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033.Siege of Artah_b - WDS Crusades: Book I

033.Siege of Artah_b Image
Black Powder Ladder

033.Siege of Artah_b

By Richard Walker
Crusader Alliance (S&S) 0 - 0 - 0 Islamic Alliance (S&S)
Rating: 0 (0)
Games Played: 0
SM: 6
Turns: 60
Type: Stock
First Side: Crusader Alliance (S&S)
Second Side: Islamic Alliance (S&S)
Date: April 20th, 1105 - Size: Medium - Location: The wall city of Artah

Crusade: Period between 1st and 2nd Crusade

Scenario Briefing: After the Battle of Harran, the previous year the crusader outposts belonging to the Principality of Antioch were beginning to waiver with their loyalties. With this crusader defeat, came a shortage of fighting men able to hold off Seljuk incursions. To defend Antioch, most of the strongholds east of the Orontes River were either abandoned or the populace, not wanting to be an enemy of the resurging Seljuks, expelled their crusader garrisons.

One of these garrisons was Artah. However, upon hearing this news, Tancred, Prince of Galilea and regent of Antioch, assembled a force of over 10,000 men. Most of whom were infantry. The army set out to lay siege to Artah and recover it from the Seljuks. To oppose this siege effort of Tancred's crusader army, The Seljuk lord of Aleppo, Fakhr al-Mulk Ridwan, and his commander General Sabawa, assemble a force of 7,000 infantry and 3,000 mounted archers.

This is a variant of the previous Battle of Artah scenario. In this variant, Muslim forces, sent to intercept the Crusaders, have advanced and entered the small city of Artah and more are on the way. Most of the advancing Crusader army will be arriving from an off map position, but a few hundred Crusader cavalry will start on the map. This scenario is a partial meeting engagement. As a Crusader, you must capture the city to win the game. That means, you must lay siege to it and defend against Muslim counter-attacks. If playing the Muslim commander, you may want to consider using your troops in the city and come out to repel the crusaders.

NOTE: As a diversionary tactic, there is an exit hex in place for the Seljuks. Points will be gained for each Seljuk Turk unit that can reach the hex at (33, 0) and remove themselves from the map.

Recommended Rules: [Default]

Intended to be played Head-to-Head, but can also be played as the Crusader Alliance against the Islamic Alliance A/I.