Well I missed the Wargames Illustrated Magazine free rules giveaway this Autumn. The rules were “never mind the billhooks”. Written for Wars of the Roses. They are just one of many or should I say one of the “plethora of rules” that wargamers can access these days.
So what fuss would there be, given their free, should be more bargain basement than of any original value surely?
Well Andy Callan is the author and for me he has history and if he has authored the rules they will be worth a look. I first encountered Andy Callan as a writer in the 1980’s when I recall his ideas about rules were running against the grain: Something to stir up trouble in wargaming circles most of the time. After all we can be a fussy lot.
Over the years I have kept articles from magazines. Yes I know I have probably destroyed some valuable copies in the process. Still I have what I need. And more to the point I have articles that are still useful reading even decades on.
So back in Spring 1987 when I think Stuart Asquith was at the helm, Practical Wargamer published an article by Andy Callan entitled Leaders and Generals.
He covered three periods in the short article that was really about rules design. The medieval and dark ages era leaders should worry about unit formation – a measure of order, unit aggression – a measure of fighting spirit and unit strength. The latter being an amalgam of numerical strength, armanent and relative fatigue.
The Leaders would be allocated command points.
His main objective for this period was that the “big man” (he coined that term) should be focused on being a “leader” and not be a “general” standing at the back directing operations with so many staff officers.
Move forward a couple of years and we are back with Stuart Asquith who via Publisher Argus Books offered the “wargaming in history” series of A5 booklets.
Simon MacDowell authored Goths, Huns and Romans.
My Dark Ages – “as the lights go out” late roman end of the period has never got beyond a 15mm DBA army acquired at Triples about 20 years ago. Well I do also have a 15mm late byzantine DBA army. Neither have had much of a runout despite my love of DBA. A case of right period wrong ruleset maybe?
He offered a set of rules within a booklet that also gave some background history; explained the forces and troops involved; set out a variety of game options from skirmishes, through encounter battles to campaigns.
Simon required his leaders to personally intervene to motivate troops to act. Control Points were allocated to each Leader along with inspiration points.
Both these writers were contemporary with the first trials of what became DBA. DBA was conceived in 1988 and was first published in 1990.
And so I thought that all this was disconnected from today. Yet I happened then to rediscover an article by Daniel Mersey in Battlegames shortly after publication of his successful Osprey publication Dux Bellorum around 2012.
And nestled there is Daniels’ homage to that 1980’s wargames era and specifically Andy Callan.
I remember Andy Callan promoting what I consider to be important considerations when trying to replicate the feel of a period through command and control. And I think the other key theme is that you make your rules period specific.
I hope his latest rules “never mind the billhooks” carry on that theme of challenging the status quo and promoting enjoyable and satisfying wargames.
And one final point, Angus McBride bestrides the world of illustrated warriors. His work has become synominous with Osprey. Yet Rick Scollins had a way to engage you in the 1980’s and as you can see he even influenced the young Daniel Mersey (see above). And perhaps appropriately it is his West Saxon Thegn who illustrates that 1988 article in Practical Wargamer.
the royalists finally get a really good round of hits in
My latest Shieldwall foray is with Neil Thomas again. His One Hour Wargames (OHW) have become a mainstay of my gaming. The rules come in what I would call large paperback size. And the book is a paperback as if to emphasise its everyday style.
For this latest shieldwall face off I used one hour wargames (OHW) by Neil Thomas. I skipped the rules on random army mixes to be used with the scenarios. I used scenario 1 and ignored the time limit of 15 turns. The royalists on the left have a mounted leader unit for show purposes only. The rebels leader is shown on foot to the right.
OHW comprises 9 rulesets from ancients to world war 2. The rules are a “light touch” and the focus is on “scenarios”. His random force selector gives you 6 different unit mixes for armies of 6 units. Coupled with the 30 scenarios thats almost 180 combinations. I say almost, some scenarios limit the forces to 3 or 4 units. Even so its over 100 scenarios to play out. Excellent value in my book.
I used the Dark Age ruleset where you get infantry, warband, skirmishers and cavalry.
My two forces were 5 infantry units plus a skirmisher unit. In this battle the skirmishers faced each other at the royalist left flank and rebels right flank.
The rules cover just 2 sides or about one page of A4 and basically comprise simple movement, shooting and combat. Elimination of units involves chipping away at 15 points of value which covers all defensive strength, morale, leadership variables etc. Power to inflict damage remains constant as well. So it is the eliminiation of a unit that gives a player advantage. This in some way masks weakness and adds to the uncertainty and fog of war.
Before we do the battle report there is a small matter of the narrative.
Narrative
The Kings or Royal forces led by Earl Mathedoi had finally won a significant victory over Thegn Pyrlig while the rebel leader Earl Toki was away raising more of the land in rebellion – or rather recruiting disaffected Mercians to the cause.
The Kings Earl pursued the defeated Thegn, his now weakened but battle hardened infantry ready to fight. His cavalry had evaporated in previous battles and failed to find him. He believed another battle would finish the Thegn off.
And then his force suddenly collided with the returning Rebel Leader Earl Toki. Earl Toki had had little success with the Mercians concerning a mass rebellion although his force now boasted some Mercian reinforcements. Crucially he had not found his Thegn Pyrlig or the bulk of his army.
The two forces drew up and comprising infantry formed two shield walls on some open ground. The few skirmishers would fight each other on one flank as the shieldwalls slowly moved towards each other everyone jostling and making ready to receive or inflict blows.
Game Report
The photos show rebels at the bottom of the picture and royalists at the top.
The royalist skirmishers failed to inflict any damage in the opening moves as they stood back to fire (you either shoot or move in these rules)Next turn the rebel forces engage the royalist line while their own skirmishers also fail to hit the markBattle is joined with yellow dice showing the attacking rebels hits inflicted. The white dice against the royalists show accumulated hitsThe turn now moves to the royalists – the peter pig pink die denoting the player turn in a ruleset that is simply IgoUgo and given all the troops look the same it can get confusing.The royalist skirmishers inflict some serious damage (a six -2) on their opponentsThe royalists begin to wear down the rebel shieldwall. Each unit has a value of 15 – the number of hits that can be received before a unit is destroyed – small yellow dice show rebel lossesIn their turn the rebel skirmishers score a SIX as well which reduced to 4 is a good start for themIn their turn the royalist skirmishers score 5 which is reduced to 3 The royalists turn sees them inflict more damage – the large yellow dice show the “halved” infantry hits because shieldwalls are in play. The losses per unit would be rapid without the shieldwall benefit. the white dice show the rebels hits on the royalist shieldwall infantry so farNow the rebels can hit back – already some rebel units have suffered 5 hits earning a yellow ringThe rebels score well in this round although all these scores have to be halved for the benefit of the royalist shieldwall – fractions are rounded up.it is the royalists turn – they to are seeing losses increase.the skirmishers are fighting their own battle and it is evenly matchedin the centre the rebels are accumulating hitsthe rebels score well again and pile on the pressure on their right flanktwo royalist units have now acquired red rings denoting ten hits or in the case of the left most unit in the royalist line – elevenThe royalists now inflict some heavy damage on the rebels shieldwall. All units are the same quality etc so it is all about dice throws……..the first rebel unit to get ten hits is in its centreagain the rebels hammer the royalist left flankthe royalists finally get a really good round of hits inThe last round of fighting saw the royalists drive all the rebel units into the red. And now the rebels dice throws go low!Yet the rebels have the advantage as not only have the royalist skirmishers lost their fight, so to has that weakened left flank shieldwall unit – exceeding 15 hits and therefore being destroyedso at this crucial point the royalists have lost units but the rebels are weak everywhereas the royalist skirmishers creep away in the top right of the picture, the rebel right wing hit the royalist flank while the rebel left flnk unit has been destoryedthe weak left flank units of the royalist line collapse as their flank has been turned. Typically most rulesets would call it a day at this point with the royalists down 50% to just 3 units while the rebels have 5 units in play. now the royalists wake up and throw their dice high – although not literally! Both left flank rebel units melt away The rebel skirmishers wander round the battle field to little effecthaving destroyed each others left flanks the victorious right flanks wheel onto each other and resume the fight with the royalists on the left and the rebels on the right.The new royalist left flank unit is destroyedthings are spinning – literally, as the right flanks remain in the ascendancy again!the rebels have the attack thoughthe rebels attack again with their skirmishers still wandering aimlessly aroundbut the royalists hold on – just. The advantage is now with the royalists and they throw wellthe rebel centre unit is destoryedfinally the skirmishers join the fray and help destroy a royalist shieldwalltipped over the edge by the skirmishers another royalist infantry unit fallsthe dance is complete as the remaining royalist shieldwall drives into the unfortunate skirmisher unit. with no shieldwall all 4 hits land pushing the skirmishers to 15 and their final demise.the final battle between the remaining shieldwalls beginsThe royalists nearest to us now, inflict maximum damage but the rebels holdthe rebel response is too weak thoughthe royalists throw high again and this time its the end for the rebels as they all stream from the field.The rebels flee while the exhausted royalists simply hold what they have with no appetite for pursuit
Earl Mathedoi had defeated two rebel armies in quick succession. Importantly he had defeated Earl Toki whose first taste of defeat almost certainly meant the end of his rebellious actions.
Earl Mathedoi returned to the King to report the good news.
Earl Toki now met Thegn Pyrlig and discovered his main forces had already been defeated in his absence. The Mercians had departed having no desire to be associated with a defeated rebel and especially one lacking plunder.
Most of the rebels just drifted away and this included Thegn Pyrlig.
Earl Toki considered his options. It looked like he would have to go to the King and grovel for forgiveness. After all the King knew Earl Toki was always a useful warrior to have on his side, surely?
I have recently bought another rule set and unusually for me, a book on terrain and scenery modelling. I have a lot of scenery articles saved from discarded magazines. So why do I really need any more advice. It is not like I am overflowing with home-made items.
Well it just caught my eye. It being “Battlefields in Miniature” by Paul Davies and published by Pen & Sword. Dating to 2015, I have the paperback version printed in 2018. I think the original was in hardback.
A quick flick through has made me pleased I bought it. It looks a comprehensive view of this part of the hobby. Also, I have noticed a preoccupation with “high density foam”. This appears in a lot of my saved articles as well.
Somehow it is not a material I like and in fact generally I have avoided plastics when it comes to scenery and terrain. Maybe that’s because when I was far too young to be left alone with polystyrene ceiling tiles I cut them up with nice sharp knife to make contour hills. I then glued them together with polystyrene cement with exciting melting results and interesting vapours. That was the 1970’s – safety was basic common sense then, which children often lacked!
It put me off, except for retaining a continuing interest in plastic figures.
I will use some of the ideas in the book and Paul Davies writing style is engaging: Very much just have a go. My only criticism so far is that the book is rich in finished items in use and yet some of those picture slots would have been better showing some more intermediate steps of construction for greater clarity.
Now how about that ruleset?
Well I looked at the Too Fat Lardies Dux Britanniarum several years ago just before I bought Maurice (another card driven ruleset as it happened). That was at Fiasco in Leeds, just one of many shows I have missed this year.
Here is one of those cards that drive the game. Love or Hate them they have an impact you cannot quite control. The figures are Greenwood & Ball (Garrison) Vikings from circa 1978. Yes they are posing as 5th century saxons……..
The figures are painted in Humbrol matt oils finished with gloss varnish while the basing in those days was dried tea – uncoloured. looking good at around 40 years of age.
I took a punt and bought the full rules including the follow up “raiders” supplement and all those cards.
I like dice and card driven games and I like the “big man” idea that threads through Too Fat Lardies publications.
I have since played a single game solo that took an age to complete. That will be reported in another post. Suffice to say I will play these rules again.
Kingston Upon Hull is shortformed to Hull. Like Paris the word is short and stubby. From that point on though I suspect people associate Paris in a different way to Hull.
I recently visited Hull, yet only for the second time in four years.
The first visit was in 2017 – Hull was celebrating its city of culture status. Remember them – great big social events with programmes of music, film, theatre and the arts.
Well my lead image is from early 2017.
The Narwhal who owned this tusk lived millions of years ago and was the largest sea mammal in the oceans of its day
Some bright spark thought it would be a good idea to stick a turbine blade in the main square: I thought it was a Narwhal tusk created by Damien Hirst. I guess if it had been then
It would still be there
Hull would now have some serious arts bragging rights in the sculptural world
I might not have got in to the art gallery so easily
Talking of art galleries, the Ferens Art Gallery in Hull or should we make it KUH even KuH or maybe HKu – more interesting – like NY which I think never harmed New York given its worn on so many clothes. Except KuH is cow in german and KH is some game in Japan and HKu denotes Hong Kong University according to the dreaded search engines.
Oh well………
The Ferens Art Gallery is one of those regional city galleries which deserve greater footfall simply because they are less imposing and possibly less intimidating than the big galleries in the very big cities.
In approximately 7 currently open rooms you can steer your way through the history of art in under 100 pictures (I was not counting as such so please go check – you get the drift).
In about one hour – just viewing only those pictures that “really attract” your eye you can be in and out.
Given it is free entry you can always come back again to take a closer look.
So go visit Hull, visit the Art Gallery and get a coffee in the gallery or in one of the nearby cafes. The people on the entrance were really friendly and welcoming, trying to make everyone feel relaxed. Yes we created a brief queue!
ok so it is the product of humans – even so it looks very surreal and could pass for a Damien Hirst GIANT Narwhal tusk at a squint – I think!
In my next post on Hull, I will reflect on something else that caught my eye on my second visit.
I will eventually report and conclude my wargames ruleset testing using two anglo saxon shieldwalls. Setting up two identical shieldwalls to fight each other is a recipe for a tedious game surely?
Well I have to say that has not been the case. And I admit there have been some deviations from the rule of exactly matching forces. On the face of it in those cases they were thought to be marginal. Well with one exception.
Of more interest to me are the rulesets themselves. They are all typically at the abstracted end of the technique.
To make my point I will draw on a totally different subject – art. And specifically the painting. Like table top wargames paintings have limits and are normally framed in some way. That is another story though………….
Art and abstraction go together. As far as I know my first inkling of abstraction was to do with art and how painting techniques changed over time – well a few centuries. And abstraction was what artists started doing in the late 19th century.
So this is my take on abstracted rulesets – here are 9 to choose from!
These are all images of some fantastic art on show at the Ferens Art Gallery in Kingston Upon Hull or Hull as it is commonly known. If you get the chance pay a visit. For that matter visit any art gallery you can right now. Like all art and music industries, COVID19 will change everything at least in the short term and possibly for a long time to come.
So the images contain some classical or traditional views of the painted picture. In there is a Constable and a Canaletto – both detailed. Yet perhaps not as detailed as the portrait in the bottom right. Apparently it took the artist several months just to paint the head of the life study. Someone else stood in for the rest!
And in there is some cubist style work and “abstract images”
So what we have here is 9 images of different types of wargames rules.
And my anglo saxon shieldwall ruleset tests are definitely in the following vein.
Ancient and Medieval Wargames by Neil Thomas with apologies to Paul NashTable Top Battles by Mike and Joyce Smith with apologies to Percy Wyndham Lewis – vorticists in action!Dan Mersey and Dux Bellorum with apologies to Peter KnightOne Hour Wargames with apologies to the unknown artist as I forgot to snap their resume!Just for fun and tongue in cheek, I reckon this painting might be the equivalent wargames ruleset legend – “the Newbury Rules” apparently very closely typed text with no pictures requiring a wargames lawyer to assist in its application. Beautiful very Beautiful but a very scary prospect to paint (or in the case of the newbury rules, wargame).
Did you notice the Lady Butler painting – return from Inkerman. If you can, do visit the Ferens Art Gallery in the centre of Kingston Upon Hull – entry is free and there is a coffee shop to sustain you.
If you do go – the portrait of the Lady is by Gerald Brockhurst and is titled “by the hills” and was painted in 1939. When you stand in front of it the feeling is that it has to be a photograph.
Paintings posing as wargames rules might be stretching your mind and you might think I am mad. However this has turned out quite theraputic.
To that I can add “if a year ago you said I would be writing about wargames and artforms in a blog post – I would have said your crazy”. In the year of COVID19 it seems even the craziest thing is possible.
Above all enjoy life while you can, keep playing wargames with the rulesets that make you happy and seek out your way to a healthy life!
Not content with adding Table Top Battles to the test mix I have now decided to test my shieldwalls under the very quick ruleset written by Neil Thomas. “One Hour Wargames” (OHW or 1HW) does what it says – gives you a game in under an hour.
So my next posting will cover what happened when Earl Mathedoi caught up with Thegn Pyrlig.
In my last post I explained my rediscovery of the ruleset published by Partizan Press and authored by Mike and Joyce Smith.
The Table Top Battles (TTB) ruleset uses a grid. Now I have dabbled in grid based wargaming and played lots of board games which are gridded games of some sort – not a tape measure in sight!
This post is a marathon and I hope you will see that this ruleset although “gamey” has a coherence to it. So the battle flowed and compared to AMW by Neil Thomas and more so with Daniel Mersey’s Dux Bellorum rules, I had little need to keep rereading the rules.
The usual sections follow – set up, then narrative and finally a picture based step by step report.
The rules require you have a base that will fight for each discrete unit. The term used is a “stand”. The General is another base who the way I read the rules is not a stand so does not fight.
I decided to use my leader bases and gave them stand status. The “tinkerman” at work already.
Essentially the line up was a shieldwall with some skirmishers at both ends of the kings battleline. At one end the single rebels skirmisher bow faced up to the kings skirmisher bowmen. At the other the Kings men had a foot bow skirmish stand plus a mounted javelin light cavalry stand facing a shieldwall of rebel spearmen stand.
The diagram below shows the set up. The playing area was kept to a minimum.
Narrative
Earl Toki now felt confident enough to split his forces which had grown due to his successes. He left Thegn Pyrlig with his main forces while he rode to meet some Mercians who promised to come over to his side.
While Earl Toki was away Thegn Pyrlig kept a good lookout and soon enough another force appeared who were yet another collection of the Kings men ready to fight the rebels. Thegn Pyrlig soon confirmed that these were western men but not any they knew or who could be “turned”. And Earl Mathedoi was at their head again, eager to avenge his recent defeat.
The battleground was simple – a flat plain. I used 80 mm squares here as my chosen unit type for 1/72 figures is the Impetus Rules with the 15mm suggested base width! Te grid is some cotton sheeting with penciled lines.On the Earl’s left flank his mounted skirmishers rode forward confidently while his bow skirmishers looked with concern that they faced a solid rebel shieldwall.In the game pictures you will see a peter pig pink die – this denotes the aggressor. Each turn dice are thrown and the winner has the advantage or the aggression in that turn.
TTB in effect uses the “pip” idea from DBA. It is simplified to give a +1 on ALL dice throws made by the aggressor.
The pink die reminds me that my wargame story has included gridded games in the past. My hex gaming with Kallistra never quite got going even though I thought the concept excellent. My problem was the geometrical look of hexes and the fact there is a “weave” for very linear types of warfare. Maybe I was just too focused on DBA at the time. Peter Pig rules for WW2 used square grids and his Poor Bloody Infantry (PBI) rules I really enjoyed before leaving that period altogether. There the grid worked – it did not impose itself in the way hexes did.
Clearly this is a very subjective matter. It is a case of each to their own.
This is my first return to the grid technique.
The orange 12 sided dice is used to decide who is the aggressor and therefore gets the valuable pink +1 diceThe right wing bow skirmishers got into action first. A game turn comprises phases – move, fire and combat with the aggressor going first in the move and fire phases. Crucially the aggressor inflicts firing losses before the passive opponent replies: Another advantage of having the pink jersey – woops – too much giro d’italia. Did I tell you my scenery ideas have benefited to my mind from watching hours of cycling tours riding across Spain, France and now Italy!
In the aggressors fire phase shown above both units have a value of one. This value is a combination of any fighting ability and morale. It is used in all firing and combat. To this fixed value you add the result of a single D6 throw. In this firing phase the aggressor has thrown a six and their opponent just 3. So no need for the +1 here.
The result is the loser score was “slightly lower” in the dice off so the stand is moved back. Not playing the +1 pinkie is an error because it applies in every throw. And in this case had it been properly used the losing score or “Target Player” score is now half. not just slightly less than that of the “Firing Player”. In this case the stand should be removed.
The Kings bowmen are happy to retire a square relieved they were not “removed” or were they?
TTB gives options throughout and I chose the harsher results approach. Stands either move back a square or are removed from the game.
On the kings left flank the mounted light cavalry (orange value 2) beat the shieldwall (purple value 3) 7v5 (yellow dice being the random addition). The kings bowmen managed a lowly 4 which being less than the shieldwall 6 proved ineffective. The net result is the shieldwall are discouraged and retire a square. Firing is between individual bases. Combat is additive.The error is corrected and the Kings bowmen leave the field early losing to the aggressors fire turn 8v4.The Kings men throw themselves against the rebel shieldwall. Even the kings reluctant bowmen, not doubt emboldened by the kings light cavalry, have joined the fray.The General adds the value of any 1 friendly stand in an adjacent square to the combat phase. Combat is simultaneous unlike the firing. Here a shieldwall spearman stand adds +3 to both leaders. Later on the eagle eyed will see I missed a few +3 yellow dice although because the leaders never moved and were always head to head they simply raised the value of both the group scores making it harder to get a decisive result in the grouped combat.The combat allows “grouping”. This speeds up the combat process. Because I had a simple shieldwall with all units the same I could use the grouping. The kings group shieldwall score was 7×3 (21 orange) +1 aggression (pink) and a measly +1 random throw (yellow) = 25 when you add the generals bonus of +3 (yellow)
Remember those brave kings bowmen? Well they were not so brave as the rules allow some stands to engage to fire and then retire if a 4 or more on a D6 is acheived. The kings bowmen threw a 4 and with the pink dice acheived a healthy 5 to retire
The Rebels amassed 7 stands at 3 value (base score of 21) to which they added support values of +1 (yellow)from each flank unit because they faced a different unit type or had no opponent. To that you added the generals bonus of +3 (yellow) and a random +5 (yellow). total score 31. I decided that as the rebel bow were a different unit they could not get the +2 flank attack and were just allowed the +1 supporting value.The whole kings line recoiled to join the already retired bowmen in the bottom of the picture.The Kings men retained the upper hand though and attacked again next turn winning the aggression dice throw with an 8 on their D12The skirmishers attacked again the rebel right flank.By chance the rebel bowmen offered a flank to the recently retired right flank kings shieldwall and they “slid” right as you do in gridded wargames TTB style.
In TTB movement is in any direction with only a few restrictions. No penalties apply for direction change or rather they are absorbed into the move allowance. Generally units face up to their nearest opponent without restriction. The exception is when a unit is pinned on one face – then flank and rear attacks can also be made.
The rebel left flank is driven back againalmost stalemate again but now the rebels have numbers in the group combat as well (7 purple dice v 6 orange dice)yet again the kings men aggressively return to the fray (winning the D12 dice off with a 9 to get the prized +1 pink dice) having lost the last group combatThe rebel bowmen were isolated by the right flank kings spearmen and put to flight with better dice throwing and that useful +1 in pinkNext up the rebel left flank spearmen stand determined to remove the kings own flank spearmen Its that pink dice again – the kings men win this round by just 1 and drive the rebels back. The small gaming space is relevant as if the rebels get pushed off the table (or out of the ring!) they lose those stands.The rebels throw a 12 on their D12 to resume their own aggression and take the fight to the kings men.The weary shieldwall resume their struggle with the kings left flank skirmishers. Yet taking no fire damage they see off the bowmen again while the light cavalry stay too close! (failed to get 4 on a D6)7v7 is a draw in this combat so the aggressor (rebel shieldwall) gets the nod and drives back the light cavalry. The pink dice has lots of ways of rewarding the owner!Close again as the kings men win the central group combat 25 v 24 despite the rebel having that pink +1. The rebels are driven back again.The Kingsmen are feeling good and secure the pink +1 dice with 11 on a D12Out of picture the kings yellow dice of 5 is forcing the rebels back into the group combat off to the left so destroying them instead. With a 90 degree retreat arc I could have had this stand retire towards its enemy baseline. I decided this would not happen and the shieldwall just melted away having been cornered.The kings men again triumph in the pink dice competition and drive forward but it remains a stalemateon the rebel flank the skirmishers cling to the shieldwall but remain ineffectiveIn the centre the rebels hold a small advantage while on both flanks the kings advantage in numbers is clearbottom right is the A4 rule book – to hand – actually despite 42 pages in length only about 2 sides of A4 text are relevant in the heat of battle. And here the rebels again aggressively attack the kings line. In the distance the left flank rebel spearmen drift out to engage the kings spearmen on that far flank.In their movement phase the kings skirmishers again crowd around the rebel right flank scenting bloodDespite driving back the kings spearmen on their left flank, the rebel right flank has collapsed although all units forced to retire have managed to stay in the game (that is “stayed on the gaming board”).A rare aggression victory for the rebels allows them to create some space as they renew their attack. The left handside of their line though, is crumpled.on the far flank the battle remains one of two evenly matched shieldwallsThe kings men begin to turn the rebel linethe javelins of mounted skirmishers still have no impact on the resilient rebel spearmen and neither do the bowmen.On the opposite flank the rebel spearmen get the better of the fight driving back the kings spearmenalthough their flank has been turned the rebel spearmen give the light cavalry short shrift when they fail to evade after another ranging attck with their javelins. The light cavalry fly from the field. Elsewhere the rebels lose the central group combat again and are driven perilously back towards their baseline.Even so with renewed vigour the rebels defend their line defeating the careless bowmen who retireagain the kings men win the centre combat driving the rebels back further. BUT……………..And then the rule of 12 lands! The game ends after 12 turns representing the part of the day the battle was fought. The rebels were still in the field but with more stands lost victory went to the Kings men.
Thegn Pyrlig led his men from the field. Already his camp alerted to the returning stream of wounded and fleeing men had begun to get ready to move.
Fortunately Earl Mathedoi and his soldiers simply remained on the field too exhausted to pursue the defeated rebels. Earl Mathedoi cursed has lack of a reserve and especially a mounted reserve. Come to think of it where had his light cavalry gone?
So I was looking for my copies of “Twilight” the Pike & Shot Society rulesets, as I had just acquired some more of them. This was prompted by my renewing my P&SS membership. The Arquebusier journal is worth the membership alone and at the moment of course is a lifeline.
Well I stumbled across “Table Top Battles” (TTB). This ruleset I have had many years and is in pristine condition which means unused. Authored by Mike and Joyce Smith my edition dates from 2007 although the bulk of the ruleset dates from its first publication in 2000. That was the heyday? of DBx rules and for that matter Warhammer Ancient Battles was in the wings and by 2007 everywhere.
I think some of the rules ideas reflect that era well. Yet they are niche in the sense that they are “gridded”. Now gridded wargames are not new and by some parts of the hobby be simply considered as extensions of chess or board games.
Given TTB pitches its main objective at around 6′ x 4′ playing areas and 2.5 hour long games, these are not board game rules.
My current testing of Neil Thomas’s Ancient and Medieval Wargaming (AMW) and Daniel Mersey’s Dux Bellorum (DuB) using Anglo Saxon shield walls, with the odd mounted troops thrown in, has now got a new dimension.
So next up will be a report on how two shieldwalls fared under Table Top Battles.
So this is part 3 of a three wargame test of shieldwalls using two rulesets – Ancient & Medieval Wargaming (AMW) by Neil Thomas and Dux Bellorum (DuB) by Dan Mersey.
In the first two games which used AMW I first tested two shieldwalls against each other and then pitched a mounted force against a shieldwall.
The third game used Dux Bellorum. Now I have used AMW quite a few times whereas this was only a second time use of Dux Bellorum (DuB). DuB was published in 2012, 5 years after AMW and arguably a different offering. AMW perhaps looks back to traditional gaming techniques refreshed while DuB uses more recent approaches.
It emphasises the “leader’s influence” and is very much a game to be enjoyed. So although I think the latter applies to AMW, AMW is more about the collective 8 units working together to achieve victory? By that I mean the capabilities given to the units are the signficiant factor
I used the same “impetus style” elements (80mm x 60mm) to represent each DuB unit.
Instead of Nobles, Retainers, Peasants, Spearmen and Archers we have Companions, Shieldwall, Warriors, Riders, Bow and Skirmishers.
In keeping with a more modern terminology a stat line defines each type of unit.
Move – movement allowance in base widths (BW)
Bravery – equates to command, control and morale of the unit
Aggression (including missiles) – the striking effect of a unit
Protection – the defence value of a unit
Cohesion – endurance, numerical strength, will to fight ( so not the same as bravery above?) interesting that this cohesion is the stat that declines during the game though. Does that mean the unit always has the same morale but loses its will to fight?
Building an army is quick and simple. I went for two almost identical forces of 32 points maximum.
1 x 5 point companion + leader
3 x 5 point shieldwall nobles
3 x 3 point shieldwall ordinaries
2 x 1 point bow skirmishers
Except the “tinkerman” changed the Kings force swopping out one unit of foot skirmishers for some 2 point mounted skirmishers armed with javelins.
So in theory one side had the advantage of 1 point! 32pts (for the king) versus 31pts (for the rebels).
The Rebel Force was the Aggressor who normally goes first in each turn and each phase of a turn.
The battle took place on a plain devoid of any terrain features.
A companion or leader element was supported by 3 noble elements (1 unit to the left and 2 units to the right). At their left flank was 2 ordinary shieldwall units with 1 such element on the right flank. At each end of the line a skirmisher element of bowmen was deployed in the case of the rbels. The only difference was the Kings army having a unit of mounted javelin riders and only one unit of bow skirmishers. These horsemen were deployed on the Kings Earls right flank.
In the photos you will see some mounted troops in the centre of the Kings shieldwall – being a bit short of foot units these posed as foot companions in this battle! It should not affect the visual aspects of this post.
The arrangement being mirrored meant that each unit was matched except for nobles versus ordinary shieldwalls and the mounted javelin horse who squared up to some bow armed foot skirmishers.
roughed out set up of both forces before tinkering………
Narrative
Earl Toki continued his relentless march through the Wessex and even now the King still did not attend to him. He just sent another Earl, Earl Mathedoi, a Breton immigrant, to deal with Earl Toki.
Earl Mathedoi gathered a scratch force of infantry and again pursued the wily Earl Toki.
Earl Toki elected to give battle again on a flat plain confident that his men would be victorious whatever enemy force was sent against him.
Game set up
I used the set up rules positioning the two walls as close together as possible and aligned – 3 BW’s from an imaginary table centre lineThe Rebels are on the right in this view above. The rules are in small font compared to the AMW rules – not so good for quick reading mid game but the quick reference sheets were very useful.I used a large dice to show the units cohesion – red for the companions/leader. I used some silver beads to show their leadership points.Rebel left wing bowmen with some leadership points and a failed bravery throw (2 x D6 needing equal or less than 6)The right flank rebel bow skirmishers has more luck and moves forward. Generally small WHITE dice show hits for the rebels as well as tests such as braveryEarl Mathedoi with his impressive 6 cohesion and golden leadership points – both armies started with the basic 6 points leadership allocation.I like the leader bases even though neither DuB or AMW require them.An Ordinary shieldwall fails to move needing 7 – they then used the leadership points to achieve the roll.elsewhere on the rebel left flank good bravery throws were to be seenEventually Earl Toki and his rebels advance on the unmoving KIngs men
Earl Mathedoi elects to wait on events – he who waits………maybe?fruitless exchanges between bow armed skirmishers on the rebel right flank. Blue or purple small dice show hits for the King or things like bravery testsequally fruitless bowfire on the rebel leftThe two shieldwalls make contact – the rebels moved as a group using the leaders successful throw for bravery.Kingsmen at top throw basic aggression dice (three for ordinary shieldwall and four for noble shieldwall). The rebels moving into contact throw an extra dice on this occasion. The kings ordinaries won their fight and pushed back their opponents while their noble neighbours were both beaten and had to retire half a base width. Feels a bit like DBA here.Rebel success on each flank while the Kings men drive back the rebel centreThe Kings men attack in the flanks but lose again some initiative in the centreThe rebel bow skirmishers on the right pick off(with a 5 die roll) some more javelin horseman on the left flank they can just be seen in the bottom left trying to stay clear of the pesky bowmenon the rebel right flank some swift exchanges finally result in the rebel bow skirmishers fleeing the fielda bit disconcerting view that shows best the cohesion losses with the rebels having the worst of it.however the aggressive attacks by the rebels still give them some advantages, in DuxB attackers are well rewarded with more chances to hit – the issue is can the dice role well and has the repeller played their leadership points not so well?The rebels have the upper hand in the centre in attacksand also on the rebel left flank the rebels have the potential to damage the kings men.now the dice roll well for the rebels on their right flank as seen from the kings side herein the centre it is a disaster as the Mathedoi throws well – very well.On the rebels left flank they also stumble with the Javelin armed horse throwing in their lot as well.Earl Mathedoi’s left hand ordinary shieldwall collapses thoughin a blur they are gone!again this pitcure shows the cohesion dice well – everywhere both sides are on the verge of collapseThe rebel left flank bowmen skirmish with their javelin horsed opponents – firing into a melee is permitted under certain conditions. Here Mathedoi has thoughfully put some leadership protection in place to save the day for now.The battle reaches its height and yet the battle lines are still discernableThe rebels right flank shieldwall make contact with the kings left flank skirmishers who put up a fight using some valuable leadership points – opting to go for the kill rather than in this case saving themselves.in the centre the battle goes against the Kings menOn the kings right flank disaster strikes – three rebel sixes destroy the kings ordinary shieldwall and Mathedoi’s right flank shieldwall collapsesThe ordinary shieldwall retires from the fieldAgain the rebel skirmishers fail to make any impact on the kings javelin armed horsemen who bravely now face the rebel shieldwall alone. It is here you must remember Dan Merseys words that the battle is a whirling mix of individual fights and not the apparent order conveyed by our neatly based models!The final act as everywhere the rebels inflict terrible losses on the kings lineThe kings ordinary men still have some fight in them (the blue dice) though, as they destroy a rebel shieldwall while their noble brothers succumb at their sideMathedoi, his companions and more nobles give up the fight. The loss of units earlier in the battle has reduced the kings leadership points and fatally weakened Mathedois ability to keep units in the fight including his own hearth troopsEven the kings javelin horsmen run out of luckIn the distance the javelin horsemen flee as do the nobles, companions and Mathedoi himself. Nearby some rebels give up the fight as wellAs Mathedoi is swept away by his own troops he has no time to reflect on how his decision to wait on events probably made all the difference between victory and defeat. Dux Bellorum on this occasion rewarded the brave and agressive rebelsAs the fighting ends and the line thins out, the Kings men have just 3 units left and with their leader fleeing they are defeated. The rebels hold the field with 7 of their 9 units intact.
In my next post I will comment on these three battles.
Narrative ending for now
Earl Toki was beginning to feel confident as were his men who had now seen off many of the Kings forces. Who would come against them now?