceptable for help against the orcs. The amazons seemingly agree to the female paladin’s offer and promise to attack the orcish rear-guard.

Indeed, amazon archers, phalanx and light foot advance toward the orcs and the phalanx boldly crashes into the flanks of a much larger mass of orcs. As the orcs turn to face their new foe, the amazon archers and light troops join into the grand melee.

The amazon light horse unit moves south, ignoring the orcs. Their target becomes evident: they aim straight for the Lords of Safeton! The Lords have re-arranged their Black’n’Yeller city guards to defend in all directions, the fearsome Goldmund riders being close. These mercenaries even turn down an offer of bribes, staying loyal to their evil master. The amazons disperse the armored foot unit blocking their way and in one devastating charge run over the lords and crush them all under their horses’ hooves.

Our medium-horsed heroes follow the path of the light amazons only to discover that the archers are gone and the defenses are crumbling. The only honourable way is forward, into the heart of action. A lone heroic figure disperses a first unit of orcs only to be assailed by the next.

(c) ghoul: Team paladin charging.

While their left and right flank of Badwall allies has failed, the Safeton center did not wait to be overrun. Blue Stripes and Perrenland Landsknechts push forward, trying to slaughter their way towards the Olman seer. His lightning bolts take their toll among the defenders, but the orcs are equally reduced by Al’s fireballs. Even the cutthrouts leave their hiding place to look for easy targets and loot.

(c) ghoul
(c) Settembrini

Magister Al must save a desperate situation, as Safeton troops are being overrun. He carefully aims a fireball on the distant Olman seer. The fireball hits true, and the seer fails his saving throw! Some orcs nearly come into melee combat with Al, but another fireball on short distance quickly resolves the matter.

(c) Settembrini: Magister Al reduces his enemy, the Olman seer, to ashes.

Could the Olman warriors halt the Perrenland pikemen’s advance? We will never know, because the surviving Goldmund mercenary cavalry charge the pikemen from the rear, instantly causing panic and disorder. The Perrenland pikes are driven across the hill, putting shame on the men, while at the same time the small amazon phalanx displays true valour, excelling against huge Olman and orcish hordes.

(c) Bestia ex machina

The orcs and Olman might still be strong on the battle field, and the remaining Safeton men weak and few, but without a wizard on the invaders’ side and warlock Al unhindered in casting further devastating fireballs, the orcs and Olman can only withdraw. The amazons have achieved their aim to kill the patriarchs and have collected much honour on the field. Due to their small number, they will not pursue, but return home as victors.

Aftermath

Safeton is safe, though weaker than ever. Orc tribes (and some 50 cutthroats) still roam the countryside. Safeton must yield to whatever the Gynarch of Hardby demands, be it access to trade and tax income or a 50% female warrior quota in the city council, and the city will likely become a vassal state under amazon domination.

Evil overlord Goldmund Oohia is the secret second winner of the Battle at Birch Field. With minimal investment he has displayed his riders’ ability to show up on the battlefield wherever they liked and to take on any foe. Humans and humanoids will certainly flock to his side and his influence across the Wild Coast will grow.

The City of Badwall is in a particularly unfortunate situation – its troops proved incapable of fulfilling their duty on the battle field. This does not bode well, rumours are whispered about an „army of insanity“ approaching to pick this low-hanging fruit called Badwall.

Elderthing, the victorious amazon player, is offered to DM Safeton on our ADDKON open table gaming server.

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12 KommentareHinterlasse einen Kommentar

  1. Wonderful report!

  2. Thank you for the battle report! I was in that game (playing as one of the orc tribal captains), and had a tremendous time. Let me offer some insight into what happened from the other side’s perspective:

    Orc tribes hate each other, and I had the secondary goal of acquiring the banners of one of the other tribes (the one that made up the army’s rearguard). Orcs could not attack each other as long as they’re within command range of the Seer, so I resorted to a ruse. Once we noticed the amazon force, I asked the Seer’s permission to send a messenger and offer them a share of the loot from the sacking of Safeton in exchange for their help.

    What the Seer didn’t know was that I also offered the amazons half of my own tribe’s share if they killed the rearguard’s banner carriers for me – that’s why the majority of their forces engaged the orcs.

    • Thank you! That is quite insightful!

  3. Fantastic report…I want more!

    Was this „straight“ Chainmail? I’d be curious to know what rule additions/modifications were used for the battle. What method was used to decide forces? I understand that the earlier (RPG) sessions had influence on the battle…did this only impact mission objectives, or actual division of forces (or something else)?

    I ask because…while I’ve owned Chainmail for years…I’ve never used it to run an actual wargame. But having recently re-read „Swords & Spells“ (and being ultimately dissatisfied with it), I find myself searching for a decent set of battle rules for my AD&D game.

    Thank you!

    • This was Chainmail as pure as we could get it done. The thing is, the rules as written are confusing and open to much interpretation. It will certainly be handled differently by different referees.
      There we’re some AD&D sessions to hire or get rid of certain special troops: the Perrenland landsknechts took part in the battle, while the spider riders did not. I wonder what they might have looked like.
      There should also have been some Scarlet Brotherhood monks, but in site it turned Out both Setti and me had expected each other to bring them to the convention.

  4. Know that I find the rules much less confusing than most people. I you have some experience with miniature wargaming, then most things are either obvious, or obvious that there is no hard and fast rule given and needs to be resolved at the table. As with any rulesset, these are frameworks, upon which to build. The only thing I really think is written badly and only resolved via faq is the fact that there are no subsequent loss-triggered morale checks. The second trigger dissolves the unit, period, as Gary later made clear.

    • I wonder if anyone has done a retroclone of Chainmail, updating it for better use with AD&D. In the last couple weeks, I’ve been looking hard at the various wargame systems ostensibly compatible with 1E (Chainmail, Swords & Spells, Battlesystem, etc.), but I haven’t found one that quite „fits the bill.“ Chainmail might well be the best, but it’s not…quite…there…for MY tastes anyway.

      [How does one model bugbears? Should monks move faster than light foot? How do you distinguish between the various giant types? Etc. Etc.]

      Perhaps another project for 2024.


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