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Tuesday, November 6, 2012

Remember the Alamo!

A group has been formed for Remember the Alamo! This group will play test and help develop a board game on the battle of San Jacinto, April 20-21, 1836. The game will be commercially printed in boxed and folio formats. A play test kit is available for group volunteers.

Thursday, September 27, 2012

Bosworth Play Test

We are finally getting around to play testing Bosworth Field. A play test group has been set up on Yahoo Groups and invitations have been sent out to join the group. If you do not receive an invitation and want to participate in play testing and developing a game on this exciting topic, please let us know. The image below shows Tim Allen's map, Lionel Liron's art and Tom Cundiff's counter design.

Friday, September 21, 2012

Play Testing

We are now taking volunteers to play test two games from White Dog Games:

Hannibal Against Rome: The Second Punic War, 218 BC to 201 BC



Remember the Alamo: San Jacinto April 29-21, 1836

Friday, September 7, 2012

We Shall Fight on the Marne

We Shall Fight on the Marne is an operational level simulation of the First Marne, 1914, for two players or solitaire. Game features include bombardment, air observation, pontoon bridges, weather, corps breakdown units, cavalry scouting/reaction, breakthough movement, and forced marches. Solitaire rules are included. Covert art by Mike Mirfin. Map art by Tim Allen. Counter art by Tom Cundiff. Available now in boxed, folio, and PnP formats. Price $33 domestic boxed, $23 domestic folio. Price includes shipping and handling.



Saturday, September 1, 2012

Marco's Review of At Neuve Chapelle


 
Game designed by Michael W. Kennedy, map and box art by Mike Mirfin, counter art by Tom Cundiff.

Monday, August 6, 2012

First Marne Release


We are upgrading our First Marne game from print-and-play to a printed, boxed and folio editions, each with mounted, die-cut counters. In addition to being available now in these printed formats, the rules have been clarified, errata corrected, and given a fresh look.

The game will have 88 counters, representing French, British and German corps and divisions, a 17 x 11 game board, and 16 pages of rules in color.

Game features include bombardment, air observation, pontoon bridges, weather effects, corps breakdown, cavalry reaction and scouting, forced marches, command points, and breakthrough movement.

The game will ship on or about September 1, 2012.

Saturday, July 21, 2012

First Marne 1914

We Shall Fight on the Marne is being re-released. The player will be able to choose from three game formats. Boxed and folio formats include printed components with mounted, die-cut counters. PDF format games would be downloaded and the player would print and assemble the components.

Tuesday, July 10, 2012

Sons of the Great Elephant

Shown below is a section of the draft counter sheet for Sons of the Elephant.

Sunday, July 8, 2012

Playtesters Needed

Sons of the Great Elephant is a solitaire game of low complexity that simulates the Anglo-Zulu War of 1879 at the operational level. The player commands British colonial forces against the Zulu nation. An area-movement campaign game, it is designed to be easy to learn and fast-play yet challenging to the player who would subdue the Zulu nation in eight turns. Designed by Lionel Liron with cover art by Mike Mirfin, the game will be published in both boxed and folio formats. We are asking for playtesters who might enjoy this topic and can give us feedback on the game. If interested, please contact us at www.whitedoggames.com.





Sunday, June 17, 2012

When Eagles Duel Map Progress

Dan has lightened the pallet for terrain elevations. A color code for hex edges indicates the steepness of the hex salope (if any) from one elevation to another. Only hex corners are shown. Also pictured in this screen grab are French and Prussian counters.

Tuesday, June 12, 2012

Duel of Eagles

Under development is Duel of Eagles: The Battle of Mars-la-Tour. By designer Hermann Luttmann (In Magnificent Style), Eagles simulates what historians describe as the pivotal battle of the Franco-prussian War. Shown below is a segment of the draft production game map and four draft French counters by Dan Lamb (Shield Wall). The game is currently in play test and is expected to be released in August 2012.


Sunday, May 13, 2012

Computing Line of Sight

In some hex-based boardgames it is necessary to determine if a clear line of sight exists between a firing unit and the target unit. This can be done easily enough in a tabletop game by a simple rule to examine the hexes along an imaginary line from the center of one hex to the center of another. This is not so easily done in a computer boardgame. This post outlines a method for determining line of sight in a hex-based computer game.

Consider a map image. It consists of pixels that form an x/y Cartesian coordinate system. Overlaid on the map image is a hexagon grid.

Assume that we know the pixel coordinates of the center of each hexagon. Assume further that we have a firing unit at hex 1 with pixel x/y center at x1,y1 and a target hex 2 with center at x2,y2.

We want to "draw" a line from x1,y1 to x2,y2 and determine of a hex center x0,y0 is within d pixels of the line. If it is, then we can say that the hex at x0,y0 is in the line of sight between the firing and target hexes.

Given a point and a slope, a line is given by the equation

                         (1) y-y1=m*(x-x1), where m is the slope of the line.

 Given two points, the slope, m, of the line that goes through each point is

                         (2)  m = y2-y1/x2-x1.

Subsituting (2) into (1), we have

                         (3) y - y1 = (y2-y1/x2-x1) * (x-x1) or

                         (4) (x2-x1)*y + (y1-y2)*x + (y2*x1-y1*x2) = 0.

A line is expressed by ax + by + c = 0. From (4), we have

                         a = y1 - y2

                         b = x2 - x1

                         c = y2*x1 - y1*x2.

Now the distance, D, from a point x0,y0 to a line ax + by + c = 0 is given by the equation

                         D = ABS(a*x0 + b*y0 + c) / SQRT(a*a + b*b).

For each hex center point x0,y0 on our map image, compute a value of D. If D < d the hex center is within d pixels of the line between x1,y2 and x2,y2 and can be said to be in the line of sight between hex 1 and hex 2.







Wednesday, May 9, 2012

Review of At Neuve Chapelle

I had a chance to get At Neuve Chapelle on the table for a solo learning game this weekend (fortunately there is nothing hidden that makes solo play a problem).

I was really impressed. It's a very exciting game with a very easy to play system. The rules are only four pages long but give enough differentiation to make artillery, defensive fire, and assault their own unique systems. The game also has a command mechanism where after the initial attacks some of the British Divisions will go inactive just when you most want them to move.

The battle covers three days and has an interesting flow --- the first day sees a strong British force attacking the thinly held trenches and pillboxes. In this phase the British will rush to consolidate gains and reach for victory objectives while facing possibly inactive divisions and the fear of over-extending themselves. The Germans move a major counter attack into place on the first night and the second day will see a much tougher fight as both sides struggle to consolidate their positions. Finally the third day will likely see a tough stand-up fight as the lines become locked in place and both sides fight for the few victory locations that are likely to change hands.

The game had two mechanics that I really liked. First at night units can fortify their hex. This is crucial for units that are not in good terrain and need a safe launching place for the next days fight. The second is the simple weather roll. There is a 50% change that each turn will be Misty and prevent artillery from firing. Misty turns are a great chance to creep out of trenches but the players have to fear that the next turns Clear weather may find their units in the open and expose them to nasty artillery attacks.

I'm really looking forward to trying this one out face to face. I found it very playable with some tough and exciting decisions.
See At Neuve Chapelle Details.

Sunday, May 6, 2012

Shield Wall AAR

The following is a replay of Shield Wall posted on BoardGameGeek by Chris Hansen.

I played this game on Saturday April 28th with my brother, Brad (bradleygh4).

I played the Saxons and set up my units along the Senlac Ridgeline. I set up my huscarl units along the frontline (I wanted to begin with a strong defense) with fyrds in the back ready to move up into any openings along the line. Brad set up his unit along the Norman start line. His Bretons were on his left, Normans center, and French on the right.

He was a little overly cautious on his first move and didn’t bring too many units up the hill. The Norman assault accomplished very little but the Bretons were able to get a small toehold on the ridgeline. The French units were not successful in their assault but they did cause a few of my units to involuntarily charge down the hill. Unfortunately for me, this charge consisted of one leader and (Leofric) and two other huscarl units. (Unfortunately for Brad, Leofric turned out to be a killing machine that the Normans could never kill.)

End of turn one

The game progressed over the next few turns in a similar fashion. I had Saxon units centrally located the the Norman assaults were never able to make serious headway. However, the Breton units on the left and French on the right were able slowly pick away at my flanks. The Bretons actually were able to gain some territory on the ridge while the French, while never setting foot on the ridge, were able to get me to abandon it through involuntary charges.

End of turn three. The Saxons have all but abandoned the right side of the ridge chasing the French units.

At first I was upset about the units that had involuntarily charged. But the units at the bottom of the hill soon proved beneficial because they were able to block much of the Norman charge.

The Normans send up a large charging assault up the hill everywhere they are able. Much of their attack path is blocked by Saxon units.

Meanwhile, Leofric, who had charged down the hill in turn one, continued to slaughter Norman troops turn after turn. Brad had some amazing bad luck in his combat. There were turns where Leofric was attacked by four separate units but was able to withstand them all and then pick one of them off in retaliation. At one point in the game, he was within two hexes of William, which could have ended the game if he’d been able to get close enough to kill him.

By turn six, most of the Norman archers had run out of arrows and been removed from the game. However, there were still two French archers on the board who were annoying me a lot. I did my first voluntary charge of the game by sending a fyrd unit down the slope to take out the last two archers. This he accomplished easily (archers are eliminated as soon as an opposing unit is adjacent) and following the example set by Leofric, he proceeded to kill three more French units before the end of the game.

Eventually, the fyrd faced off with the French leader, Robert (right side of the image). Mighty battle ensued on the last turn of the game but neither was able to eliminate the other.

On turn seven, the Breton units sent up a large charge. This was entirely unsuccessful in taking any territory but it did result in most of the Saxons on the left side of the hill involuntarily charging after them. The Bretons were all but eliminated, but it was a pyrrhic victory since the Saxons had left a huge opening on the ridge. For the first time in the game, a Norman knight could easily charge directly to Harold.

On the final turn of the game, both sides were severely depleted but the Normans had a clear path to take a large section of the hill. They, of course, took advantage of this by moving five units up. I was able to move in and eliminate three of these units, but two remained. I even tried charging with nearby units in a desperate attempt to remove them but to no avail. They remained at the end of the game so the result was a draw.

The end of the game. Two knights remain on the hill ending the game in a draw.

I’m not sure exactly what a draw meant in terms of history. Neither side was terribly willing to compromise but I suppose eventually, William would have withdrawn his remaining army and attacked again somewhere else - or been forced to retreat back to Normandy.

Both of us had a few lucky streaks in the game. As I mentioned, I had two units that were able to kill 11 or 12 Norman and French units between them. Brad was also lucky at forcing involuntarily charges. I’ve never seen the Saxons charge down the hill and abandon their defensive advantage as much as they did in this game. Also, Brad had a huge advantage in reinforcements. William was able to roll the maximum number of rally points on just about every turn, bringing back from dead everyone I had managed to kill on the previous turn. I did not have similar luck with Harold. I think he was only eligible for rally points once in the entire game. This resulted in Brad having a lot more troops at his disposal than I did in the later turns of the game. Overall, the game was fun for both of us, even if we found the draw result to be a little anti-climactic.

Monday, April 23, 2012

Play Testers Wanted for Mars-la-Tour

We are seeking play testers for a new game on Mars-la-Tour, the pivotal battle of the Franco-Prussian War. Designed by Hermann Luttmann and with game art by Dan Lamb (Shield Wall), the game title is It Will Cost What It Will. Expected publishing date is August 2012. Please contact us at www.whitedoggames.com if interested.

Wednesday, April 18, 2012

At Neuve Chapelle Released

We are pleased to announce the release of At Neuve Chapelle, a simulation of the March 10-12, 1915 World War I battle. Thanks to Tom Cundiff for his excellent counters and to Mike Mirfin for his evocative map and box art. Special appreciation and gratitude to play testers Chris Hansen, Hermann Luttmann, Bob De Maio, Art Bennett and Frank Fitzpatrick, and to Art Bennett for the Vassal module of the game.

Wednesday, April 11, 2012

Play Testers Sought for Bosworth

We are looking for play testers for Loyaulte Me Lie: Bosworth Field, 1485, an historical simulation of the climatic battle of the War of the Roses. Designed by Michael W. Kennedy, the game uses new research regarding the actual battlefield location and terrain and has map art by Tim Allen. Counters were designed by Tom Cundiff using counter art by Lionel Liron. Play testers will receive credit on game documents and web postings and a gratis boxed copy of the published game. If interested, please contact us at www.whitedoggames.com.

Wednesday, April 4, 2012

Mars-la-Tour Counter Samples

Sample counters by Daniel Lamb for It Will Cost What It Will, the battle of Mars-la-Tour 1870, now in development and play test.

Monday, April 2, 2012

Bosworth Counters

Lionel Liron and Tom Cundiff have been working on the counters for Loyaulte Me Lie, Bosworth Field, August 22, 1485. Here are two samples.

Saturday, March 31, 2012

Neuve Chapelle

We are excited to be shipping game component files to the printer for Neuve Chapelle. This means that the game should be available in about three weeks.
Below is the draft wrap for the bottom of the game box. With 176 counters and markers and a 22" x 17" game board, the game has cover and game board art by Mike Mirfin, counters by Tom Cundiff, game design by Michael W. Kennedy, and play testing by Chris Hansen, Hermann Luttmann, Bob DeMaio, and Frank Fitzpatrick. Art Bennett is supplying the Vassal module for the game.

Thursday, March 1, 2012

Richard the Third

Drawing by Lionel Liron

Richard Gloucester, King of England, will have a chance to keep his throne again in the new game from White Dog Games, Loyaulte Me Lie, Bosworth Field, August 22, 1485.

From designer Michael W. Kennedy, the game uses the terrain of the actual battlefield site, discovered after a ten-year search by university staff, located several miles from where it was thought to be. With counter art by Lionel Liron and Tom Cundiff, and map art by Tim Allen, Loyaulte me Lie will have a 22" x 17" game board, over 120 die-cut, 5-8 inch counters and markers, and a four-page rulebook. Publication date is mid April, 2012.

Tuesday, February 14, 2012

Bosworth Field

Bosworth Field Draft Cover

Wednesday, February 8, 2012

El-Teb and Tamai (Sudan 1884)

Development has started on a simulation of two 1884 engagements in the War on the Nile. One is El-Teb. This was a brisk action in the Sudan between a British expeditionary force led by Sir Gerald Graham sent to secure Nile bases for a possible relief of Khartoum and Mahdist allies led by Dinga. A small action, it was nevertheless hard fought with artillery on both sides and dramatic infantry and cavalry charges. A second game will make a boxed set. The battle of Tamai, fought a short while after El-Teb, featured the same antagonists (Graham and Dinga) in a kind of War on the Nile grudge match. The games will each feature a 17" x 11" game map, about 60 die-cut counters and markers, and easy-to-play rules. It will be offered in folio as well as boxed format.

Draft Counters



Draft El-Teb Game Map

Wednesday, January 25, 2012

Bosworth Field

This is an example of a counter icon by artist Lionel Liron for Loyaulte Me Lie, a game about the battle of Bosworth Field which essentially ended the War of the Roses. Loyaulte Me Lie is scheduled for release in May-June 2012. The game will feature, in addition to Lionel's counter art, a game map by Tim Allen with terrain based on recent battlefield archaeology. Tom Cundiff will fashion the counter designs for the game using Lionel's art.

All Is Lost To Me: Pavia 1525

All Is Lost To Me:Pavia 1525 has been published in both boxed and folio formats.
The battle of Pavia in 1525 has been hailed as the first modern battle, marking the rise of hand-held firearms as a tool of warfare. In this titanic clash - the most decisive of the Italian Wars, caused by French territorial ambitions in first the Kingdom of Naples and then the Duchy of Milan - the French troops were smashed by the Spanish Imperial Army. King Francis I was captured and the cream of his nobility slaughtered. France's greatest defeat since Agincourt, the battle dramatically swung the balance of power in Western Europe.
Blasting its way to prominence in the Battle of Pavia in 1525 the harquebus became the bench-mark for an entire species of guns whose basic design persisted until the 19th century. The harquebus fires round soft lead balls at a muzzle velocity of about 1,000 feet per second which will, at 50 yards, penetrate about 3mm of steel plate. Guns before the harquebus were crude, fired from the waist and ignited like a firework. By comparison, the harquebus was a revolution. It provided a wooden stock, shaped to allow it to nestle into the shoulder, which now meant that you could aim the gun.
Morale checks are an important aspect of All Is Lost To Me: Pavia 1525. They help simulate the type of combat in the subject era and represent both sides of the same combat effectiveness coin: morale and organization. Morale is the willingness of a unit to stand and fight and organization reflects the ability of a unit to maintain cohesion or formation. A unit becomes “disorganized” as a result of combat or when certain terrain is entered or crossed. For example, a harquebusier unit entering a marsh or crossing a stream becomes disorganized. The ability of a disordered unit to conduct combat is lessened. Similarly, if a unit has a morale problem, it may not fight as well and cannot initiate combat.
Lowered morale and panic can be contagious. If units in a hex are disorganized or routed, friendly units nearby may themselves become disorganized. Requirements for morale checks of friendly units adjacent to routed and disorganized units simulate this chain reaction of disorganization from one unit to another and are independent of corps affiliation.
Game design and counter art by Lionel Liron. Counter design by Tom Cundiff. Cover art by Mike Mirfin. Vassal module being developed by Art Bennett.

Tuesday, January 17, 2012

Shield Wall Set Up

This image was taken from the Vassal module for Shield Wall built by Art Bennett. Units are shown in their set up positions. Production counter and map art for the game was done by Daniel Lamb.

Neuve Chapelle AAR

(Note that the game map used in this AAR is the play test map. A production map will be used for publication.)

Bob DeMaio and I (Hermann Luttmann) played a brutal game of Neuve Chapelle last night. I've attached pictures for your enjoyment. This time I deployed my Brits one space away from any German units (to avoid friendly fire) and did not stack the entire game, unless it was necessary. My first turn went horribly wrong as the prelim bombardment did nothing and the assaults were butchered by horrible die rolls. Not only that, but once again Britsh command was crap as three out of four divisions were out of command. By the end of the first day, I had made little progress and suffered awful casualties. As you can see, the Germans started the second day in great position and throughout the day pushed me back foot-by-foot until breaking through my middle on the third day. Great game and very exciting.





Saturday, January 14, 2012

Shield Wall AAR

This is an AAR on the game of Shield Wall provided by Chris Hansen. This AAR has eight photos that shows action at different points of play. All images can be clicked to enlarge. This play uses the play test map and counters. The production map and counters were done by Danial Lamb and can be seen at White Dog Games.

First turn:
Game set up image

Normans
I started the Normans a little conservatively, advancing everyone just a hex or two on the first turn. Archers performed amazingly. Four huscarls lost their shields and only one archer ran out of arrows. No Norman Melee or Saxon Rout this turn.

Saxon
I kept the Saxon leaders close to the front line so they could aid in rallys and was able to rally two huscarls back to shield status. No Saxon Melee combat or anything following this turn this turn.
Picture of first turn

Image of the board at the end of the first turn

Second turn:
Normans
I decided to get aggressive and advance my Norman markers up the hill. The knights primarily led the way with archers taking positions nearby to try and weaken the shield wall before their attack. The Norman archers performed well again. One huscarls lost his shield and another was eliminated by shots from two different archers. The Brenton and French archers weren't so lucky. Brentons lost one archer and the French lost both.
The Normand melee combat phase didn't go terribly well for them. The Brenton units and most of the Normans didn't score a single hit, even though knights were on the front line. The French units fared better by eliminating one furd and reducing two huscarls to shield down status.

Saxons
The Saxon units adjacent to the eliminated huscarls unit survive their route check.
A few saxon units, including one leader move to the front lines to fill in the gaps left by the eliminated furd and huscarls units. Both of them are in EZOC and will Melee combat.

Almost all Saxon Melee combat has King of the Hill DRM bonus applied as the Normans were never able to breach the ridge line. Only one French Foot unit advanced into the spot occupied by the dead furd. (The huscarls unit that was eliminated died through arrow fire so no one advanced into his spot.)
The Saxon Melee combat goes amazingly well for them. They throw down several sixes and fives and eliminate a French Knight and Foot unit, two Norman Knights and a Foot unit, and one Breton Knight.

The Breton units fail their moral check and retreat from the hill but the Normans and French pass theirs. The Saxons roll for Involuntary pursuit but roll a 1 and don't have to do it. The Saxons also opt not to do free movement so as to maintain their hilltop advantage.

Image of the board at the end of the 2nd Turn

Third Turn:
Normans
The rally goes well. The Breton leader rallies a knight, the two Norman leader each rally a knight, and the French leader rallies nothing.
The Norman units once again move up the hill to face the now weakened huscarls line. Archers move to out of the way positions that still have clear shots.

The archers do very well. 2/5 hit their targets and none are eliminated. A furd and huscarls are eliminated. I conduct a Saxon route check immediately for the adjacent units. Both units pass the morale check.
In Melee combat, the Breton units eliminate one furd and reduce one huscarls unit to shield down status.

The Norman units eliminate one fyrd and in a combined effort between a Knight and a foot soldier, are able to reduce and eliminate one huscarls unit. The adjacent units conduct a rout check. One huscarls unit fails and is reduced to shield down and a furd passes. (The other adjacent unit is a leader and does not conduct a rout check.) The Saxon leader Gurth is reduced to shield down status. The French also reduce one huscarls to shield down status.

All Saxon rout checks were completed immediately upon elimination of huscarls so I move on to the Saxon phase.

Saxon
Rally goes okay. Two huscarls units are restored from the rally pile and one gets his shield wall back up.

Since it is turn three, Reinforcements are rolled for the first time. The roll is a 2. No reinforcements.

Saxon movement occurs. Rallied huscarls units move to fill in gaps in the front line along the hill.

Saxon combat doesn't go terribly well. Only one unit is hit from the French and Breton forces (which is enough to initiate a rout for each of them). Suddenly though when the battle gets to the French, the die luck turns and the Saxons start hitting just about everything. A knight and two foot units are eliminated. Half of the French units are dead.

The Breton and Normans pass their rout check but the French do not (they have not been lucky this turn). The two knights remaining on the hill retreat.

I roll for involuntary pursuit and don't get it. (But for the purpose of playtesting I change my die roll to a 6 and charge the adjacent Saxon units down the hill). The units don't roll terribly well though and only eliminate one knight, even with the charge and berserker DRM bonuses.

Image of the turn 3 involuntary pursuit

As the French leader Robert is left somewhat in the open, the Saxons elect for a free movement and two units move down to fight him. Other units move to strengthen the line and rearrange position (primarily to get a leader off the front line). The free movement gamble paid off as Robert was eliminated.

(I realize that I screwed up and performed Involuntary Combat before Free Saxon Movement but each unit only attacked once regardless so I don't think it affected play too much).

Image of the board at the end of turn 3

Fourth Turn:
Normans:
The Normans get very lucky on their Rally phase with all leaders save William being successful and rallying their maximum number of troops! Lucky for the Saxons, Robert is dead so no French can be rallied.

Image of the board after Norman movement

Archers do reasonably well. One of them is eliminated but they manage to eliminate one furd and one huscarls (which due to the rout check, also eliminates two more furds). There is now a hole in the Saxon line in hexes 1506 and 1607 with no units in the hexes behind them.

The Saxon Melee goes well. Two huscarls units and two furds are eliminated and several units have moved onto the hill top. Everything involved in Saxon rout check either passes or is a leader.

Saxons
Rally goes well for Saxons. Four huscarls are back from the dead and shields go up along the line. At this point, only one huscarls unit is in the dead pile.

Reinforcements roll a 4 so two fyrds appear in 1101.

Movement fills in gaps in the line as best as possible.

Melee combat goes very well for the Saxons. Only one Breton knight and no French units were hit but tons of Norman knights and foot units are eliminated this turn. The resulting advances that the Saxons can do restore the line.

The Bretons fail their rout check but the Normans pass it.

After the Bretons retreat from the hill, the Saxons roll a 6 for the Involuntary pursuit. Six Saxons were adjacent to routed units and charge.

Image of the Turn 4 Involuntary Pursuit

(Again, I made a mistake and did Involuntary Saxon Combat separate from Free Saxon Combat but each unit only attacked once)

The Involuntary combat results in two dead Breton foot units. The Saxons didn't roll great and all of the knights lived.

The Saxons elect a free movement and move several of the rallied huscarls to the gaps in the front line. These result in combat and the rolls go very well. Three Norman knights are eliminated after the combat. Also, a Saxon Furd is within movement range of three Norman archers and moves past them all eliminating them. Only the Breton archer and one Norman archer remain on the board.

At this point, 23 Norman, French, and Breton units are dead and only 8 Saxon units are dead. The Normans are now demoralized.

I realized that a huscarls unit that hadn't moved in the free movement phase could reach William. It was a little bit cheating to do so since reactive combat was done, but I moved him and rolled a 5. William failed his save roll and took an axe to the face. The game was done and the Saxons had won with instant victory. Even without that though, I don't think the Norman side had a chance. The Saxons were able to rally too many troops and just had better luck in combat. (Or I played the Normans very poorly... I've already started thinking of some new strategies for them.)

Image of the game board at the end of Turn 4 (before the huscarls unit killed William)