Battle for the High Ground: A Tale of Two Momentum Swings
This game was actually played a few weeks ago, but a recent holiday delayed the write-up. We played Scenario 3: Hold the High Ground from the Chivalrous Bum rules, where the aim was to control any of the three hills - earning one victory point per hill held uncontested at the end of each round.
Once again, it was Normans versus Merrymen.
Turn 1
Both sides rushed forward in a scramble to seize the hills. Strong movement rolls saw the Normans surge ahead, quickly securing two of the objectives. Meanwhile, a lone Merrymen archer managed to clamber onto a hill and claim it.
Running Score: Merrymen 1, Normans 2.
Turn 2
Little John, Friar Tuck, and an archer charged up one of the Norman-held hills.
“Up the slope, lads - drive them off!” bellowed Little John as arrows hissed overhead.
The Norman soldiers braced. “Hold the line!” one shouted, as they weathered the storm of shots and blows, striking back when they could and refusing to give ground.
On the hill claimed by the lone Merrymen archer, Sir Guy strode forward.
“You’ll not keep this ground,” he declared, launching into melee.
The archer fought briefly but was driven back, tumbling down the slope as Sir Guy secured the hill for the Normans.
Running Score: Merrymen 1, Normans 4.
Turn 3
Sir Guy’s gloating was short-lived. From below, Robin Hood stepped forward and began the climb.
“Enjoying the view, Sir Guy?” Robin called out. “Let’s see how long you can keep it.”
“Come then,” Sir Guy replied, bracing himself. “I’ll send you back down the way you came.”
Elsewhere, Little John and Friar Tuck led the assault on the second hill.
“Push on! They’re wavering!” shouted Friar Tuck.
But the Norman soldiers stood firm. “Hold fast!” came the reply, as they dug in and stubbornly refused to yield their ground.
Running Score: Merrymen 1, Normans 5.
Turn 4
Sir Guy and Robin Hood charged at one another, blades flashing.
“Let’s see if your legend matches your skill,” Sir Guy sneered.
“Only one way to find out,” Robin replied, meeting him strike for strike.
Steel rang as both fighters landed telling blows, each drawing blood, yet neither gave an inch or showed any sign of backing down.
On the other hill, the Norman soldiers suddenly faltered.
“Fall back!” one cried, and in moments they broke and fled, abandoning the hill to the advancing Merrymen.
Running Score: Merrymen 2, Normans 6.
Turn 5
With one hill now in their hands, the Merrymen turned their attention to the last Norman-held position. Leaving support behind, Little John pressed forward alone.
“Time to finish this!” he called, advancing up the slope.
Running Score: Merrymen 3, Normans 6.
Turn 6
As a Norman soldier closed in on Little John, an arrow suddenly flew in and struck the attacker. Though it failed to wound, it was enough to make the Norman hesitate. “Not today,” came a voice from afar, and thinking better of it, the soldier withdrew.
Running Score: Merrymen 4, Normans 6.
Turn 7
The unthinkable happened - Sir Guy finally gained the upper hand, striking true and inflicting further wounds on Robin Hood.
“Your legend ends here,” he declared, as Robin staggered and fell to the ground, defeated.
Running Score: Merrymen 6, Normans 6.
Turn 8 and Beyond
With the Normans reduced to a single figure - Sir Guy - the battle became a question of how long he could endure. Remarkably, he held out for three more turns before the sheer weight of numbers finally overwhelmed him, bringing the game to an end.
Despite a poor start, the Merrymen rallied impressively to secure another victory. The Normans had begun strongly, but once their troops started to flee, momentum shifted quickly - ultimately, around 75% of their force routed rather than falling in battle, making recovery extremely difficult.
Final Score: Merrymen 9, Normans 7.







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