028.First Siege of Acre - WDS Crusades: Book I



Rating: | 0 (0) |
Games Played: | 0 |
SM: | 3 |
Turns: | 36 |
Type: | Stock |
First Side: | Crusader Alliance (S&S) |
Second Side: | Islamic Alliance (S&S) |
Date: May 15th, 1103 - Size: Small - Location: The city Acre
Crusade: Period between 1st and 2nd Crusade
Scenario Briefing: Since the capture of Jerusalem in July of 1099, the coastal walled fortresses of Ascalon and Acre have been a thorn in the side of the Kingdom of Jerusalem, and its King, Baldwin I. In May of 1103, the King finally decided to remove that thorn and set out to lay siege to Acre. He hoped for a quick victory. Historically, the defenders, having withstood the siege for several weeks, were about to surrender. They had defended bravely and were able to even damage several siege engines that King Baldwin was using to breach the city including his prized siege tower.
Just hours before a delegation was to be sent to Baldwin to discuss terms for a surrender, twelve large galleys arrived in the Acre harbor. These ships not only brought supplies, but additional men to fight the battle and relieve the siege. Note: The ships that will appear in the game are only meant to be symbolic and will not have a combat role.
This scenario condenses that siege to the climatic final day. Assuming the command of King Baldwin I, you must endeavor to breach the walls and capture the city. Please note that victory is VERY unlikely if you cannot take control of the victory hex at 15,27. One last thing, your sappers are great miners and can certainly help you breach the walls, however, they are very vulnerable to projectile weapons. Be sure to eliminate the nearby wall defenders before bringing them into range of such weapons.
Remember, only units that have a strength of 75 or less may use a siege tower to reach a wall hex.
Recommended Rules: [Default]
Intended to be played as the Crusader Alliance against the Islamic Alliance A/I of Acreor Head-to-Head
Crusade: Period between 1st and 2nd Crusade
Scenario Briefing: Since the capture of Jerusalem in July of 1099, the coastal walled fortresses of Ascalon and Acre have been a thorn in the side of the Kingdom of Jerusalem, and its King, Baldwin I. In May of 1103, the King finally decided to remove that thorn and set out to lay siege to Acre. He hoped for a quick victory. Historically, the defenders, having withstood the siege for several weeks, were about to surrender. They had defended bravely and were able to even damage several siege engines that King Baldwin was using to breach the city including his prized siege tower.
Just hours before a delegation was to be sent to Baldwin to discuss terms for a surrender, twelve large galleys arrived in the Acre harbor. These ships not only brought supplies, but additional men to fight the battle and relieve the siege. Note: The ships that will appear in the game are only meant to be symbolic and will not have a combat role.
This scenario condenses that siege to the climatic final day. Assuming the command of King Baldwin I, you must endeavor to breach the walls and capture the city. Please note that victory is VERY unlikely if you cannot take control of the victory hex at 15,27. One last thing, your sappers are great miners and can certainly help you breach the walls, however, they are very vulnerable to projectile weapons. Be sure to eliminate the nearby wall defenders before bringing them into range of such weapons.
Remember, only units that have a strength of 75 or less may use a siege tower to reach a wall hex.
Recommended Rules: [Default]
Intended to be played as the Crusader Alliance against the Islamic Alliance A/I of Acreor Head-to-Head