After my debacle with the Crusaders in the first crusade, Richard was happy for me to go the Crusaders again.
This scenario is six turns, and each turn a player has seven cards which are needed to activate leaders, play events or prosecute sieges (and it is sieges where this game excels in my opinion).
The Crusaders win with 30VPs.
Die rolls can have a significant effect at times, but more critical seems to be the cards. At times each of us held cards that would help the other player (and therefore denied them an advantage), but in turn didn't do anything for our side. These two aspects will generate a lot of variation in play.
Richard's report:
Turn 1
Edessa falls after an outbreak of epidemic in the Seljuk camp (not spreading of course) through use of sappers and battering rams and a final assault.
Turn 2
The siege of Antioch, which was never going to fall due to weak Seljuk forces and inability to set up a blockade.
Turn 3
Siege of Antioch abandoned after Seljuk siege tower burned down by Greek fire and then supplies running low. Seljuks moved to Gaston which fell to call for surrender.
Damascus joins the pro-Muslim forces on a diplomacy roll.
Turn 4
The crusaders arrive and suffer modest losses (5 steps). Despite being stopped by "heavy rain", this did not stop them from intercepting cavalry sent to shadow. (waste of time unless you have more than 6 units).
Samosata fails to Seljuk call for surrender. More (unnecessary) Crusaders arrive.
Turn 5
Crusaders brush past Seljuk cavalry ready to shadow, but in wrong spots due to rule misunderstanding. Besiege and storm Edessa, after an ineffectual outbreak of epidemic which was effective against the defenders.
Even more (unnecessary) Crusaders arrive, along with (un-needed) Turcopoles for the Kingdom of Jerusalem.
Damascus goes neutral again.
Zengi assassinated, replaced with dud 3 activation cost leader.
Turn 6
Could have skipped this turn entirely as nothing would change result, but that happened anyway due to cards drawn.
Seljuks had one 2 card and 6 1 cards. Could do absolutely nothing anyway with puny forces. Elected to PASS to end game as quickly as possible.
Aleppo falls to assault after brief siege. Crusaders lose Raymond, Tigurd and 4 units to epidemic. (Of zero consequence as Aleppo not even needed for scenario win).
Nice report. Reminds me I have on the shelf Berg's Onward Christian Soldiers which I still have never properly got to table...
ReplyDeleteThanks. The game does lend itself to story telling.
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