Duty & Honour Actual Play, Conpulsion 2008
The Battle of Benevente
The Players:
Kerri (playing Captain Lonsdale, the dashing pioneer) - a current playtester
David (playing Corporal Jenkins, the thieving git) - returning to RPGs after some years
Civi (playing Private Pike, the pious innocent) - new to indie games as a whole
Steve (playing Sergeant Potter, the ox-like brute) - a playtest GM
The Military Mission:
Hold the Ford at Benevente! Days before the Battle of Salamanca, Wellington learns that a column of French infantry, horse and artillery have landed to the north and are marching against him. Whilst he outnumbers them, they would harry his flank and that could be the deciding factor in his upcoming clash with the French. After receiving intelligence on the local area, he orders Colonel Jeffers of 22nd Lothian Borderers to send a company to hold the ford at Benevente until they receive reinforcements in the form of the 15th Kings Light Dragoons. Colonel Jeffers dispatches Captain Lonsdale and 2nd Company for this deadly task.
The Personal Missions:
Captain Lonsdale had to find the lost Ensign Spencer, the cousin of his lover, the Lady Spencer. The young officer had gone missing during a prior scouting mission.
Corporal Jenkins had heard that there was excellent brandy to be had in the monastary of Benevente and he had promised the lads in camp that he would bring some back
Private Pike was lost in this barren, deadly land and he needed to seek out spiritual atonement.
Sergeant Potter wanted to stamp his authority on the men (over the apparently favouritism shown to Corporal Jenkins) by featuring his strength at any juncture.
The Play:
After the initial briefing scene, everyone had a chance to author a scene for their character. David decided to try to steal some salt beef from the Quartermasters (in order to trade it for some brandy - making it a Challenge against his Personal Mission) He failed and he was hauled in front of his Captain by the Quartermaster. Captain Lonsdale saw off the Quartermaster, risking his Reputation with the regiment and sent him away with a flea in his ear. Pike was sciving and was caught by the Regimental Sergeant Major and chased back to Captain Lonsdale whilst Potter was hard drilling some privates for having dirty muskets. Kerri became more than aware that being the officer wasn't always easy.
Everyone chipped into the planning of the Military Mission. They decided that initially they would plan four of the six Challenges (Getting There, Gaining the Trust of the Locals, Spiking the Ford and Battling the Frogs). After a quick trip to the Quartermasters (normally it would have been a given but under the circumstances it merited a little scene!) they set off.
'Getting There' was one of their set Challenges, so I put in a French cavalry patrol to harass them. Rather than signal a retreat, Kerri grabbed the bull by the horns and we entered the new extended Skirmish Rules (with added Cavalry options no less!). The British outnumbered the French so they received a +2 mod and there was no territorial advantage. I stated that this would be a short 2-phase engagement. Kerri ordered Sgt. Potter to Form Square and then Volley! and Steve proceeded to bark out orders. The French orders were two Passing Charges. In the two phases the British won 7 to 1 (!) and Captain Lonsdale easily won the Command Challenge, winning the battle and seeing off the French with barely a scratch. One of the Military Mission challenges was accomplished. And there was much looting for colour!
They proceeded to Castranostra, the village on the ford where they met with the local priest who explained the lay of the land. Kerri decided that Ensign Spencer had to be around here somewhere and she stated that her challenges would be (Investigate Castranostra, Investigate Benevente, Find Ensign Spencer, Tell Lady Spencer). She had a Challenge with the priest and won, so she found out that the Ensign was in Benevente. Pike also befriended the Priest and convinced him that, despite not being a catholic, he would like to attend mass that evening.
Whilst Potter laid the boulders and spikes on the ford to break up the inevitable French column, the others went to Benevente. Jenkins sought out the Monastary but he failed in his challenge to persuade the monks to give him some brandy. So far he had failed three times to get even one of his four challenges ... it really wasn't looking good.
Pike and Lonsdale met with Rodriguez, the leader of the local Guerrillas (and the brother of Jenkin's wife, Maria!) Rodriguez was not happy that Jenkins was here because it inevitably meant that Maria was being brought near danger. Lonsdale was then shown to the Inn where she was presented with the injured Lt. The Lord Percival - the officer in charge of the lost patrol. A wonderful - and pivotal - scene occured where Lonsdale asserted his rank over Percivals noble title and threats of retribution from Horseguards in order to release the men who were tending the injured officer to aid in the battle. Kerri decided that this should be a double challenge, authored into the main military mission 'Get the Guerillas on side' as the fifth challenge, and then included that with her personal challenge to get Ensign Spencer out of there. She won and the Ensign was released into her control whilst the Guerillas were happy to aid in the battle, impressed by Lonsdales fighting oratory! Lonsdale immediately sent Spencer as a piquet to watch for French cavalry. It was a move to keep him out of danger but in the end it saved their skins!
Pike wanted to attend mass but he was under orders to stand guard. He attempted to bribe another private to do his watch and baulked when I said it would be a Larceny check ... a skill he did not possess. Still, he flipped his one card (testing the unskilled rules!) and a Joker appeared. He slipped away and attended mass, fulfilling his short two challenge mission (gaining +1 diplomacy as a result)
We cut forward to the battle scene and broke out the Skirmish rules again.
First off, the French opened up with their two light cannon, peppering Castranostra and killing thirteen redcoats. The players had a decision to make - they knew that the French outnumbered them (and thus would have an advantage in the battle) but we had agreed that the Guerilla forces would negate that advantage. They wanted to send the Guerillas to harry the artillery off the field, but that would mean they surrendered their numerical balance. After a little thought, it was declared that the cannon needed to be silenced - and this would be their final sixth Challenge for the military mission. Cards were flopped and the guns were run off the field, making way for the imposing French column, marching on the ford!
We decided that the French outnumbered the British this time, but that the spikes and boulders in the ford as well as the cover of the village would give the British territorial superiority, so everything was even.
This time there was a LOT of discussion about the order of battle and what would be best. I stated that they could start in Line Formation and didn't need to script that, which seemed to settle things down a little.
Guns fired, orders were screamed and men died on both sides. Private Pike was injured and then rallied beneath the flag, Sergeant Potter took a bullet but Jenkins took the opposition officer out of the action and eventually the French reached the ford and the Captain had to change the Volley! command scripted to Bayonet Charge! (losing one card in the final Command test). The two sides clashed and then the signal fire was heard from the piquets and the French cavalry came charging down the defenders side of the river! Ensign Spencer saved the day!!
Now everyone - and in the end Kerri - had a big decision. If they fell back and formed line they could probably see off the French column, but they would be ravaged by the cavalry. If they fell back and formed square, they would hold off the horses, but would be savaged by withering infantry fire. Kerri hollered 'FORM SQUARE!' and the final rolls were made. I let them contest the infantry vs cavalry full charge roll and then I let them take an unopposed volley of musket fire. (And as it was unopposed I ruled on the fly that the normal 'unnamed infantry die first' rule to be waived - harsh, but fair I thought)
They saw off the horse but then they were peppered with musket balls. Pike was injured again, as was Jenkins. Lonsdale stood unscathed but Sergeant Potter caught a critical. He was already Injured and without a Cheat Death or Flesh Wound to his name he died (Injured + Maimed result from a crit = death)
At this point, for drama and time constraints, the 15th Dragoons appeared on the crest of the hill and sabres flashing they drove into the battle, ending it.
In the denoument, Sgt. Potter was buried on the plains of Spain days before Wellington broke the French at Salamanca. Jenkins never got his brandy and his currency dropped with the regimental rank and file as a result. Lonsdale returned Ensign Spencer to Lady Spencer completing his Personal Mission and cementing her passion for him. Everyone who was alive succeeded in the Military Mission and gained Reputation with Colonel Jeffers and the Dragoons who experienced their brave defence.
What Did I Learn?:
Well, it all went rather well, to be honest. I still think that it takes a little too long to get into the game for someone who knows precious little about the setting. A crib sheet, akin the Players Primer that Malcolm has added to Hot War would seem necessary.
I baulked a little when Steve asked to have a Soldiering test in a Skirmish for his action (Keeping the men firing steady and fast - bite, spit, prime, tap, aim, fire etc) but it made sense. Thats something that I hadn't seen coming but it was perfectly thematically appropriate. A good sidebar suggestion!
Cannon fire should cause a Discipline test for the commander in the same way as a Full Charge does for Cavalry. That was a simple omission.
I found myself suggesting to the players when they could be bringing their Missions into the tests and turning them into Challenges. That could have done with a little more explanation maybe on my part.
All in all though, it was a great session and I got a lot of positive feedback from the players.
Neil


Great report Neil, and what
Submitted by David Donachie on Sun, 30/03/2008 - 21:19.
Great report Neil, and what a lot you managed to cram into one game! Was it a 4 hour afternoon session?
Are any of your players likely to post their experiences?
http://www.solipsist-rpg.com/
Speedy Jack
Submitted by Neil Gow on Mon, 31/03/2008 - 09:32.
The session ran from around 11.15 till 1.15, so thats about two hours of play. I wish I could say that I had some sort of quick play aid thing, but apart from the pregens I had to explain the system and the character sheets etc. to the new players, and that was part of that time too.
I do GM at quite a pace as I like to cut the chaff out of the game. You want to fortify the ford? Cool - what are you doing? Flop? Narrate. Onwards. No need to any extraneous crap in there.
I doubt the guys will be posting here, but I will post whatever other APs I have from them to give you some of their future feedback.
Neil
Take the King's shilling at http://www.omnihedron.co.uk/dutyandhonour/
Discussions
Submitted by Matt on Mon, 31/03/2008 - 09:58.
This time there was a LOT of discussion about the order of battle and what would be best. I stated that they could start in Line Formation and didn't need to script that, which seemed to settle things down a little.
This is interesting. What kind of feeling did you get from the players' discussion. Was it a "if we make the wrong decision we're screwed" stalling, or was it a "we're enjoying the process" stalling. If the former, then I'd worry that consequences weren't fully communicated.
It might be worth formalising the "if the first thing is obvious, script that" element. It seemed to zoom them in on the situation at hand nicely. What do you think?
-Matt
Realms Publishing
Yes
Submitted by Neil Gow on Mon, 31/03/2008 - 10:19.
Yes, absolutely.
It was the latter. Rather than stumbling it was more an informed argument from some Sharpe geeks about the relative pros and cons of the formations.
I think in a situation that both sides of a skirmish are prepared, they should be able to choose which formation they start in (skirmish, column, line or square). Thats just another simple addition to the rules.
Good catch Matt
Neil
Take the King's shilling at http://www.omnihedron.co.uk/dutyandhonour/