This Saturday we got together to play Repent or Die, that are an interesting rule set that uses opposed dice rolling as its core combat mechanic. The battle saw the Imperial forces fighting a combined Protestant army. Most of the Protestants were Mercenaries which had a high quality to take a licking and keep going, but once they started running were hard to recover. The Imperial force was a high quality and included a single Tercio. These were similar to the Mercenaries in ability to take it but could dish it out a bit better. In theory they were better at sticking around, but in practice they did not seem better at that.
As the Protestant left wing cavalry commander I looked across the way were the Imperials had better numbers and better quality and felt my best chance to protect the central pike and shot forces was to hold back and let them come to us. The idea being it would give our infantry more time to cross the field and get into battle with their opposite number. After a bit of sorting out my defensive position of getting my infantry into position to halt a flanking attack the cavalry finally got stuck in. While quality had an advantage, it was not as great as I expected, and luck was on my side. I drove off the first wave, recovered, then bashed up the second wave. I did well enough to even break the entire right Imperial cavalry wing. On the opposite flank our cavalry was not doing as well, but was still hanging in. By games end our infantry finally got into it and we came away about even. We had a moral victory as we did defeat the Tercio. We called it a tie with both sides rather bloodied.
The game system as a whole was rather new to me. The battles felt like they gave historical results. Shooting has an effect, but most units could recover from it quickly. If you could concentrate fire with either artillery and a pike and shot unit, or two infantry units the damage could be telling enough to give you the edge in melee. Once in melee things got really interesting. You keep fighting until one side is driven off. This leads to a lot of pushing back and forth and deterioration of both sides. Eventually one side either rolls really bad, or both sides are so broken that gaining a slight edge gets you the win. If you are fortunate to drive off an opponent early, then you can pursue into the next enemy and start the whole thing again. My experience was after two of these my units were done for a while and needed time to recover. Before they had recovered if they were hit by anything they were likely gone.
Overall, we enjoyed these rules and will revisit them again, and soon, I hope.
Here are some pictures from the day that others took. Captions are basics as I was only able to focus on my own fighting.
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View from Behind the Imperial Lines. The Tercio is in the Top Center. |
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Protestant Left Flank. They are on the Left, Imperials to the Right. |
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Protestant Left Flank Close Up. On the Left are Two Imperial Cuirassier Ganging Up on a Single Swedish Galloper. |
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Overhead View from Behind the Protestant Line. |
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Protestant Left Preparing to Meet the Imperial Attack. |
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Battlefield Center from Behind the Protestant Line. |
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Protestant Left Again. |
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Overall View of the Later Part of the Battle. |
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The Start of the Infantry Fight. The Big Infantry Block on the Left is the Tercio. |
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Protestants Trying to Contain the Imperial Infantry Breakthrough. |
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A Closer View of the Above Fight. |
Finally, a big thanks to Steve Mc for hosting the game and providing all the figures and terrain.