I have been playing Frostgrave and Ghost Archipelago since they first came out and am a big fan of the rules by Joseph McCullough. I particularly like the setting concepts of both rule sets but I always wanted to try larger battles in these settings. His Oathmark rules have given me the opportunity. Although Oathmark is not part of the Frostgrave family of rules (and are not set in the Frostgrave universe), they similarly mix of simple mechanics with the opportunity to make satisfying tactical decisions. For the various unit stats below, I just analogized to the ones contained in the army lists. For example, for the foot knights I used the states for dwarven linebreakers. The figures for the Bronze league are from Crocodile Games, Old Glory, and Foundry while most of the Alliance figures are from the Ghost Archipelago line with some from Gripping beast and Queen Melwyn from Hasselfree. The mat is from Cigar Box Mats.
This was a solo play test of what I hope will be a game I some day put on at a convention.
The setting for this game is the Ghost Archipelago, a mysterious chain of islands that appears for only a few weeks every hundred years. They contain fabulous magical treasures and mystical locations including the great Crystal Fountain, a source of enormous powers for those that drink from it. Rather than search for the Fountain in small furtive groups, several leaders from Minaria, the great continent across the eastern seas, have decided to launch a full scale invasion of the islands. Although the islands are mostly primordial, there are several Bronze Age city states that are the first target in the invasion.
The fighting between Melwyn's guard and the Phalanx is particularly hard-fought.
The first blows are struck in the center. The invading knights are being attacked by the Golden Phalanx and the Bronze Bull.
The Bravos are landed to support the Zefnari corsairs.
This has a cascading effect on the other Tencerie warriors who break and flee from the Oathmark they were defending. Vizier Zanwee leads the corsairs to capture this first objective.
At end of the third turn, things are looking grim for the League of Bronze. Their right has been driven back to the Tower Mount and the center is almost gone. Only on the left is there hope in the form of the arrival of the tribal horde.
In the center, the Leagues forces are particularly depleted. having been devastated by fire from Lord Flupius and the fleet's catapults.
To protect the center Oathmark in the ruined temple, Coresis uses a glamour spell to transport the relatively fresh peltasts to defend the holy site.
In the meantime, the Bronze Bull makes a last desperate charge against the thin ranks of Queen Melwyn's bodyguard.
The fourth turn ends as something of a lull settles in on the exhausted armies. The League hopes to hold their remaining positions until nightfall.
The Alliance forces go on the offensive. The Immerian knights strike down Coresis despite suffering casualties from this magical defenses. The last of the Golden Phalanx are killed ignominiously by catapult fire.
The remnants flee to King Nesis' protection on the Tower Mount.
The Zefnari and Bravos easily break the remaining tribal forces.
The much-bloodied victors began to wonder what difficulties lay ahead, once they began their march inland...