Urban Uprising is a scenario from Book of Battles. It is not well-named as there is no uprising beyond a possible event from 1 encounter. The board below loosely represents a Greek colony in the Crimea about to be fought over by the Last Romans and Pagan Rus. The buildings stand in for periods from Roman times through to the modern day but are good enough for the period. Units cannot move into or through built up areas, only keeping to the streets and courtyards. The terrain layout seemed about the minimum to drive the game mechanics. The 2 forces set up and enter at opposite board corners. The 6 yellow crystals mark encounters that will be revealed when a unit is activated to move within ‘Very Short’ of each.
Neither full force fits on the table at set up. Units will be moving in on the first and second turns. The game takes place at night so there are no charges or shooting at ‘Long’. Units must stay within ‘Medium’ of each other or suffer a fatigue at the end of a turn. A unit can take a 4th fatigue this way and will be removed from the game. This all seems to imply that an army should be in a clump with no units more than ‘Medium’ from any other. More than 1 clump could exist but the owner would have an easy choice of which to pick as the main force. It quickly becomes apparant that units will be doing a lot more dice-free manoevre moves than usual due to the distance between set up points and almost all moves being at ‘Medium’ or less.
The Last Romans start with some serious problems. If their cavalry move ‘Long’ they are likely to take additional fatigue through being lost in the dark. Their missiles can only shoot ‘Medium’. Finally they do not have space to spread out so will be taking constant losses from the Rus FROZEN WIND ability. This would usually be mitigated by moving away from table edges and getting in close with the Rus so any use of this ability will hit both sides.
Both sides move on. The Last Romans come across some civilians that they need to protect so these are sent to the rear out of the way.
The Last Roman slinger Levy are attacked by the city guard. They take some losses but being Levy generate more than enough victory points to offset any loss. The Rus uncover a couple of monuments that need to be guarded. 2 objectives remain to be revealed.
The Last Romans uncover a vital road junction but their fatigue is piling up. Their board has no way to remove fatigue except by a single rest action for each unit.
Turn 3 (out of 6 or 7) and we finally have some combat. The Rus Warriors load up on Saga abilities and wipe out the Last Roman levy. Losing the Levy is not a big setback but it causes nearby Last Roman units to take an additional fatigue, a commodity that they are already knee deep in.
The Rus push forwards aiming to drive the Last Romans off the objective near their Warlord. The Last Romans strip what fatigue they can and load up on defensive abilities. There are not enough dice left to move the archers forward.
A clash of warlords follows. The Last Roman Warlord is destroyed with 5 hits. He could have taken 1 as a fatigue (up to 3) and then another 4 on the nearby Hearthguards. Taking it on himself left the Hearthguard with the possibility of a counter-attack on turn 7. The game ended on turn 6 with the Rus controlling 4 objectives and the armies dominating 2 table quadrants each.
The final scores on the doors are Rus 18 and Romans 16. If the Romans could have held the final contested monument and pushed a Hearthguard into the North West map quadrant they might have pulled off a win. The mass of fatigue they were racking up would have made this unlikely. Some nations will do a lot better in this scenario than others, cavalry and missiles are definately on the back foot. Movement is more important here than in many Saga games where the tactic of loading up on Saga abilities and charging in is unlikely to do any harm. The difference in style of play does make this one of the more interesting options in Book of Battles