Okay ... this one is a little difficult. This was my 4th battle of the much praised 'Baron's War 2nd Edition.' It took me several attempts to slog through the rules which I found difficult and repetitive to read. Afterwards, I made my own rules reference sheet as I wanted to avoid constantly flicking through the rules when gaming. It was a very long process to create this resource.
In any case ... I think I've typed this in a previous post. To the game!
I returned to a previous medieval passion ... the Baltic Crusades. I dusted off my copy of Eric Christiansen's very good book 'The Northern Crusades' and selected the Brotherhood of the Sword's push up the rivers of Livonia at the urging of the Bishop of Bremen. I poured more time into writing two army lists with easy references to the special rules, abilities and equipment - to make the game easier.
The scenario I set up was raiding a village. The stream was ankle deep and easy to splash through. The knights consistent of 3 fully armoured and barded warriors, there were also three mounted men at arms, then two groups of 6 spearman and finally 6 green crossbowmen.
In opposition were the Livonians, eager followers of the goddess of the forest and her large, mystical rabbit. They included 6 mailed veterans, 4 mounted warriors with javelin and two groups of 8 spearmen.
The Livonians deployed first giving the aggressive knights time to observed their positions. A group of green spearmen with only shields held the ford. Behind them, the Livonian warlord with his picked mailed warriors.
The Brotherhood pushed their crossbow and mounted serjeants up quickly. The knights lagged behind and their spear groups slowly made it around the wood. Here running or moving twice would have been beneficial but the knight commander only had one thought .... shoot the pagans with crossbow bolts.
The knight player hadn't read the rules - even though he'd owned them for longer than me - and really didn't pay attention to his time limit. The knights had 6 turns to plunder the village, driving away its inhabitants.
Ah, the knight commander. These are Fireforge miniatures I initially painted for Lion Rampant. The lances are extremely long but, much to my surprise, have not yet snapped (yep, that comment tempted fate, didn't it!)
Both cavalry now advanced down the road. I fear the knight's plan did not involve any subtlety.
The Livonian spear levy absorbed the shots. Their aim was to man the bank and use it as a defensive obstacle against a cavalry charge. I also hoped the 'brace' special rule would aid their efforts.
Bolts rained down. Few fell initially. But we were getting something wrong. The crossbowmen were firing twice per round. This is not allowed. In my defence, I did type this on the army list reference sheet ... but my opponent missed this.
To be honest, this is a problem with the lists and rules. Bloody hell, there are a lot of rules for each and every unit fielded. A player, especially an inattentive one, can easily miss something in this game. Take for example the "Ride Down' knightly rule. What a whopper! Just trying to keep that one rule in your head is problematic but the knight group also had rules for ... (taking a deep breath) ...
... command, inspire, live by the sword, chivalry, ride down, banner, barded horse, mace, medium shield!
This is just overkill and only ONE unit in the army.
The pagan cavalry (I think the horses denied the divinity of Christ .. the men were ready to listen) rode around to come upon the crusaders from the flank.
The mounted serjeants rode out to meet them. A shower of javelins felled a crusader. Little else happened as saves where made. This would become a theme for the night.
The crossbows shot and shot again. Slowly the Livonians fell back but the turn clock was ticking by. Not enough alacrity was displayed to move up the spearmen to threaten the other objectives.
Yep, that's the slothful spear off in the distance near that wood. Miles to go after their stroll around the lovely little copse.
The javelin horse finally dispersed their foes. (Losing an entire unit has less impact on the game than having a routing or broken unit as we, and you, will soon discover.) But now they were a long way from the next enemy and were out of command range (only 6" without a banner) to gain the advantage of a second activation. They did gallop their horses but not far enough. The knights, it seemed were about to ...
Would the knights ever charge ... wait for it ...
Yes, they finally did but waited too long. They fluffed almost all their attack rolls on the green spear who were now heavily shot up. The spear used 'brace' to fight back and inflicted 3/4 hits but ... the knights refused to fail a single armour or shield roll. Their armour was a very low '4' with mail, shield and barded horse.
One the right, the Livonian warlord and his followers gleefully charged the now exposed knights. They rained down 5 or 6 blows, not once, but twice. The knights just held firm on their armour rolls. In reply, the Livonians failed their rolls of 5 but still had a shield at 8+. It was then we realised the insane benefits of having a mace. It makes shield useless! Shields are quite expensive to buy per warrior and maces are half the price. Shield rolls in Baron's War are very important and ignoring them is a very large benefit. The Livonians veteran troops were slowly dismantled.
The green warriors ran for it. The dice marks morale penalties. We would soon discover having a broken or fleeing unit was crippling. A broken unit is a compulsory activation and must move first. So, even if you win initiative, the broken unit moves first robbing the player of the ability to act first. If you DON'T win initiative, the enemy essentially gets to activate two units before a player with a broken unit can reply. As units break later in the game, when combat is widespread, this gives the other player a tremendous advantage as units that activate and attack land their blows (and remove enemy casualties) BEFORE the defended can react.
And my Livonians had a broken unit and lost initiative, so I asked for the lube.
Oh yes, the spear eventually went in by turn 6. The slightly larger Livonian unit was able to hold their attacks off. Again, the variability of a D10 shone bright with few Brotherhood forces falling. A D10, as its been explained to me, should even out a game and create more 'granularity' in differences between classifications of warriors and weapons.
I have never found this to be so. I find it just produces more wildly unexpected and implausible results. You know, like knights who can absorb 14 hits and not roll a single result under 4.
(This picture is an oddity as it actually contains an image of my opponent opening his rulebook. Don't fret gentle reader, it hasn't happened since. No need to wonder why he wants to keep playing this set.)
An the above more or less shows the end of the battle. The knights had taken the objective but the other objectives had not been taken. Both generals were alive and only one Livonian unit was broken. Not sure where the narrative would take us next as I ... well ... am pretty sick and tired of these rules after 4 games.
I'm reluctant to give up on them mainly because its been a massive investment of time in order to become familiar with them, create a summary sheet and several army lists. The games themselves are okay ... but there's just so many rules. The games aren't too long, but they shouldn't be since a typical army only has about 25 models. There is quiet a lot of referencing rules and trying to remember what rules apply in a giving sitiation. You may notice we don't use markers, but I found this wasn't a problem. With only 4 units, I can easily remember who has acted in each turn. I simply struggled to find rules - especially rules for fighting in terrain. The defend obstacle rules are easy to find, but still no idea if a knight has a penalty for standing in a shallow river and fighting.
As we all know, time is short in this busy modern world and the time we all have to invest into our beloved hobby of wargaming is never enough. So, is Baron's War 2nd Ed worth the very large investment in time required. I answer - no.
What does it give that other rules don't? More complicated rules for each type of warrior and equipment.
The command system is probably works best. Your commander has one or two points to use each turn to make another unit move, or react, or to add a combat/defence or initiative dice. Not a bad system but nothing that wonderful either. This is almost the highlight for me of the rules.
Elsewhere the rules are just clunky. Combat is too broken down and sluggish for a skirmish game. There are 10 stages for the charge action, then another 6 stages to determine and resolve attack dice, then another 5 stages to determine combat resolution.
Within this maelstrom of rules lies confusing aspects such as why the morale melee modifier table is step 4 - located before the legality of the charge move is established - when it clearly belongs in the step 10 'generate attack dice.' Why??? Thats should have been picked up in editing or play testing.
Oh, and if I have to read another Line of Sight table ... these appear on pages 6, 25, 31, 39 and 82 (with extra rules on page 81 as well.) It should be one page!
Dear god, Andy Hobday, your written style and verbiage is inimical with the concept of being succinct or concise. Perhaps turn to writing government policy documents or epic poetry?
Give a tired, barely literate, wargamer a break!











































































