Showing posts with label Crusader States. Show all posts
Showing posts with label Crusader States. Show all posts

Thursday, 15 August 2019

Game Report: A Hill too Far

West of Tayasir, 8 DhuÊ»l-Hijjah 608 AH

Munjid al-Zaher, Lord of Irbid, was tired. He had fought his way to his current position from the most humble, pathetic of beginnings, a fight that had seen friends slain, cost him the use of an arm, seen him far from home for most of his life, and now he was unable to even enjoy the fruits of his labours. Threatened on all sides by jealous enemies within and expansionist enemies without, he now had to march once more to secure his lands, and demonstrate his worthiness. 

Ahead, the sun was cresting over the hills around the village and citadel of Tayasir, the ancient ruins beckoning to him. Whether it was a call to glory or a mirage leading to failure and doom would soon be demonstrated. 


The citadel and village of Tayasir before the armies descend upon it

This game pitched two armies against each other as both attempted to exploit the recent demise of the local warlord ruling over the town of Tayasir, which had fractured the armies he maintained between his sons, who had thrown themselves into a fratricidal conflict with reckless abandon. Both the local Saracen and Frank ruler had decided that the chaos gave them the chance to push the borders of their personal fiefdoms and enhance their positions.

Each commander in their armies had their own set of private objectives above and beyond the official objective of the game, which their allies (and opponents) were unaware of. 

The Saracen Force:

Centre Battle:
Munjid al-Zaher

A peasant who arose to power, Munjid needs to secure his position and demonstrate his leadership. Victory is his path to survival.

Objectives:

Seize the town and citadel 30 Glory
Drive back the enemy 10 Glory
Strike down enemy commanders 10 Glory each

Force:

2 units of 4 stands of Infantry
2 units of 4 stands of Archers
1 unit of 4 stands of Mamelukes

Left Battle:
Bashhar ibn Masruq

Bashhar ibn Masruq has lost everything to the ravages of marauding Franks, and he lives now only to kill as many as possible. 

Objectives:

Shatter an enemy battle 15 Glory
Destroy more enemy units than you lose 10 Glory
Slay enemy commander 10 Glory each

Force:

2 units of 3 stands of Horse Archers
1 unit of 4 stands of Arab Tribal Cavalry
1 unit of 3 stands of Mamelukes

Right Battle:
Diya al-Hawami

Diya al-Hawami is a noble, his family have been nobles for generations. Subordination to a peasant like Munjid is an insult he will not let pass. His goal is to undermine his supposed leader, and demonstrate the superiority of his noble blood. 

Objectives:

Seize the town with his own troops 10 Glory
Seize the citadel with his own troops 10 Glory
Cause more morale damage to the enemy than Munjid's troops 10 Glory
Munjid fails to take Tayasir 10 Glory

Forces:

1 unit of 4 stands of Horse Archers
1 unit of 3 stands of Arab Tribal Cavalry
2 units of 3 stands of Mamelukes

The Frankish Forces

Centre Battle:
Jean Barbet, Baron of Nabulus

Recently ascended to his position, Jean needs to demonstrate his capabilities by achieving a victory, and the seizure of Tayasir would be an unquestionable victory, providing him with glory, income and, by expanding the Kingdom's borders, allies at court. 

Objectives:

Seize the town 20 Glory
Seize the citadel 40 Glory
Destroy the infidel army 20 Glory

Forces:

2 units of 3 stands of Men at Arms
2 units of 3 stands of Archers
1 unit of 3 stands of Arbalasters (crossbowmen)

Left Battle:
Guy de Roye

A disillusioned mercenary, who came to the Holy Land to seek redemption and found none, Guy now lives only to make his limited time on the mortal plane as pleasant as possible and to punish the world for his imminent eternal damnation. 

Objectives:

Loot the town 10 Glory
Loot the citadel 10 Glory
Loot the corpses of defeated cavalry units 5 Glory

Forces:

1 unit of 4 stands of Turcopoles
1 unit of 3 stands of Mounted Men at Arms
1 unit of 2 stands of Knights

Right Battle:
Guillaume Barbet

The quintessential resentful younger sibling, Guillaume's only motive is to better his situation, avoiding the fate of being sent to the Church or a Holy Order. If his brother is to fail or fall, he can take guardianship of his nephew and rule in all but name. Unless of course his nephew came to a tragic end.

Objectives:
If the Saracens do not take Tayasir and Jean dies 50 Glory
If the Saracens do not take Tayasir and Jean flees 10 Glory
The Barbets seize Tayasir 10 Glory
His troops seize the town or citadel 15 Glory for each

Forces:

1 unit of 3 stands of Knights
1 units of 3 stands of Mounted Men at Arms


The game pitted the two forces against each other on a constrained battlefield, with the town and citadel dominating the open space between two ranges of hills. Both sides chose to be conservative with their deployments, risking neither night or dawn marches or sending out harassing forces or leaving their baggage behind. As a consequence, both forces deployed without issue and close to the centre of the field of battle. 

Fighting commenced rapidly with the Frankish left storming forward to engage, smashing into their Saracen opponents, becoming slightly disrupted as they galloped forward.

The first blows are struck, neither side gaining a clear advantage
Fighting on the Frankish right continued, with the Saracen forces bombarding the oncoming mounted men at arms with javelins and bows, inflicting heavy casualties before they managed to charge into the Arab Tribal Cavalry. Again, the fighting was indecisive, both forces suffering, but neither yet at risk of breaking.
Fighting on the Frankish right expands to encompass more troops
In the centre of the field, the advance unit of Frankish men at arms took a beating from missile fire, being left with as much disorder as they had bases. The first loss of army morale looked imminent.
An enthusiastic advance leaves the men at arms exposed, and they are punished by missile fire.
Their pain was further enhanced when the remnants of the garrison of Tayasir started lobbing crossbow quarrels into their midst. While this achieved little, the announcement of the garrison's presence was an unpleasant surprise for the commanders. 

All across the field many units pushed towards the town, while archers scrambled for positions high on the hills to gain good lines of fire. 
The northern end of the battle
The southern end of the battle. Frankish forces sweep around the citadel, concentrating on their foe rather than the ancient ruin
Fighting around the town grew in intensity, with both sides throwing forces into the fray, with the Frankish men at arms taking a beating and being left on the point of routing. 
Exposed to fire from multiple directions, the men at arms begin to waver
On the Saracen right, the tempting target of the leading unit of Knights took a hail of arrow fire, disrupting their ranks and leaving them vulnerable.
Guy de Roy's knights are left in a perilous state.
On the Saracen left, battered by the Frank knights and men at arms, the Arab tribal cavalry collapsed, breaking and running.
The devastating blow of the knights' charge shatters the first Saracen unit
In the centre, the exposed men at arms took a further fire from the defenders of the town, and broke in a gory massacre, taking a fair chunk of the Frank's army morale with them.
Bombarded from all sides, the men at arms break leaving their dead and wounded behind.
The next turn saw something of a stalemate, with both sides concentrating on bring back units from the brink, with limited maneuvering around the town as the Saracens sought to exploit gaps where they could.
Mamelukes wrap around the Frankish centre's flank. 
The momentary pause in the battle passed suddenly, with melees breaking out across the field. The Mamelukes on the Saracen right charged down the Turcoples. gaining a slight edge in the fight despite being out numbered. The Frankish knights in turn stormed into the Arab Tribal Cavalry, not having a decisive impact but gaining the upper hand.
Melees tie up the southern edge of the battle
To the north, the Frankish men at arms broke and ran, leaving Guilliaume up to his neck in Saracens, and soon appealing for his brother's aid in knocking off the disorder of and keeping him in the fight. Repeated attempts by Frankish champions to save the situation by challenging the enemy to single combat merely resulted in several brave knights being dismembered by their opponents. 
Guilliaume prepares to make his final stand against overwhelming odds.
The other unit of men at arms and the knights swept into the unit of Mamelukes, the fighting being something of a stalemate, neither side scoring a decisive blow, although the men at arms were left in a dangerous state after the beating they had taken in earlier actions.
The Mamelukes hold their own against a concerted Frankish assault


In the centre, flurries of arrows swept across the ground between the two sides, inflicting loss, but no decisive blows were struck. The local garrison continued to remind their enemies of their presence, shooting at Frank and Saracen alike. 

In response, Saracen archers pushed into the town, eventually running into a brutal hail of quarrels, which broke them and sent them fleeing. 

 Further challengers from Guilliaume's command group met their end at the hands of their Saracen opponents, and once again he had to beg for his brother's aid in dealing with his mounting disorder.



Guilliaume Barbet's position becomes close to untenable, the desertion of enemy forces notwithstanding.
Throughout the battle, both sides had been bleeding morale points with units on the point of breaking. Entering the final turn, both sides had been reduced to single digits of morale. Everyone knew it was now or never to perform great deeds. 

The turn saw a Frankish archer unit utterly destroyed, fleeing in a gory massacre, and Guilliaume Barbet falling in battle, defiant to the last. With these losses, the Frankish force was broken and fled. The Saracens were barely in a better position, with only 4 army morale remaining they would lack the resolve to besiege or storm the citadel, leaving them in control of the field, but the warlord's surviving son in charge of the town and citadel. 

The models used were from Baccus's crusades range, and the rules used were the Soldiers of God wargames rules, as ever they were a pleasure to play with, their eternal conundrums making for an excellent game.


Munjid al-Zaher sat astride his horse, watching his army morosely pick their way across the battlefield, bringing comfort to their wounded brothers in arms, rounding up prisoners and dispatching the enemy who were too far gone to be of use. All were avoiding the area around the town of Tayasir, anyone foolish enough to stray close ending up perforated with crossbow bolts. 

While he had triumphed on the field, the town would remain beyond his grasp, a task to return to another time.


At the end of the game, two commanders Bashhar ibn Masruq and Diya al-Hawami, were both on 20 Glory points, leaving them as the victors of the game, with points earned for destroying more enemy units than they lost and slaying an enemy commander and having Munjid fail to seize the town and from inflicting more morale damage than Munjid's forces respectively.

Hasan ibn Karajuk looked down upon the plains and the retreating army heading east back into Damascene territory. His elite guard in the citadel hadn't even had to draw their weapons as the two enemy forces had battered themselves apart on the plains. Now his independence was ensured, at least for a while, he could turn his mind to rebuilding his armies to ensure the next assault would fail too. 

Father had been called the terror of the valleys. Now he, Hasan, would teach anyone who opposed him would soon learn that they had never experienced terror. The prisoners his men had rounded up, Franks and Damascenes alike, were herded together in the citadel courtyard. A message would need to be sent.

The next few minutes were filled with screaming and pitiful begging.

Sunday, 24 March 2019

Outremer Warband: Brother Karl the Flaggelist

Warband Leader: Brother Karl the Flaggelist

Brother Karl the Flaggelist is the second son of a minor noble from Saxony, who left home at 15 to travel to the Holy Land. He joined the Templar Order soon after arriving having witnessed a raid on a pilgrim group being stopped by the Order. He has risen fast, driven by a doubtless zeal and faith, although more senior knights are concerned about his occasional violent outbursts. He will willingly admit that wrath is his greatest sin, but also claims he make it into a virtue by unleashing it on the infidels.

Traits:

Large Build
Hard to Kill
Aggressive Fighter

Sergeant Recruit: Helmut Janson

Helmut joined Karl on his journey from Saxony as a loyal retainer and long-time friend. He has not taken well to life in the Order, generally avoiding all people except Karl.

Traits:

Loner
Dodge

Sergeant Recruit: John of Winchester

John of Winchester has been in the Holy Land for only a few years, having joined the Order in England and travelling over in company of an English member of the Order who recently died in a skirmish. Having seen Harl's enthusiasm for battle as a chance for revenge and the fast rising knight as a ticket to fulfill his own ambitions he has joined the warband. 

Traits:

Fast Learner
Agile

Chaplain: Silvius the Penitent

Sivlius is a man with a troubled past. He fled Florence after being accused of stealing from his flock. His reputation has not yet reached the Holy Land where he is simply another priest who came on pilgrimage never to leave.

Traits:

Sneaky
He who lives by the sword
Healer

Friday, 15 March 2019

Outremer Campaign: Battle Report: Game 3: Camp Assault

Game 3: Usamah ibn-Munqidh vs Sir William the Carpenter

Usamah was tired, the day had seen a long march to catch up with the small group of Franks that, according to Yakut al-Hamawi's contacts was carrying a chest full of papers from the local Duke to the King of Jerusalem. The opportunity to get hold of such valuable information, and some more money and supplies for their operation was far too good an opportunity to pass up.

This game pitted a camped Crusader forces against an attack from a Damascene band who had been sent to gather information.
The Frankish camp and it's defenders, oblivious to the approcah of Yakut al-Hamawi and the rest of the Damascene warband behind him.
In the opening moves, the Saracens snuck towards the Frankish camp, using the trees for cover, before Yakut al-Hamawi rose from his hiding spot and loosed an arrow at Guibert of Nagent, which missed him.
An arrow proves a rude, if not painful, awakening for the Franks.
 The sudden intrusion led to a flight to the the wadi walls for cover, and Robert of Salerno loosed an arrow.
A mad scramble for cover ensues.
Robert's arrow found it's mark, and Yakut fell.
Yakut falls, clutching the arrow that brought him down.
Both sides spent the remained of the turn rushing into cover, Usamah ibn-Munqidh's crossbow alarming the Crusaders, and Robert of Salerno's dead-eye shot causing consternation in the Damascene ranks.
Brave warriors all, everyone scambles to cover.
Robert loosed an arrow at Usamah, hitting, but failing to wound the Saracen. Clearly irritated by the attempt on his life, Usamah, after retaking his position behind cover, loosed a bolt at the insolent Frank, knocking him out of the fight.
The quick duel between Usamah and Robert ends with the Saracen victorious.

Karajuk stormed across the wadi to threaten the objectives.
With the archer threat eliminated, the Damascenes advance
Ali ibn al-Athir crossed the wadi on the other side of the Frankish camp, running into Ugo.
Steel meets steel.
The fight was brief, and Ugo emerged victorious.
Ugo stands triumphant
Not to be outdone, Sir William the Carpenter charged into Karajuk, wielding his fearsome double handed axe. The Mamluk tried to parry the terrible blow, but was cut down.
Sir William fells a foe
But in this moment of triumph, Sir William had left himself visible to Usamah ibn-Munqidh, who calmly aimed his crossbow and loosed the bolt, striking and felling the knight.
Usamah spies his target

Sir William falls alongside his victim

Rapidly running out of options, and time, Usamah ibn-Munqidh crossed the wadi and moved into contact with an objective. Guglielmo attempted to charge the Saracen, but quailed at the sight of his opponent.
Guglielmo fails to press the attack, while his brother moves towards the threat.
After his initial failure of nerve, Guglielmo recovered and charged home before Usamah could loot anything, eventually, after a brief pause to gather his courage, joined by his brother Ugo.
The brothers hammer away at Usamah

In a somewhat comical (from a neutral perspective at least) final two rounds, the three men were locked in combat, Usamah consistently failing, even with a dice level advantage in some clashes, to hit anything, while making all but one of at least eight 5+ saving throws (all with 5s somehow), causing the Crusader player to develop something of a complex.

And with that farcical combat, turn eight of the game ended, with the defenders having successfully driven off the attack with all objectives intact.

Usamah ibn-Munqidh's arm ached to put it mildly, bruises on his arm marking where the axe blows had fallen on his shield, which was now splintered and near useless. The Franks had fought a good fight, but at least he and his men had escaped relatively unscathed, if empty handed.

Outremer Warband: Sir William the Carpenter

Warband Leader: Sir William the Carpenter

A French nobleman who got his moniker because he is a descendant of Saint Joseph who was a carpenter. Notorious for his faith and strength in battle with his axe, and described by his companions as "powerful with his words." His gregarious attitude has made him the natural leader of the warband he has brought together.

Traits:

Among Friends
Axeman

Monk: Guibert of Nagent

A notable historian and theologian, Guibert has gained notoriety for deserting two previous crusades that he took part in. He has made an effort to reassert his will to face battle, being determined to become a man who lives by the sword.

Traits:

Inspiring Presence
Turn the Other Cheek
Dodge
He who lives by the sword

Melee Milita: Guglielmo and Ugo

Brothers from near Genoa, inspired by William's words and a hunger for battle and adventure. Already familiar with axes from their work as lumberjacks, they have taken to using their trusty tools to reap a new harvest.

Ugo's Traits:

Take Cover
Axeman

Guglielmo's Traits:

Dodge
Axeman

Ranged Militia: Robert of Salerno

Robert attached himself to the merry little band of Sir William's on the ship to the Holy Land. He never speaks of his past, but has proven a useful ally.

Traits:

Long Shot
Slippery

Outremer Warband: Usamah ibn-Munqidh

This group has been sent from Damascus into southern Frankish territory to intercept plans and probe defences. With a mix of experience of covert operations and front-line fighting, as well as a religious student for Allah's blessing, they're optimistic they can get information and get away. Because if they get captured, they know they're more likely to be disowned than rescued.

Warband Leader: Usamah ibn-Munqidh

As a young guard in Damascus, Usamah ibn-Munqidh played a questionable role in the overthrow of its ruler, and soon made himself useful to the new regime. He has enjoyed an interesting rise to power marked equally by unspecified services to the city and unfortunate accidents befalling his rivals.

Traits:

Slippery
Climber
Crossbow Expert

Sub-arif: Ali ibn al-Athir

Made his reputation fighting in Nur ad-Din's army in the attacks on the Franks of Antioch. As well educated and respected as his leader, Ali ibn al-Athir prefers the position of second-in-command, avoiding the politics and pitfalls of power, while making money to send to his family back in Aleppo. He hopes to leave the army intact and use his experience to set up a swordfighting training academy there.

Traits:

Solid Reputation

Mamluk recruit: Karajuk

Enslaved and taken from his birthplace in a fishing village on the Aral Sea, Karajuk carries a part of it with him in the stories he remembers. Caught beween two worlds, he has converted to Islam but has avoided arabicising his name; he is developing a reputation as a fierce soldier, but dreams of fishing in his homeland.

Traits:

Swimmer
Sunder Shield

Askari: Yaqut al-Hamawi

Born in the countryside, Yaqut al-Hamawi came to Damascus from the to seek his fortune. He joined the city guard, and soon came to the notice of Usamah ibn-Munqidh for his shooting skills and flexible morals. In his spare time, he practices trick shots, which only occasionally involve injury, and usually only to other people.

Traits:

Sneaky
Defensive Shooting

Religious student: Diya ad-Din

The fourth son of a successful trading family, Diya ad-Din was packed off to be trained as an Imam. He has a genuine faith and is committed to his studies, but nevertheless yearns for adventure, and seized the first oppurtunity he could to get out into the world and see some action.

Traits:

None

Sunday, 3 March 2019

Battle Report: A Burning Question

Near Al-Khalasa, 1160

Sir James was a worried man, not only was his somewhat... challenging... companion Urlich with him, but now they had been joined by the current favourite of the Order's leaders, Brother Karl the Flaggelist, a man known for his unrestrained brutality in the face of his enemies, and an almost ghoulish relish for battle and blood. "Sir James" Brother Karl's voice intruded into his thoughts "the village lies not far ahead." Around them marched their raiding force, their orders simple. The village of Al-Khalasa had to burn. "We will form into line behind this ridge, then advance upon them." Sir James said. "God will bring us victory this day."

The village of Al-Khalasa before the storm descends upon it
The Templar raiders for this game consisted of:

1 unit of Mounted Men at Arms (Templar Knights)
1 unit of Mounted Sergeants (Templar Sergeants)
1 unit of Foot Sergeants with Expert upgrade (Templar Foot Sergeants)
1 unit of Foot Sergeants (Templar Foot Sergeants)
1 unit of Crossbowmen (Templar Crossbowmen)

The Saracen defenders fielded:

2 units of Mounted Sergeants with Mounted Missiles (Mamluks)
1 unit of Foot Yeomen with Expert upgrade (Swordsmen)
2 units of Foot Yeomen (Spearmen)
1 unit of Archers (Archers, deployed in the village at the start of the game)

We used the Lion Rampant rules for this game, with one House Rule modification, namely that when a unit fails it's order roll, rather than ending the turn for that side, the opposing side can instead choose another unit which then cannot be activated that turn. This came about after a couple of games where multiple 5+ roll failures effectively decided the game (see here for an example). As it turned out, the 5+ curse continued in this game. The scenario was Sausages with Mustard, with the four buildings of the village as the objectives.
The figures used were Fireforge Games for the Templars, Gripping Beast Plastics for the Saracens. 

The Game:

The Templars deployed with their knights on their left, the foot sergeants facing the village in the centre, with the Mounted Sergeants on their right, while the crossbowmen were deployed to move into olive grove for cover. In their first turn, the Templars boldly seized the initiative and failed three command rolls, all at 5+, and stood, staring at their target. The Saracen players were highly amused.

The Templars stall in their first turn.
The Saracen relief force meanwhile was motivated enough to move their entire force, while the archers in the town awaited a target. 
Help moves towards the threatened village
Templar fortunes improved in the second turn, although their mounted forces remained halted, the infantry began to advance. 
The infantry advance, the cavalry wait.
Whatever had affected the Templar horses was clearly widespread as the Mamluks were also left unable to move, while their infantry began to arrive at the town. 
Saracen infantry move into the town to defend it.
Clearly sloth was an issue in the Templar ranks, as the next turn saw only the hand-weapon armed Foot Sergeants moving. 
The Saracen bowmen ready themselves to shoot at the encroaching enemy
Not to be outdone, the Saracens then failed to move at all for a turn, before the next turn saw the Templar spearmen moving closer to their target.
The advance continues to be a crawl

While their reinforcements continued to move up, the archers in the village managed to take out one of the Templar foot sergeants, drawing first blood. 
The first Templar sergeant falls
Finally, after several turns of lethargy, the mounted Templar sergeants moved forward, while the crossbowmen entered the olive grove. The hand weapon armed foot sergeants moved around the north side of the village. The Knights and spearmen remained stuck where they were.
Finally the mounted arm of the Templars (partially) moves
The Saracens continued to rush into the village, while the archers targeted the mounted Sergeants, taking one down.
The relief force arrives
Arrows take down a mounted sergeant
The Templar spearmen and Mounted Sergeants pushed towards the village, not quite reaching the buildings that were their targets, but getting close enough to threaten the archers with a charge.
Templars arrive at the village
Facing the oncoming spearmen, the Saracen archers promptly failed to move back, leaving themselves dangerously exposed.
In a dangerous situation, the Saracen archers fail to make their escape
The relief force pushed forwards, getting into position to threaten the invaders.
The two forces close each other down.
The Templars once again excelled themselves in order rolls, while the hand weapon armed sergeants advanced, and, to the shock of all, the Knights moved, the Mounted sergeants failed to move to the buildings, the spearmen failed to charge the archers. 
The foot sergeants close on their enemies

The Knights move finally

Finally able to get into the action, the Templar crossbowmen loosed a volley at the Saracen spearmen ahead of them, inflicting heavy losses, although the unit remained un-battered.
Templar crossbow bolts find their marks
The Templar foot sergeants faced a charge by the Saracen spearmen ahead of them, both sides losing a man in the fighting, but the Templars failing their courage test, leaving them vulnerable with the Mamluks moving up onto their flank. 
The sergeants find themselves in a difficult position
The archers meanwhile regained their senses and moved back into the village, out of charge range of the spearmen. 

The Templar sergeants rallied from their shock, while the Knights managed to creep a bit closer to their targets. The spearmen advanced into the alley vacated by the archers, contacting two of the target buildings, while the Mounted sergeants also advanced to a position where they could bring fire to their foes.
The Templars set themselves up to torch the nearest half of the village.
While the Saracen right flank was paralysed and unable to hit the Foot Sergeants, the rest of the relief force pushed into the village, and the archers took one of the Templars down. 
The spearmen find their advance blocked, and arrows take one of their number down.
In their next turn, the Templars managed to set both buildings they were in contact with on fire, and their crossbowmen killed two more Saracen spearmen, leaving the unit battered. The Knights also charged the Mamluk unit threatening the Templar left flank, driving them back and killing one of them in the process.
Templars bring fire to the village
The Mamluk unit attacked the Foot Sergeants in their turn, being driven back after both units lost a man. 
Mamluks fail to smash the outflanked sergeants, but do bring them down to half strength
Their first target ablaze, the mounted sergeants moved around the last surviving spearmen on the Templar right, while the spearmen in the centre charged and drove back the archers, killing two for the loss of one of their own. The remaining foot sergeants on the Templar left fell back to safety.
The Templar spearmen push further into the village.
The Mamluks, facing the prospect of a charge by the Knights in their next turn, stormed into them in an attempt to take some down with them, but were cut down to a man for no loss to the Templars. On the Saracen left, the last of the spearmen choose to flee rather than face another crossbow volley. 
The Mamluks are destroyed by the knights
Templar forces continued to close in on the village, with the Knights smashing into the spearman unit, the Mounted Sergeants charging the remaining Mamluk unit, but the spearman failed to act.
The Knights hammer the spearmen

The Mamluks are hit by the Mounted Sergeants
Both units drove back their opponents, inflicting some losses while suffering none in return. 

The Saracen swordsmen stormed into the Templar spearmen in the village, inflicting heavy losses and battering the unit, but taking some losses themselves, while the archers shot down another mounted sergeant before the Mamluks charged into them and pushed them back, killing another in the process.

The Templar mounted sergeants are hit in a charge and driven back
Shattered by the repeated charges and volleys, the last surviving Templar spearmen fled from the village, while the Templar Knights stormed into and destroyed the remaining Saracen spearmen.
The Knights charge
The spearmen die
The final Mounted Sergeant fled from the Mamluks, hugging the walls to stay out of sight of the Saracen archers.

In retaliation, the Saracen archers shot at the Templar Knights without effect while the Mamluks failed to catch the fleeing Mounted Sergeant. 
The remaining sergeant feels a sudden surge of motivation to ride quickly
In the final turns, the Templar crossbowmen took apart the Mamluks in a pair of volleys, while the Knights smashed apart the swordsmen, losing a man in the process, while the archers took to the hills, realising the day was lost. 
The Knights shatter the forces in the village itself.

The Saracen leader is struck down
The game ended in an emphatic Templar victory, although one paid for with the lives of fifteen of their Sergeants and a Knight. Both side's players had a good time, more importantly, and I expect we'll see more action in Outremer in the future. 

Sir James surveyed the burning village, the pillars of black smoke rising from it cutting across the red sky of twilight. "A heavy price paid." he said to no-one in particular. 
"But a good day's work." Ulrich said from his side, his words slow as he struggled with the unfamiliar tongue and tried to control his thick accent. 

Perhaps he was right, maybe the price was fair, but Sir James couldn't help but feel for the wounded and the dead. "Let us return home." he said, turning his horse away from the village.