Tuesday, November 9, 2021

The Battle of Four Lakes Melee Scenario

 Hi to those who are reading.

In unusual fashion, I'm throwing this together very quickly as I need to share this scenario with a Master of Arms who will be running this weekend's practice.

After years and years of tweaking practice scenarios, I've come to really like limited resurrection broken field battles for learning basic tactics, group cohesion, and command.  I've come to find that this specific configuration works much better than the rest:



Basic Scenario

Each team has a rez point at the ends of the field.

Each team gets 2-3 lives depending on if you want shorter or longer battles.

Teams should be between 5 and 8 fighters.

Teams should be relatively evenly matched in ability.

I prefer to have one team with an extra fighter compared to the other.

Fighters can swing or thrust over the lakes.

If archers are used, they should stick to the lanes and not fire over the lakes.

Running into or getting pushed into a lake kills you.

Accidentally stepping into a lake does not kill you.

If there are more than 15 fighters, run three teams.  Loser stays on and picks up one more fighter.  The team that is sitting out goes in and picks up extra fighters as needed before beginning the scenario.


What Makes This Scenario Good?

Resurrection battles slow the fight down just enough that people can better process the tactics on the field.

Because of the lakes, both teams get broken up into small groups of 1-3 fighters.  This gives more people on the field an opportunity to lead.  It gives the fighters a sense of duty in that if they are 1 of 8 fighters, they may not feel that they are an important component.  If they are 1 of 3 fighters, they feel like it's critical that they fight well and make good decisions.

Advantages and disadvantages are easy to spot.  Shields should charge the spears.  Teams of 3 should charge teams of 1-2.  etc.

Disadvantages are easy to compensate for.  Teams can back up into more secure positions on the field, or stall a fight until reinforcements return from rez point.

The simplest tactical decision is made when returning from rez.  Do I go right?  Or do I go left?

There are many clear flanking opportunities and dangers on the field.  Every group of fighters needs to look for flanks to exploit, or to be aware of their own flanks and communicate to the team what is happening.

The battle is very fun!  It can literally be done for hours.


Revisit The Digram

 From this picture, you should be able to look at each fighter's position on the field and imagine what kinds of thoughts are going through their heads.


1 - I need to either help 8, or run to stop 5.  Or I should yell to 2 & 3 to watch their backs.
2 - Maybe we should jump 4.
3 - Maybe we should jump 4.
4 - Can I stall these guys long enough for 5 to come up behind them.
5 - Can I get behind 2&3 before they notice me, or before 1 gets back from rez?
6 - If I tie up 8, 7 can kill him, or 7 can run behind 9 & 10.
7 - What 6 just said.
8 - I need to hold them off so that 9&10 don't get it from behind. Maybe 1 will back me up.
9 - We probably should pull back to get reinforcements from 1&8.
10 - What 9 just said.
11 - Hold them here until 7 gets behind them.
12 - Maybe we're much better than these two and should kill them before 1 returns from rez.






Hope you enjoyed reading! - THL Bari of Anglesey





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