Scenario One:
Prompt: Can you please design a scenario for a wargame for the Wars of the Roses? Make it suitable for forces of around 5,000 soldiers a side (give or take 20% depending on circumstances). Try and make it so both sides have a roughly even chance of winning. Please do not directly copy or minimally reframe any existing wargame scenario.
The Battle of Stowbridge Ford (c.1469) — Wars of the Roses Scenario
A self-contained, original scenario tuned for ~5,000 soldiers per side (±20%). It’s built to be rules-agnostic; I give numbers as headcounts and also as “unit blocks” you can map to your preferred system (company/battle, stand, or base).
Situation
A Yorkist raiding column returning from a punitive sweep finds the stone bridge at Stowbridge held by a Lancastrian vanguard. A shallow ford lies 600–800 yards downstream. Both sides rush to secure the crossings before the enemy main body arrives. The ground is constricted by willow-lined marsh and ridge-and-furrow fields; a low knoll commands the bridge road.
Victory hinges on: hold the bridgehead, contest the ford, and keep your line intact long enough for your baggage and artillery train to pass, or to deny your opponent the same.
Key terrain: Stone bridge; downstream ford; Knoll NNE of the bridge (~8–12" diameter gentle hill).
Line-of-sight: Willows and village block; hedges give light cover.
Ground: After overnight rain; open fields are fine, meadows soft, carr/marsh is bad going.
Forces (per side, c. 4,800–5,200 men; map to your basing)
Use this as a template; swap heraldry to taste. I give both headcounts and scenario “blocks” (B). One block is ~150–250 men for foot or ~60–100 for mounted; adapt to your rules.
Yorkist “Rearward of the North Riding”
Men-at-Arms (dismounted): 300 (2B heavy foot, elite)
Billmen (retinues): 1,600 (8B heavy foot, steady)
Longbowmen (retinues): 1,600 (8B missile, good)
Levy Bill/Bow mix: 800 (4B medium/irregular; lower cohesion)
Handgunners: 120 (1B light shot; unreliable)
Prickers/Scouts (light horse): 120 (2B small light cav screens)
Ribauldequin (organ gun): 1 piece + crew (1B light artillery; short range)
Total blocks: ~26–27.
Lancastrian “Vanguard of the Western Host”
Men-at-Arms (dismounted): 280 (2B heavy foot, elite)
Billmen (retinues): 1,500 (7–8B heavy foot, steady)
Longbowmen (retinues): 1,700 (8–9B missile, good)
Levy Spear/Bow: 700 (3–4B medium/irregular)
Handgunners: 150 (1B light shot)
Northern Hobelar-style light horse: 150 (2B light cav)
Falconet (light gun): 1 piece + crew (1B light artillery)
Total blocks: ~26–28.
Design note: Slight asymmetries (more Yorkist bills, more Lancastrian bows) drive different plans but keep overall combat power even.
Deployment
Turn 1: Lancastrian vanguard holds north bank. Up to 6 blocks may start south of the bridge as a forward piquet (historical “forager” feel) but must be within 12" of either crossing.
Yorkists enter from south table edge on Turn 1: max 10 blocks on table; the rest arrive as reinforcements (see Arrival).
Hidden Stakes: Each side places 3 stake lines (6–8" each) after seeing enemy dep zones: only in base contact with friendly deployed longbows; count as light obstacle vs mounted and cover vs frontal charges.
Arrivals (both sides)
Divide remaining blocks into two marches:
Rearward (heavy foot, gun): roll 1d3; arrives Turn 2–4 via road on their side.
Left/Right (mix, incl. levies or light horse): roll 1d6; arrives Turn 2–7 on a random friendly half of the long table edge (choose side on a 1–3 left, 4–6 right). Move-on from edge in march column per your rules.
If you hate random arrivals, allow each player to secretly assign Turn 2/3/4 to each march and reveal simultaneously.
Objectives & Victory
Game length: 10–12 turns (or 2.5–3 hours).
Major Objective (3 VP each):
Bridge Control: At end of game, you control both ends of Stowbridge (no enemy within 6" and you have a formed unit within 3").
Ford Control: Same condition at the ford exits.
Minor Objective (1 VP each):
3. Knoll Commanded: You have an unshaken formed unit on the knoll and no enemy within 6".
4. Train Through: Move at least 4 blocks (can be any formed units) across the river by any crossing and wholly onto the enemy half of the table.
Army Morale Collapse: If at any time you’ve lost ≥40% of starting blocks broken/destroyed and have no fresh reserve (unengaged formed blocks ≥4), you must test army morale. On failure (per your rules), you concede 1 additional VP to the enemy and must withdraw next turn.
Victory:
Total VPs decide. Tie-breakers: (1) fewer broken blocks; (2) who holds the bridge; (3) who first crossed any unit over the river.
Special Rules (period flavour, minimal chrome)
Stakes & Arrow Storm: Longbows behind stakes get +1 to defend vs mounted and ignore the first round of charge disruption. Longbow volleys against units in ford/bridge gain +1 to hit (or re-roll one miss die); target counts as disordered if it takes any casualties.
Mud & Marsh: Water-meadow = difficult going for formed foot; marsh/carr is very difficult and disorders any unit not light. Cavalry treat both as very difficult.
Gunpowder is Fickle: Each artillery shot: on a natural “1”, the piece cannot fire next turn; on two consecutive “1”s, it is out for the game (wet match, fouled touch-hole).
Light Horse Skirmishers: Prickers/hobelars may ignore the first failed rally from Disordered to Shaken if not within 6" of enemy formed foot/cav at rally test.
Bill vs Bow at the Crossing: If bills/men-at-arms contact longbows in bad going (bridge/ford) frontally, longbows suffer −1 to combat resolution (they’re cramped and can’t slip away easily).
Banners & Hearts: Each side nominates 2 banners (household standards). Units within 6" of a friendly banner re-roll one failed morale die per turn. If a banner’s unit breaks, immediately test morale for all friendly units within 6".
Setup Guidance & Balance Dials
Even game: Place the knoll equidistant from bridge and ford. Keep hedges intermittent, not continuous.
Balance toward attacker (Yorkist):
Give Yorkists +1 arrival speed (Turn −1 on one march).
Balance toward defender (Lancastrian):
Add a light hedge on the north bank near the bridge.
Water-meadow counts as very difficult for formed troops.
First Lancastrian march fixed to arrive Turn 2 by road.
Close game knob: Lower army-collapse threshold from 40% to 35% if you want quicker, sharper outcomes.
Orders of Battle by “Blocks” (quick list for roster sheets)
Yorkist (26B)
2B Dismounted MAA (Elite, Heavy Foot, 3–4 stands each)
8B Bill (Retinue, Heavy Foot)
8B Longbow (Retinue, Stakes)
4B Levy Bill/Bow (Mixed/Irregular)
1B Handgunners (Light Shot)
2B Prickers (Light Cav, Javelin/Bow)
1B Ribauldequin (Light Gun)
Lancastrian (27B)
2B Dismounted MAA (Elite, Heavy Foot)
7–8B Bill (Retinue, Heavy Foot)
8–9B Longbow (Retinue, Stakes)
3–4B Levy Spear/Bow (Mixed/Irregular)
1B Handgunners (Light Shot)
2B Light Horse (Hobelar)
1B Falconet (Light Gun)
(If your rules demand cavalry shock, allow 1 small block of mounted MAA per side as a late commitment: arrives on a 4–6 on Turn 5+; counts as 0.5B toward headcount.)
Weather & Visibility (optional)
Drizzle on 1–2 (d6) at start: Longbow beyond 18" suffer −1 to hit on Turns 1–2.
Sun breaks through on Turn 6+: remove mud penalty in water-meadow or extend bow ranges by one band (pick one at scenario start, both sides agree).
Event Cards (optional; each side draw 1 at start, 1 on Turn 5)
Draw blindly; play at start of your turn.
“Good Arrows”: One longbow block ignores cover for a single volley (not against fortifications).
“Found the Hard Bottom”: Your unit treats the ford as normal difficult (not very) this turn.
“Powder Dry”: Your gun ignores misfire this shot.
“Plough Ridge”: Pick an enemy formed block in open within 12" of a hedge; counts as in rough this turn (stumbles on ridge-and-furrow).
“Narrow Bridge”: Enemy cannot move more than 1 block across the bridge this turn.
“Trumpets & Drums”: Re-roll one failed army-wide rally test this turn.
Keep them modest; aim is friction, not swinginess.
Designer’s Intent (why this is fair)
Both sides have comparable block totals and elites.
The defender starts on the far bank (positional edge), but the attacker has tempo (more on-table Turn 1 and flexible arrivals).
Two crossings force a real choice: mass at one (risk flanking) or split (risk defeat in detail). Stakes and bad going make frontal charges non-trivial, which is period-appropriate.
Variants
The Night March: Yorkists may place 2 bow blocks as hidden markers within 12" of the south end of the bridge (ambush). In return, Lancastrians start with Knoll Commanded VP unless dislodged.
Local Men Take Sides: Each side may attempt to “turn” one enemy Levy block at first contact: opposed test; on success, the levy becomes Shaken and immediately falls back D6".
High Water: On Turns 1–3, the ford is impassable; becomes passable (very difficult) from Turn 4 onward. Shifts emphasis to early bridge pressure.
Betrayal Rumours: At the start of Turn 7, roll 1d6: on a 1, a random Levy block on the side currently leading in VPs takes an immediate morale test at −2 (panic spreads).
Quick Start (if you want to set up in 10 minutes)
Lay river, bridge centerline, ford 24–30" downstream, knoll 12–16" NNE of bridge.
Place 4–5 hedges in the west half; village south-west of bridge.
Lancastrians: 6 blocks N bank (no closer than 6" to S bank), 2 longbows with stakes at bridge/knoll.
Yorkists: 10 blocks enter S edge Turn 1; gun in the road column.
Set 10-turn limit, 40% army-collapse threshold, standard specials.
Scenario Two:
Prompt: please create another Wars of the Roses scenario which could fit snugly into Norm Smith's iconic and epic 'Piggy Longton' campaign. Do not copy any of his scenarios too closely though: be imaginative and creative.
The Salt-Wains of Morborne Causeway — a Piggy Longton-friendly Wars of the Roses scenario
Original, campaign-ready, rules-agnostic. Tuned for ~5,000 men a side (±20%) and built to sit neatly in the Piggy Longton fenland theatre without mirroring any specific published game.
Hook (why it happens)
Salt from the coastal salterns keeps armies fed and fetches hard coin in the midlands. A Yorkist paymaster is moving four salt-wains (heavily laden wagons) from the coast to a counting house upriver. A Lancastrian captain, tipped off by a fen boatman, throws together a scratch vanguard to cut the causeway and seize the treasure. If they take the carts, they’ll swing half the shire to their colours.
Table & Ground (6'×4'; shrink/expand freely)
Landscape: low fen with raised Morborne Causeway running west–east across soaking meadows.
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Morborne Causeway: a 4–6" wide raised road on a slight embankment, flanked by drainage ditches (count as linear obstacles; crossing is slow/disordering).
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Sluice Bridge: single-span wooden bridge at table centre where the drainage ditch meets a drain/leet (counts as a bridge; one formed unit abreast).
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Windmill Hill: a small knoll with a post mill 12–18" north of the bridge (gentle hill; LOS advantage).
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Hollin Covert: scrubby wood 18–24" south of the bridge; light cover, bad going to formed cavalry.
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Reedbeds & Water-meadows: count as difficult going for formed units; very difficult for cavalry.
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Two Fen Tracks: rutted side paths north and south, leaving the causeway at 10–12" west of the bridge; both end in soggy patches (risk of bogging—see special rule).
If you like props, add a tiny chapel of St. Guthlac on a hummock near the eastern half: it’s just colour unless you use the “Relic” event.
Forces
I give headcounts and scenario blocks (B). 1 block ≈ 150–250 foot or 60–100 horse. Translate to your basing.
Yorkist “Paymaster’s Escort” (~4,900–5,200 men; 26–28B)
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Dismounted Men-at-Arms (MAA): 280 (2B, elite heavy foot)
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Retinue Billmen: 1,600 (8B, heavy foot, steady)
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Retinue Longbow: 1,700 (8–9B, missiles; may carry stakes)
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Levy Bill/Bow mix: 900 (4B, medium/irregular)
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Light Handgunners: 120 (1B, light shot)
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Mounted Prickers (light horse): 150 (2B, javelin/bow skirmishers)
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Ribauldequin or Falconet: 1 piece (1B, light artillery)
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Baggage: 4 Salt-Wains (large wagons; see Convoy rules)
Lancastrian “Fen Vanguard” (~4,800–5,100 men; 25–27B)
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Dismounted MAA: 240 (2B, elite heavy foot)
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Retinue Billmen: 1,400 (7–8B, heavy foot)
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Retinue Longbow: 1,600 (8B, missiles; stakes)
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Levy Spear/Bow: 900 (4B, medium/irregular)
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Border Horse/Hobelars: 200 (3B, light cav)
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Handgunners: 120 (1B, light shot)
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Light Gun: 1 piece (1B)
Asymmetry: Lancastrians have a fraction more light horse and levies; Yorkists have the wagons and a hair more retinue foot. Combat power remains near-parity.
Starting Positions & Arrival
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Yorkists (Escort): begin west. On Turn 1 deploy up to 10B within 12" of the west table edge, straddling the causeway. Place the 4 wagons in road column on or touching the causeway within that zone (order of carts matters). Remaining blocks arrive by road from the west: ½ on Turn 2, ½ on Turn 3.
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Lancastrians (Cutting Force): begin with 6–8B already east of the bridge, anywhere north or south of the causeway but not on it and 12"+ from the bridge. The rest arrive as two marches:
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River March: on a d6 → Turn 2–4 along the north fen track (randomize exact entry point within 12" of NE corner).
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Vill Track March: on a d6 → Turn 3–5 along the south fen track.
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Optional: If you prefer control, pre-assign each march a turn (2/3/4 and 3/4/5), reveal simultaneously after set-up.
The Convoy (the point of the fight)
Place four wagon models; each has a Team (drivers) and counts as a unit with DEF poor, no melee, shoot none.
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Move: on road/causeway 6" (foot pace). Off road 3" in open, no move in difficult/very difficult unless on a track. Wagons cannot cross ditches except via the bridge.
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Push & Pull: If a friendly formed unit is in base contact to rear or flank, the wagon may add +3" (once) that turn; if disordered, no bonus.
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Capture: If an enemy formed unit ends a round in base contact with no formed enemy also in base contact, the wagon is captured (mark with a token). The captor can move it on its turn.
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Breakage: When a wagon takes hits from artillery or handgunners, on any save/fail sequence roll a d6: 1 = broken axle (wagon halved movement permanently).
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Fire Risk: If a wagon is in melee in difficult going (reedbed/meadow), on a natural “1” for any attack die, check Fire: d6 = 1 → the wagon burns (counts as destroyed, leaves a 4" smoke/obscurant for one turn).
Objectives & Victory Points (VP)
Play 10–12 turns.
Major (3 VP each)
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Salt Secured: At game end, a side holds ≥3 wagons (either exited or in its possession on its half of the table).
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Causeway Cut: You control the Sluice Bridge (no enemy within 6", friendly formed within 3").
Minor (1 VP each)
3. Windmill Hill Commanded: Hold the knoll at end of game (unshaken formed unit).
4. Bloody the Escort/Vanguard: Enemy has ≥40% of starting blocks broken/destroyed.
Exit: Yorkists gain +1 VP per wagon that exits the east table edge via the causeway. Lancastrians gain +1 VP per wagon that exits the north or south edges via fen tracks east of the bridge.
Tie-breakers: (1) Most wagons in possession; (2) Fewest broken blocks; (3) First to seize the bridge at any time.
Special Rules (period flavour, light touch)
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Stakes & Arrows: Retinue longbows may place a 6–8" stake line at first deployment; counts as light obstacle; +1 vs mounted; cannot be moved once shot begins.
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Fen Feet: Formed cavalry in water-meadows/reedbeds count movement as very difficult and become disordered if they end a move there.
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Bogging Check (fen tracks): The first unit (each side) that leaves a track into open meadow this game must roll d6: 1 = bogged; half move this and next turn; becomes disordered.
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Powder’s Temper: Each gun: on a natural 1 to fire, it misfires and cannot fire next turn; on two consecutive misfires, it’s out for the game (damp touch-hole).
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Banner Circles: Each side nominates two banners. Units within 6" re-roll one failed morale die each turn. If a banner’s unit breaks, nearby friendlies (6") test immediately at −1.
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Close-Range Panic at the Bridge: Units taking bow/hackbut hits while on the bridge must take an immediate disorder test (even if no casualties).
Optional Event Chits (draw 1 at start, 1 on Turn 5)
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“Hard Bottom!” A friendly unit crossing the ditch within 6" of the sluice ignores the obstacle this move (found the firm ford).
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“Good Fenmen” One levy block moves as lights for one turn (local guides).
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“Pilgrim Relic” If you placed the chapel, one friendly levy block within 6" rallies one level and becomes Steady for this turn (singing and banners).
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“Wheel Greased” One wagon gains +3" additional once this game (does not stack with Push & Pull).
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“Wind Shift” Choose: either bows suffer −1 beyond 18" this turn, or the smoke from a burning wagon drifts 6" and blocks LOS.
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“False Alarm” Opponent must immediately reveal one hidden unit/ambush marker (if using hidden set-up) or skip one reinforcement die this turn.
Keep them mild: they add texture, not swing.
Deployment Recipe (10-minute set-up)
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Lay causeway across the centre; bridge in the middle; ditches parallel to the causeway, 1–2" off each side.
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Put Windmill Hill ~12–18" north of the bridge; Hollin Covert ~16–20" south.
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Place reedbeds and two side tracks 10–12" west of the bridge.
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Yorkist vanguard and four wagons start west; Lancastrian screens east in the meadows, not on the road.
Balance Dials (use if your group needs a nudge)
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Favour Yorkists (escort):
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Advance their Turn-2 arrivals to Turn-1 end-phase.
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Allow Push & Pull from two assisting units (+6", still once per turn).
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First Lancastrian march delayed +1 turn.
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Favour Lancastrians (cutters):
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Make the meadows very difficult for formed foot on Turns 1–3 (overnight rain).
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Let one Lancastrian longbow block begin entrenched behind a low turf bank (light cover).
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Any captured wagon immediately sheds one disorder from its escorting unit (adrenaline & plunder lust).
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Closer, bloodier game: Lower army collapse from 40% to 35% broken/destroyed.
Why this fits Piggy Longton
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Fenland character: causeway, ditches, reedbeds, and a windmill echo that campaign’s marshy geography without reproducing any specific fight.
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Human-scale stakes: a handful of carts can turn local allegiance—prime Piggy Longton material.
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Two clear plans: escort must keep tempo and shepherd the train; cutters must shut the gate (bridge) and shear off wagons via side tracks.
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Replayable: arrival timing, weather dial, and wagon order all change the texture.
Orders of Battle (quick lists)
Yorkist (26–28B):
2B MAA (dismounted, elite); 8B Bill (retinue); 8–9B Longbow (retinue, stakes); 4B Levy Bill/Bow; 1B Handgunners; 2B Prickers; 1B Light Gun; 4 Wagons.
Lancastrian (25–27B):
2B MAA; 7–8B Bill; 8B Longbow (stakes); 4B Levy; 1B Handgunners; 3B Light Horse; 1B Light Gun.
Scenario Three:
The Bell at Sindercombe — an original Wars of the Roses scenario
A fresh, self-contained fight with period flavour and clean win conditions. Rules-agnostic; map features are simple rectangles you can place with whatever terrain pieces you own.
Situation
At dawn in thick ground-mist, rival captains converge on Sindercombe to seize a grain tithe stored in the abbey barn. A sunken road and an old bell mound dominate the village. A shallow brook with a clapper bridge divides the field; there’s also a cattle ford. Whoever holds the barns when the bell rings at terce will feed their army for a fortnight.
Table & Terrain (6'×4'—scale as you like)
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Sinder Brook: meanders roughly west–east across the centre. Counts as difficult for foot, very difficult for horse.
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Clapper Bridge: single file; one formed unit abreast; troops on it count as disordered.
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The Ford: 16–24" from the bridge; two bases abreast; still difficult.
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Bell Mound: gentle hill (8–12" oval) north of the bridge; LOS advantage.
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Sunken Lane: south of the brook, running parallel to it for ~24". Counts as light cover vs shooting; crossing it is an obstacle.
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Abbey Barns: two medium buildings north-east, 12–18" from the brook; light cover. Treat each barn as a separate objective.
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Orchard: south-east quarter; rough going; blocks LOS beyond 6".
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Common Fields with Hedges: two or three hedged boundaries (light obstacles).
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Weather: start with Mist (see below).
Lay the brook first; place bridge center-table; ford 20–30" away. Put the mound north of the bridge, sunken lane south, barns NE.
Forces (each side ~4,800–5,200 men)
Expressed in “blocks” (B). 1 B ≈ 150–250 foot or 60–100 horse; adapt to your basing.
Side A (“Abbey Wardens”)
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2B Dismounted Men-at-Arms (elite heavy foot)
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7–8B Retinue Billmen (steady heavy foot)
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8–9B Retinue Longbow (good; may place stakes)
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3–4B Levy Bill/Bow (medium/irregular)
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1B Handgunners (light shot)
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2B Light Horse / Prickers
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1B Light Gun (falconet or ribauldequin)
Side B (“Marcher Foragers”)
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2B Dismounted Men-at-Arms
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7–8B Retinue Billmen
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8B Retinue Longbow (stakes)
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3–4B Levy Spear/Bow
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1B Handgunners
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2–3B Light Horse
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1B Light Gun
Minor asymmetry: B has slightly more mounted skirmishers; A has a touch more bows. Power remains even.
Deployment & Arrivals
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Initial (Turn 1):
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Side A deploy up to 8B north of the brook, anywhere ≥12" from the bridge and ford.
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Side B deploy up to 8B south of the brook, same restrictions.
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Reinforcements: Divide the remainder into two marches per side. For each march, roll at the start of Turn 2: arrive on 2–3 Turn 2, 4–5 Turn 3, 6 Turn 4 at your long table edge anywhere ≥12" from a corner, in march column.
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Stakes: Retinue longbows may place a 6–8" stake line when first set on table; fixed thereafter.
Special Rules (light, period-true)
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Dawn Mist: Turns 1–2: max LOS 12"; Turns 3–4: 18". Bows beyond LOS cannot fire; guns suffer −1 to hit while mist persists.
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Bad Going for Horse: Orchard, brook, and sunken lane are very difficult to cavalry; entering or ending there causes disorder.
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Bridge Panic: Any unit taking casualties while on the clapper bridge must immediately test for disorder (even if saves passed).
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Powder’s Temper: On a natural 1 to fire, guns misfire (skip next turn). Two consecutive misfires: gun is out (damp match).
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Banners: Nominate two banners per side. Units within 6" may re-roll one failed morale check per turn. If a banner’s unit breaks, all friendlies within 6" test at −1.
Objectives & Victory (10–12 turns)
Major (3 VP each)
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Barns Held: Control each Abbey Barn at game end (friendly formed unit inside/within 3"; no enemy within 3").
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Crossing Secured: Control either the bridge or the ford at game end (friendly within 3"; no enemy within 6").
Minor (1 VP each)
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Bell Mound Commanded: Unshaken formed unit on the mound at end.
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Break Their Will: Opponent has ≥40% of starting blocks broken/destroyed.
Sudden Victory (logistics coup)
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If at any time you control both barns and one crossing while your opponent is below 30% broken, ring the bell: the enemy has one full turn to contest; if they fail, you win immediately (the tithe is secured and carts roll).
Tie-breakers: (1) Most Majors; (2) Fewest broken blocks; (3) First side to put a formed unit across the brook.
Optional Friction Cards (draw 1 each on Turn 1 and Turn 5)
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“Good Arrows”: One longbow block ignores cover for one volley this turn.
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“Hard Bottom”: One unit treats the brook as normal difficult for a single crossing.
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“Ring the Bell Early”: Immediately force an enemy unit within 6" of a barn to test morale (startled crowds).
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“Wind Shift”: Either extend mist one extra turn or reduce bow ranges by one band this turn.
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“Local Guides”: One levy block moves as lights this turn and ignores the first disorder from terrain.
Keep them mild; they should create decisions, not coin-flips.
Balance Dials
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Help the attacker (trying to cross): add a low hedge on the defender’s side of the bridge (cover for assault), or allow attacker’s second march to arrive one turn earlier.
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Help the defender: make the brook very difficult for foot on Turn 1–2 only, or let the defender pre-place one bow block occupying a barn.
Quick Setup (5 minutes)
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Lay the brook across the mid-table; place clapper bridge centre, ford ~20–30" away.
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Put Bell Mound N of bridge; Sunken Lane S of brook opposite bridge.
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Place two barns NE quarter, 6–8" apart. Add an orchard SE and two hedged fields elsewhere.
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Side A sets 8B north; Side B sets 8B south; mark stakes; start Turn 1 in mist.
Designer’s intent (what this tests)
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Tempo vs. position: crossing in mist vs. waiting for weight.
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Choice of axis: bridge panic risk vs. slower ford.
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Meaningful terrain: lane, orchard, and mound all matter without clutter.
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