Crusader Rex - Shortened Playtest
Before I started, I also
had a quick skim through the various forums on the
Columbia Games site to get an idea
of tactics and strategy. From this, it became
apparent that there were a number of challenges.
The Franks (Crusaders) were perilously exposed,
and an aggressive strategy could rapidly result in
them being wiped out. In addition, their generally
lower quality forces left them attacking second in
a battle until the Crusading forces arrived. The
final controversy – for which there were
repeated heated discussions on the forums –
was that the 'Knights Charge' rules were somewhat
deadly to both sides. It gets the Franks doubled
attacks, but exposes them to the risk that any
roll of a '6' on the D6 causes damage to their own
sides. The rules have recently been changed, and
the designer, Jerry Taylor, makes a spirited
defense of their accuracy on the games' forums.
Anyway, I played both sides, so the fog of war was
limited, and the game ran from 1187 to 1189 (when I
had to abandon because it was too late).
The first year's play (6 turns worth) started in a
very edgy way. I wasn't sure how deadly combat would
be, so decided to muster the Saracen forces at a four
locations to try and get some reasonable sized
armies. As a tactic, it works very well, provided
you've allowed for the winter turn at the end of the
year. By the third month these were moving into
Outremer, with forces from Damascus and Egypt
threatening Jerusalem, forces from Aleppo threatening
Antioch and a final group threatening Krak des
Chevaliers to the north. There's a game map here if you want to
have a look at the geography. Movement is limited
to roads - major routes (think lines) can have 8
units pass, and minor routes can have 4 units.
The initial fighting was at Tiberias (ironically,
near Hattin, the major defeat that triggered the
Third Crusade), south of the Sea of Galilee. The
Franks repelled the initial forces threatening
Jerusalem, but at the cost of about two thirds of the
military orders after a bodged Knights Charge. These
were lost forever as the military orders can't be
replaced. The attack was effective though, and one of
Saladin's relatives was killed. The rest of the
Saracen casualties went in the draw pool to re-emerge
later in the game.
A minor push at Krak des Chevaliers was repelled, but
again casualties were taken by the military orders.
By the end of the first game year the Franks only had
two military order units left, both at reduced
strengths.
The end of the year saw a mistake on my part as
Saracen commander. I'd overcommitted high value
movement cards so didn't have enough to regroup
around logistical bases for the winter. The limits
were set at 1 block per number at the location; for
example, Jerusalem can support 3 units, but Krak des
Chevaliers only 1 block. Any excess blocks are
disposed of, which resulted in the effective
destruction of the Egyptian army. From this point on,
both sides were careful with move cards and also used
retreats and regrouping moves effectively at the end
of the year.
The second year sees the draw-pools in action, so
each side draws a reinforcement block every game turn
(of which there are 6 in a year). The Franks ended up
with two of the three English Crusaders, and a German
and French unit too. This was somewhat pleasing but
also worrying to the Saracen side. Pleasing, because
there were no effective additional defenders in play,
but worrying because there were heavy reinforcements
very close to arriving with the right draw.
The fighting went badly for the Franks, with the
complete loss of the south at the second battle of
Tiberias, followed by a retreat from Acre with a late
year follow up attack. King Guy and most of the
remaining Outremer nobility from the south died.
Antioch fell, proving that protective walls weren't
enough to save against a strong attacking force, and
a desperate retreat followed south down the coast.
The only upside to the Franks turn was the attack by
the assassins on Saladin. Sadly, this didn't quite
succeed in taking him out of the game. End of turn
saw the Saracen forces dispersing to blockade the
ports to the south against the crusaders' arrival.
1189 opened brightly for the Franks, as Richard the
Lionheart deployed to Tripoli along with the
Aquitaine Crossbowmen. The Franks didn't have enough
movement points to bring Robert of Normandy in as
well. King Guy re-appeared as well. The Saracen
forces launched a savage attack at Tripoli and Krak
des Chevaliers, which finally fell. Faced with an
overwhelming force, and nowhere to retreat, Richard
Kinght's Charged, causing massive damage (6 points)
but the newly arrived Crusaders were wiped out to a
man. The final remaining military orders were also
finished off. Next turn, Robert deployed to Tartus,
and launched a heavy counter attack with the forces
that had retreated from the north and Krak. This
blunted the Saracen attack, and left the crusaders in
possession of the ports from Beirut to Latakia,
helped by drawing the right forces from the
draw-pool. King Guy mustered a small force to
Jerusalem. And that's when I ended the game.
The position looked better, but far from rosy for the
Franks. They had a good stronghold around Tripoli,
and the French Crusaders were ready to arrive. The
south had a good enough force to be making the
Saracens consider re-mustering to engage it. However,
doing so would open the way for the Crusaders to
arrive in one of those ports, threatening the south
of Outremer. I guess that a higher risk, all out
attack from the Saracens could settle the game by
1191, but it would potentially leave them exposed.
I really enjoyed the game - I do think that possibly
some tweaks are needed, but don't feel that there are
any major flaws. It took two and half hours to get to
the point I was at!