The beauty of a written plan is you can tear it up and then reflect later on whether things got better or worse as a result!
So here is plan A for 2021.
Whats in a Name
My wargames plan A for 2020 was about Normans in the South (NitS) and that plan “went south” which is in the negative. At least Plan B gave me plenty of wargames pleasure.
For 2021 I am in the nineteenth century and specifically it is the wars of Italian Unification which have me dazzled.
Abbreviations give me WoIU. Not very catchy. Or I could tweak it to get WotIU – Watteu.
hmmmmmm.
OK we will run with that WotIU.
WotIU in my plan runs from Napoleon to Nation State as Lucy Riall says on the cover of her book entitled “Risorgimento”. So I could go with “Risorgimento”. That feels a bit constricting though.
And low and behold Neil Thomas gives you a book – Wargaming Nineteenth Century Europe 1815-1878.
Excellent. Too Excellent as Neil Thomas offers you a myriad of armies to choose from. And it is anything but uniform in this period.
Skakos, coatees, knee gaiters, stovepipes, kittels, greatcoats, kepis, short gaiters, spikey helmets, zoaves, bersaglieri……….and red shirts.
So where do I begin?
Two armies around 1855 – looking a bit like
Austrian – kittels, trousers and small tapered shakos
Piedmont – kepi, trousers and frock coats or tunics
It seems the cavalry still resembled napoleonic styles but with trousers.
So I have made a start with some ACW Union Infantry being repurposed as Piedmontese Line Infantry.
Austrian artillery mix it with Piedmontese Bersaglieri
The aim will be to get some forces on the table.
So posts might be thin on the ground if I am painting well……..
Well we are at the end of a year that will become notorious.
A year when humanity staggered from the blows of a simple virus. It is perhaps a reminder that nature always has the upper hand no matter how sophisticated our societies have become.
I guess there are plenty of historical parallels to this type of massive societal correction. Not in the same vein but I read recently about how the particularly bad 9th century weather or should I say mini climate change dealt the Carolingians numerous bad harvests damaging their always vunerable Empire. Except even if it were decisive, the roaring vikings is a much more exciting concept of Empire destruction.
Yet right now the Dark Ages have become just that – the Dark Ages as in a box with a lid on it! Right now it is the 19th Century that dominates Wargames in the mind of Norber the Wargaming Erratic.
Before we go and embark on another year there is just enough time to reflect on the fact that 2020 has proven to be rather a good year for my wargaming.
The year got going with a trip to Vapnartak, notable for the fact that it proved to be my one and only show of 2020.
Lithuanian Knights gather to charge the Teutons – figures by WillWarWeb I believe
Playing (LIVE) the Lance and Longbow Society game of Tannenberg 1410 made it all the more important as it turned out. It was my last face to face gaming of 2020.
I was into Carolingians at the time of Vapnartak.
The scary plastic soldier review horses of Carolingia!
so which soldiers marched across my painting table in 2020?
well in 2018 I had managed zero painting while in 2019 I painted and based 32 “normans in the south infantry” and 11 “normans in the south” archers.
in 2020 I managed
12 Carolingians including the man himself – comprising the much maligned (by plastic soldier review) horses which actually give my bases some nice dynamics – in my humble view
10 Anglo Norman archers
24 Normans in the South (NITS – I can’t resist an abbreviation) Cavalry
21 Ottonian foot which look very much like anglo danes or could pass for NITS foot soldiers
43 Anglo Danes were my biggest effort
A fine array of some Anglo Saxons, Anglo Danes and Ottonians
I finished the year with 4 slavs posing as Picts in my “to be” great army of Danes, Scots, Northumbrians and Norsemen which would fight Athelstan again at Brunanburh
And then the proverbial wheels came off the Dark Ages cart.
Right now the painting table has plastic Union Infantry posing as Piedmont Line Infantry along with some venerable Warrior Miniatures French Dragoons posing as – well French Dragoons. And they are metal!!!
Piedmontese in frock coats – shame about the squished stove pipe hats
I must say I had a good year with basing – finally getting a look for my mediterranean NITS – ok Normans in the South project.
Vikings aka Ottonians aka Anglo Danes aka NITS – the beauty of dark ages
In fact I have decided it will work for pretty much everything dark ages.
On the gaming front I started solo gaming with an unexpected purchase. Neil Shuck had recommended War & Conquest shortly before jumping ship with another ancients ruleset.
One of the many offspring writers/thinkers that Games Workshop brought to our wargames world.Sea peoples and desert tribes close in on Libyian bowmen
I gave it a go with my bronze age one hour wargame figures based using my hybrid impetus basing of 80mm x 60mm for 1/72 plastics. Ever awkward – probably just as well I don’t need to satisfy a live opponent. I rather liked the feel of the rules even though the play through was so limited.
And then with Covid19 lock down in full swing and some fine weather I had other distractions including lots of gardening .
I really like simple flowers with a few petalsThe colours are just fantastic
INTERMISSION
Intermission even surprised me – that was not in the plan
INTERMISSION
And of course there is always some track laying to do……………..
Eventually the dark ages gaming started in late August with numerous shieldwall rule tests – I did really enjoy them all. The biggest surprise was playing gridded wargames using Mike Smith’s Table Top Battles.
My lst shieldwall battle took place in late October and many games and rulesets later was swiftly followed by a thoroughly enjoyable game of Dux Britanniarum by Too Fat Lardies.
My vintage Garrison Vikings got a run out.
I fleshed out some campaign plans as per the rules advice and then…………nothing. I was just starting some Pictish Warriors when I read the wrong article.
On the way the renaissance troll introduced me to Faux Napoleonics for fantasy – here is my own 1970’s era Faux Fantasy Orc veering towards napoleonics?
Next minute it is baggy pants Zoaves, Spikey helms and far too much rifling. OK so it is still rather pedestrian Piedmontese – these proto Italians are quite conservative chaps – very un Napoleonic.
Will they really look like Piedmontese or just Union men on the wrong continent?
And since then two battles have been fought – one with Practical Wargaming by Charles Wesencraft and the other using 19th Century Wargames by Neil Thomas.
Whats in the container? – rescued from a dim corner of the erratic’s tardis store………Warrior Miniatures – yes they are metal and yes the brown paint was administered back around 1975!!!!!!!!!!!!!!!!!!!! thats a long time on the paint table – 45 years ish. But probably not a record.
And so I wish you all a graceful end to the year 2020 and hope that 2021 brings you all that you hope for.
There is nothing like a Neil Thomas rule set to get you in the mood for a quick table top war game. There is something about the way he writes that certainly has me itching to get figures on the table.
And his simple rules plus some magic essence seems to work every time. You have to accept he will give you a few pronouncements and strangley use some convoluted prose in the text that usually comes before his brief rules.
Get beyond that and he offers some gems.
It is also strange that I still like the complex rulesets he rails against.
On that score I have just acquired “Field of Battle” second edition Piquet rules by Brent Oman. Definitely marmite or niche at the least.
Published in 2011 they predate Neil Thomas’ Wargaming:19th Century Europe 1815-1878 which were published in 2012.
So they are contemporary.
With some 90 pages of rules and 2.4.2 style paragraph tabulations making Field of Battle look legal you would think Neil is on to a winner with me. Well that is all to play for as I have used neither set yet.
The read throughs have not deterred me from planning to try out both as soon as I can.
I like the look of Neils’ scenarios generators and I have the benefit of happily using them in his previous rulesets of Ancient and Medieval Wargaming (AMW) as well as One Hour Wargames (OHW).
I had expected to be looking at the Italy of the mid 19th century: erring towards Garibaldi amongst others. However I really have thought again about Renaissance Trolls two Faux Napoleonic Infantry he talked around.
And Neil Thomas neatly condenses his armies of the post Napoleonic era into “monarchists” and “revolutionaries”. All smoothbore as well. And you can still show off some fancy uniforms.
So I am drifting already…………. I am thinking I can have some Napoleonic cake and make it small enough to eat and without Napoleon, Wellington or Blucher looking over my shoulder.
Some nice obscurity history wise which will better feed my “Faux post Napoleonics” even before I get to the mid century period wars that started off this escapade!
Shieldwalls – Dux Bellorum, AMW, OHW and Table Top Battles Rules reviewed
Over quite a few posts I have reported on my use of rulesets to play battles between shieldwalls. In most cases the two opposing forces were mirror images. This meant the mechanisms in the rules might be more transparent and then the rules could be better contrasted in my mind.
Having said all that “one swallow a summer does not make” so everything I write here is caveated – only multiple playing’s will help you like or dislike a ruleset fully in my view.
My consideration of the rules is of course subjective, and my criteria may not be to everybody’s liking. So, my criteria are
Reading the rules (understanding/comprehension) – both at the start and when referencing
Ease of Play – how the game played
Outcomes – the outcomes during the game and overall at the end
AMW
Let’s start with AMW. First I should say that from nowhere these rules have come to represent a modern take on what “I remember” I enjoyed about rules from the 1970’s: Above all simplicity. I used the Dark Age ruleset straight from the book.
The rules take up a couple of pages and are in clear large print and easy to understand. I printed the relevant pages as the paperback is a “tome” and short of breaking the spine it is not easy to “use” in a game.
The rules gave a simple mix of troops and are explained in a chapter on why the troop mix was chosen and what they could and could not do. The Shieldwall concept was well covered.
Saxon Cavalry were permitted, and I think Neil is more on the “they were everywhere in life so why not some on the battlefield”. He restricted their presence and impact.
Selection of the 8-unit force was straight forward. I added some variety in the choice of light troops. I used my 80mm frontage IMPETUS bases showing 1/72 plastics. Each base equates almost to 4 x 15mm scale 40x20mm DBA bases as referenced in the rules. Mine are 60mm deep “for the look” as IMPETUS suggests.
The dice to hit and dice to save has some interest for live opponents although for solo play arguably it simply prolongs the playing time. AMW uses the two-step process to provide the layered differentiation between such a small number of unit types to cover several hundred years of warfare and army types.
It did help to keep the stronger type of unit – nobles in the field longer than the peasants.
The first losses also triggered more (domino effect) as AMW uses morale effects to pile on misery when dice are thrown low.
The battle lines were deliberately aligned and close together as the intention was to show two equally sized shieldwalls simply coming together. And the erosion of the 16 hits or 4 bases in DBA speak resulted in some quick breakthroughs. With no need to put the units in base to base contact visually it did not look quite like two shieldwalls: More like roman maniples!
The use of some cavalry may have speeded up the result although I think the outcome was not in doubt.
The feeling and reality of individual units meant that flank attacks were inevitable, and these were the main mechanism of destruction. And the lines once met were static – which cuts both ways – that’s what happened – short of logging loss of points there is not much game movement.
The cavalry interventions were easy to achieve as there is no restriction on command and control.
Finally, the structure of the ruleset with core rules and some simple extra rules simply cries out for more house rules.
In my battle report I suggested a way to deal with anglo saxon cavalry in battle that might more reflect their power as pursuers and opportunists.
Because of the apparent strength of shieldwalls in AMW I then play tested cavalry against a shieldwall. The result was a defeat for the cavalry army. It showed you need to put the whole force jointly in together as the attrition is such that late comers – in my case the token infantry shieldwall were simply outnumbered and picked off in turn.
Coordination is in the hands of the gamer through movement of units and their proximity. This second game also confirmed that archery is quite potent.
Overall, I felt that AMW is better suited to combined arms battles as opposed to a slogging match. Given the breadth of periods covered by the rules these two battles were enjoyable enough for a further outing at some point.
Dux Bellorum
These rules are more modern in concept with command and control central to their use.
Again, the units were 1/72 plastics on 80mm x 60mm IMPETUS bases. Losses would be recorded use dice and tokens.
The points-based game with stat lines for each unit type were easy to understand yet not so memorable as AMW was to me.
I could not resist a slight difference between the forces with one side having mounted skirmish troops equating to a 1-point advantage – 31 v 32 points. Near enough.
The ineffective skirmishers and straightforward meeting of the two-battle lines using the leadership influence made this all feel realistic to my mind.
As in DBA pushbacks showed visually where units were losing the fight. The battle line was still retained as the movement was small.
Distribution of the leadership points can make or break units, although centrally controlled by the gamer I felt this reflected the fact that a line would comprise areas of strong men and areas of weaker maybe reluctant fighters.
The dice head-to-head felt more interesting than the hit versus saving throw of AMW. In a face-to-face game this might also make the exchanges more exciting.
Again, flanking forces including cavalry provided local advantage as the game moved into its later stages.
Dan Mersey talks about the swirl of battle and this was true although the battle line was still discernible late in the game.
Both armies approached their own demise and it was just a few points either way so although the king’s men lost it could easily have been the rebels.
This felt like two battle lines slogging it out and even though there was some “flanking” it was not significant. The forces to a units front mainly did the damage first.
Table Top Battles
The previous two games used “measure and move” rules. Table Top Battles was “gridded” removing any need to get the tape measure out. I have used gridded wargames before with Peter Pigs WW2 rules being memorable.
While many people will know and have played either AMW or Dux Bellorum I reckon TTB by Mike and Joyce Smith will be new to most people.
Published by Partizan Press the ruleset has a feel of looking backwards in the same manner as AMW. The grid though makes for a different feel altogether.
For two shieldwalls the square grid was perfect.
The rules are covered in a couple of sides of A4. Initiative is gained each turn so you can get the effect of a “push” by one side as they win the aggression dice throws successively.
And that aggression is simply a +1 on all dice throws. Getting the initiative also means losses are inflicted before the opposition replies – extending the benefit of being the aggressor.
TTB starts with some simple rules and like AMW adds a few mechanisms to layer the differentiation. The difference is more about advantage in play rather than troop type.
I used the less brutal rules option of push back rather than straight destruction. I don’t think this affected the outcome too much. And it was more appropriate for the slogging match here.
Again, the differences in forces were out on the flanks with one unit of light cavalry in play.
The head to head style of resolving conflicts felt like Dux Bellorum and flowed well. Combat can be grouped so you can really speed up results of several units being joined up for a particular combat round.
While firing is alternate and affected by the aggression advantage, combat is simultaneous. This seems to work ok.
The mass combat meant that push back saw a whole line move back – a bit mechanical – less attractive than Dux Bellorum. In the later stages the erosion of flank units meant push backs became messier and trickier for some units – no room to retreat leads to destruction. And with grids there is a bit of space management to be done and in the right order – shepherd your resources – quite board gamey or chess like. This will not be pleasing to some.
In close combat the mounted and foot skirmishers die easily – I like that.
Finally, the king’s men turned a flank, and this crumpled the rebel line although none had the ignominy of being pushed off the table edge itself. I had not considered that when choosing a very small battlefield of just 2 foot 6 inches deep.
The king’s men were about to really destroy their enemy when the 12th move was completed, and the game ended. A day is 12 moves in TTB. Victory was based on various criteria including base loss. The Kings men won on this measure alone.
TTB comes in a slim 42 page black and white softback A4 booklet. It’s 2-page battle rules are really aimed at supporting campaigns and scenarios. The design is oriented in that direction.
Overall, this was a quick game and the lack of measuring not missed at all. The bulk combats removed some subtlety. The rules are so simple like AMW that house rules can fix most objections.
Overall, I liked this set of rules and with some tinkering they might become popular with me.
One Hour Wargames
With just 12 bases (six a side) on the table this game should be quick.
One-hour wargames built on the reputation of AMW for a reliable set of basic quick play rules. Here the pursuit was an even simpler ruleset that gave a game in under an hour. The rules are really scenario based. I set up scenario 1 – the straight encounter of two equal armies. I ignored the force generator to retain two matched shieldwalls.
The rules in about one side of A4 are very simple. 15 points of value represents the “abstraction” of everything unique about a unit. Random losses tell their story – those losing least – obviously were the strong units!
The skirmishers were ineffectual and fought their own flanking battle.
The alternating slugging match by the shieldwall saw the two lines stand toe to toe with no movement, just points erosion to indicate the fluctuation of battle.
Eventually most of the units reached breaking point and some rapidly departed. However, the first to go were from the side that eventually won so it was not the case that once you gained a local advantage this would give overall success.
In this battle we started with only six units, so I allowed it to run to the last unit standing.
As a result, later on the flanking successes of each right hand meant the whole battle line swirled 90 degrees. And then it happened again. A visual demonstration of Daniel Mersey’s “swirling” battle description perhaps. After all there would be no dressing of lines with the leaders all to the front pushing at enemy weakness.
Overall these rules did feel similar to AMW and felt generic. They seemed to give the same outcome as AMW without the saving throw step. Sacrificing differences, or “layering” if you like, for speed of the game is one of those compromises faced by all rule’s writers and gamers. It is what you want out of a game that matters.
Table of Ruleset Criteria
Ruleset
Reading the rules
Ease of Play
Outcomes
AMW
Straight forward
Straight forward
All logical yet Lacked feeling for the period
Dux Bellorum
I often reread the small print! And a bit wordy at times
Once memorised easy to play
Logical and a good feel for shieldwalls
One Hour Wargames
Short and simple
Straight forward
Logical and yet lacked feeling for the period
Table Top Battles
straightforward
Straight forward or so I thought*
A whole battle line eventually got turned twice while the shieldwall fight itself felt ok.
*I made mistakes in all these games but more of them in the TTB – simple errors forgetting to do something here and there. I took more care with Dux Bellorum.
Overall score – brutally simple – rank 1 to 4 (4 is highest) direct preferencing with no ties and no weighting!
Ruleset
Reading the rules
Ease of Play
Outcomes
TOTAL
AMW
3
1
2
6
Dux Bellorum
1
2
4
7
One Hour Wargames
4
4
1
9
Table Top Battles
2
3
3
8
Surprisingly I am saying OHW is the best for two straight shieldwalls. That probably is true though, diverse forces with more movement would probably show up the limitations of OHW even against its stable mate AMW.
If you ignore the rules reading as being less relevant after many games, it’s a tie between Dux Bellorum and Table Top Battles.
And in the final analysis I have to say that it is Dux Bellorum that gets my vote as the most “shieldwall feeling” rule set.
The others all betray their origin as generic rule sets while Dux Bellorum shows its depth of consideration by the author for a very specific period.
So next time I put up a shieldwall or two for a battle it will be Dux Bellorum unless I am in a real hurry. Then I will have 2 or 3 worthy substitutes.
Finally, some aspects of each ruleset that might be important.
AMW
Pros – well thought out design that gives you a simple yet good range of armies with sufficient variation and interest. The core rules plus some supplementary ones do work
Cons – no command and control explicitly and if you don’t like saving throws then this is not for you.
Dux Bellorum
Pros – command and control plus the head to head fighting. Also, the ability to put pressure into the game yet not everywhere all the time. Detailed for the period of Arthur so no need to compromise on design
Cons – somehow the rules are simple yet don’t read so well or indeed stick in my mind. I was constantly referencing the book which then suffered for its small print and layout with some key parts at the foot of a page and easily missed in the heat of battle. This is a minor point as after 10 games most of the rules will be memorable.
One Hour Wargames
Pros – it is such a simple concept and with the random forces selector and scenario choices is a gem. Speed of play!
Cons – it is generic
Table Top Battles
Pros – I had a brief spell with Kallistra, Strategos and then Peter Pig. Grid gaming has generally passed me by though. I like TTB and they feel like a set I could tweak or tamper with. And I think that gridded wargames may come back into favour.
Cons – sliding towards a board game with figures. We are at the far end of wargames abstraction. Your required to do a lot of imagining.
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 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!
Nobles – Dark Age Infantry – medium armour, Elite between 1-3 units
Peasants – Dark Age Infantry – light armour, Average between 4-6 units
Archers – Light Infantry (bow) – light armour, Levy between 0-1 units
Special rules
Shieldwall can be adopted by both Nobles and Peasants. This formation imposes movement limits while providing enhanced saving rolls equivalent to the best you can get.
Integral Archers gives extra firepower to a unit just in the first turn of combat
Cavalry – one unit of nobles can be reclassed as
Cavalry – Heavy Cavalry – light armour, Elite
The warband option only applies to armies before 600AD and is mandatory before that date. I was interested in the shieldwall so my armies were post 600AD and in fact more like 900AD, what’s a few hundred years in dark age time………..
The Gloom of morning catches the scene – Rebels in the foreground with the Kings men approaching in the distance
I opted for two identical armies conveniently named Wessex 1 (Kings Earl) and Wessex 2 (Rebel Earl). Nothing like some internal dissention.
The 8-unit armies were both the same.
2 units of Nobles
4 units of Peasants
Shieldwall capability applied to the above 6 units
1 unit of Archers
1 unit of Cavalry
I had intended to give the rebels the integral archery option but forgot to do that in the actual game. So much for testing!
The core of each army were peasants and noble units forming shieldwall
The six infantry units squared up against each other while the light infantry supported the right wing in each case with the Cavalry withdrawn on the left.
The Rebel Earl stood with his men in the ShieldwallThese Kings men look like interlopers both mounted and on foot, hmmmmm
The nobles were in the centre of each line and both lines matched each other so as the battle got underway it was noble against noble and peasant against peasant. I did not pitch each leader’s unit against each other though. Remember that the leader confers no extra benefit or disadvantage if lost.
At the centre of both lines the leaders fought adjacent to each other, something which would affect the battle outcome in an unexpected way.
The Kings men expected to make short work of these insolent rebels.
The sun began to shine although the glare did not seem to affect the rebels on the left flank
In the early stages, it was the rebels who made rapid gains on both flanks racking up hits before everything hit a stalemate or rather a slower rate of hits, now being equally inflicted.
The Kings men of the left flank take an early barrage of hits omniously.On the rebel left the Kings men were just taking a bit more punishment than they handed out. Maybe these rebels were no pushover after all
Finally, the left flank peasant unit of the Kings army fled the field after some hard fighting. And even the Cavalry behind them were no support to keep them in line.
The left flank peasant shieldwall dark age infantry reduced to a yellow ring indicating two bases left had already incurred 3 of the 4 available hits left to them on this ring. Three hits (yellow dice) were incurred while no saving throws made the cut (orange, 3,1,2 versus required 6) so with one base lost a nasty twist in AMW rules is triggered – throw for morale due to a base loss. Here the Kings men needed 4-6 and threw a measly 2. Already down to one base that went as well. The left wing of the Kings men leave the field in full view of the cavalry reserveThe Kings men cavalry reserve approaches the shieldwall which was now reforming. As they came up to the line the levy archers poured a few arrows into the hapless cavalry
These Kings horsemen rode into the fray. They crashed into the victorious rebel peasant unit who held them. The battle now continued until the rebels centre crumpled and a noble unit turned tail. The triumphant Kings Army Leader drove forward into the gap and turned onto the Rebel Leaders flank to deliver the killer blow. However, the rebel cavalry charged into the centre and took the Kings Noble Leader unit in the rear.
A rebel nobles unit on a yellow ring and with 2 hits remaining repeats the same trick of losing a base to combat (yellow 4,6 versus orange saving throws of 1,2) and then their remaining base to morale (green 2 when a 3-6 would have done the job)The rebel nobles unit retires leaving the Kings men with the opportunity to exploit the collapse of the rebel centre.The rebel leader and the right flank are dangerously weak with 2 red rings and one yellowthe kings men leader attacks the rebel leader while the rebel cavalry reserve come to the rescue of their leaderNow the tables are turned as the Kingsmen leader unit is caught in the rear by the Rebel cavalry
Meanwhile the Kings own cavalry unit gave up its fight with the rebel peasants and left the field. And in the centre the Kings Leading Nobles also succumbed, failing to destroy the Rebel nobles and unable to deal with the Rebel Cavalry attacking their rear.
On the Kings men left flank their own cavalry have had enough and retireThe kingsmen leader unit routs and the adjacent peasant shieldwall joins them.
A Kings Army peasant unit also abandoned the fight at this point.
Th Kings Army had now been reduced to just 1 noble unit, 1 peasant unit and 1 unit of archers. All three of these units were quickly attacked by the Rebels. The result was no longer in doubt. And the first to flee were the nobles!
The remaining Kings men shieldwall is now outflanked while the archers on the right flank can do little but watch their army disperse and look to their own survival.The end of resistance by the Kings men as the last noble unit abandons the field
With just two Kings Army units remaining the Rebels had the field and could celebrate a great victory.
The Kings Army had melted away and now the Rebels could enjoy their freedom for a while.
in this game I used rings and dice. You could use coloured dice to achieve the same result although I think the combination is quite neat.The battle turned on situations where the combat losses forced a morale test which when you fail it can be devastating – here a unit goes from blue (4 bases) through green (3 bases) and onto yellow (2 bases). Yes I know its really pale blue in the photo but the middle ring looks green in real life – ok thats sea green!
The casualty method I adopted here was to show nothing where a unit had all 4 bases intact with no losses. When the first hits were incurred the unit acquired a dark blue ring and a die showing hits received. A pale blue/green ring showed a unit was now on three bases. No die meant all 4 hits were intact. More casualties took units through yellow rings for just two bases remaining before the last remaining base was indicated by a red ring. You could use coloured dice of course.
The game uses saving throws which is something of a regression for some rule writers. In a way you get no more dice rounds than DBA – one for one against. What you do get more of is the number of die thrown for a unit in a fight. That’s the buckets of dice syndrome. That means you throw 4 dice at full strength instead of always just one in DBA per base/unit. On the upside even DBA has the dreaded list of “plus or minus factors” and AMW only uses this approach in the optional rules per army which add some flavour.
With no push backs the line remains static or rather you don’t see the push and shove and gradual break down of the line: It is not played out physically by the gamer, so you have to imagine it happening. This is a greater abstraction than DBA where the push back is required to be seen and of course gives combat benefits being integral to the next or adjacent base combat. DBA push back also alerts both players to outcomes allowing helicopter management: Appropriate for tournament play maybe. Of course, “transparency” is a competition issue and “imagination” has no place in tournament play.
During the slogging match the rebels were losing and at times it looked like the king’s men would make the decisive shieldwall breakthroughs. In fact, it was the Cavalry that made the difference. The king’s cavalry filled a gap in the line but were then quickly seen off by the shield wall peasants. The rebel cavalry was far more useful when the kings leading nobles exposed their rear in attacking the rebel leaders.
The moves I made were all logical – in the heat of battle why would you not descend on your enemy leader’s rear to finish him off and Leaders wheeling to expose a flank or rear – so what – those cavalry in the distance might not move our way……but they did.
For both armies I sent in the cavalry in response to an adverse situation that would be seen by the cavalry sat patiently to the nearby.
The combats were close such that on another day it might be the rebels fleeing from the field.
History Note: If you accept that Anglo-Saxons rode to war, which I do, then the army list is fine. The two situations in the battle (allowed under the rules) suggest why their use may have been more restricted and why the rules could be amended.
The Kings Cavalry charged a Shieldwall that had just defeated another Shieldwall. If we allow for the defeated men to drift away the cavalry will have been faced with a tired but formed body of men experiencing euphoria and relief. It is possible to conceive that the cavalry leader believed they were so tired that he could drive them off. In the event the Shieldwall reformed and defeated the cavalry. That seems reasonable as well.
In the other situation the cavalry reserve could see their own centre begin to collapse and after they own men had streamed away, they could see the “backs” of enemy troops. That assumes they could tell the difference at a distance. It seems reasonable to make that assumption because their own men had just left a gap in the Shieldwall line. With the backs of the enemy in sight why not charge into the fray.
In both cases it is about the morale and the decision to move rather than the outcome of the subsequent fight. And AMW allows you freedom to move. No pips, no movement decisions testing and no morale tests prior to moving.
AMW Rules note
On the face of just one playtest the temptation is to put in some control. AMW is attractive because it lacks the rule quantity of other sets. Restricting decisions to move or rather introducing wide ranging controls feels wrong here. Can we solve this problem another way? I think so and the answer lies in AMW having optional rules.
The Anglo-Saxon cavalry was an optional rule itself.
AMW House Rule No1
Anglo-Saxon Cavalry are permitted in battle and may advance into combat areas. They may charge into contact. After one turn of fighting they withdraw one full move unless they have at least one more base advantage than the unit they attacked.
So, the thinking here is that unless they make some rapid impact, turning the fight in their favour, they will use their mobility to withdraw before being destroyed.
This is not such a punishing rule as it seems. The withdrawn cavalry remains a threat and effectively may pin the opposition or at least make them think twice about their next moves. And they remain one of the three units required by the whole army to stay in the fight.
I think this rule reflects the likelihood of Anglo-Saxon cavalry being opportunists and pursuers in battles where the victory tide has turned one way or another.
Summary
The game was enjoyable and the result fine. I must admit allowing either army to fight with 3 units always looks a bit odd. Yet if you think in terms of abstraction – there are other men on the field all retiring or surrendering and not modelled. The few units left on the field show where the remaining core of resistance still exists. I can live with that.
One final thought is that shieldwalls are strong. How strong are they against a concerted cavalry attack though?
In my next post I will explore the classic dark ages infantry versus cavalry conflict.
So having had a good start to the year painting wise, by August I had enough units to do some gaming. My wargaming has always been predominantly “solo”, so road testing rules on my own is natural for me.
Impetus elements of Anglo Saxons, Carolingians and Normans ready to do battle
I should also say that from my earliest wargaming days I have tinkered with rules.
It is a quirk of fate that the first wargames book I read on rules came from my local public library (remember them?). So being a child you take what you can or rather see. So what did my local library have in the adult section? Well a single Donald Featherstone book. And his book was called “Advanced Wargames”. It was a book about wargames and the advanced bit meant nothing to me.
years after my public library discovery I bought my own copy of this book. It actually contains material that has been “invented and popularised” decades later such as grid gaming
So armed with Advanced Wargames I started rule based wargaming and of course met a big problem. Advanced Wargames is a set of chapters dealing with “aspects” of wargaming. Drawing on multiple sources and authors the book covers most areas of rulesets yet they are not joined up to provide a single useable ruleset.
The assumption was that you had a wargames ruleset/s already and some prior knowledge of the whole idea of rules based wargaming. Then you would cherry pick additions and improvements from the book.
I think this is the origin of my “tinkering” with wargames rules. Give me a set of rules and I will invariably add in some “house rules”.
So back to my road test of the rulesets of Neil Thomas and Daniel Mersey.
I have posted previously about my reluctance to move from seriously thought out but quick DBA into the very simple world of AMW. Yet this ruleset is very enjoyable and is more subtle than you might think.
In Ancient & Medieval Wargaming (AMW) by Neil Thomas there are four period rulesets
Biblical Wargaming 3000BC – 500BC
Classical Wargaming 500BC – 300AD
Dark Age Wargaming 300AD -1100AD
Medieval Wargaming 1100AD – 1485AD
My choice here was obvious – Dark Age Wargaming.
I used his rules without house rule changes on this occasion. Well with one exception.
I use Impetus sized elements having abandoned DBA with its restrictions on depth. And I had settled on 1/72 20-25mm figures on 80 mm wide bases which Impetus assumed would be for 15mm although the rules clearly gave you the option for 1/72 basing.
In fact Impetus rules whole approach to basing was so refreshing when I encountered them. And for me they have set the tone for most of the last decade.
I think they were in the vanguard of “BW” measurement or base width’s. This simple decision meant the end of the need to “rebase” figures when switching between rulesets. Of course if you only have one ruleset it is never an issue.
I have almost as many rulesets as guides to painting figures if not more……..dozens.
AMW assumes you have DBA based figures so uses 4 40mmx20mm bases giving you an 80mm x 40mm element and 8 of these make an AMW army.
In effect you need 32 dba bases which is not so good if you have 12 unit dba armies: And most of my thinking had been on these compact DBA army lines.
table size and figure basing all go together for me. I fixed my maximum table size at 6’x4′ imperial and 1.8m x 1.2m metric. 3 collapsible picnic tables from lidl are the foundationsurface finish is 3 x 20mm thick mdf 4’x2′ (1.2m x 0.6m) boards to minimise warping covered with felt in this case
Then I read an article in the Lone Warrior magazine of the Solo Wargamers Association. There the writer suggested a cheap way to build armies was just use the 40mm x 20mm bases as single elements and/or reduce figure count to just say 1 for light troops, 2 for medium and 3 for heavy troops. Well it was something like that because it was the principle that made the difference to me. It broke me fully away from DBA “figures per base rules” and Impetus gave me the solution of 1/72 figures which I prefer – yet now on a smaller 15mm scale base size I also prefer.
The net result is I use 80mm wide bases and actually a generous 60mm depth for all units. This allows the impetus suggested “diorama” approach, better showing individual figures you have carefully painted rather than their being very squashed together under DBA.
You sacrifice ground scale though. I guess in this I have followed favourably the increased “abstraction” approach on ruleset design. Abandoning figure removal for losses in the 1990’s? was the start of this “abstraction” and for some the descent fully into gaming and away from any simulation. I love history yet I love gaming so the compromise matters.
Neither AMW nor Dux Bellorum require explicit command bases but I like them so here is one – from my much delayed “Normans in the South” project – none other than Tancred d’Hauteville looking at the shield design.
Using single base elements meant that required base removal in AMW rules was not now possible. The fix here was simply to use two dice. The first was used to show the 4 “virtual” bases while the second showed the 4 points value each virtual base could sustain before being knocked out and removed from play. I have also used three dice in other games (18 so showing 6+6+4 at the start). But the rules in AMW use base counts to indicate available attack dice. Unless you like mental arithmetic, showing the two aspects gives a simple visual indicator.
A few years later Neil Thomas used this “one number” technique to good effect in his fastplay “One Hour Wargames” (OHW) rules where units are a single base elements with a value of 16 which equates to all the elements morale/resistance/casualty value and overall strength in one number.
With AMW you need not fear flank issues so the shieldwall has gaps between each element/unit ! you can of course place units in base to base contact – i was reflecting the AMW book diagrams!
So I played two games with AMW. The first was essentially two shield walls crashing together and the second was a cavalry led force attacking a shieldwall.
The mighty Norman/Carolingian or Franks in AMW speak start their assault on the Anglo Saxons shieldwall. AMW give suggested army set ups although you still have plenty of choice in the small army lists in the text
The third ruleset test game was another shieldwall versus shieldwall this time using Dux Bellorum.
atmospheric artwork throughout the Osprey book makes its use feel positively different to the text heavy AMW where a central batch of irrelevant but professional model armies fails to add any real value. The AMW font is bigger so the text is much easier to refer to in the heat of battle though!
These rules are aimed at a narrower period AD367-793 and with a nod to fantasy gaming called “Arthurian Wargaming Rules”. These rules use the “BW” concept, being published in 2012, 5 long years after AMW.
a solid pair of shieldwalls square up for Dux Bellorum. The dice are colour coded for the unit grades such as “nobles”.
Again there were no tweaks for once. Indeed in both cases as I fought shieldwall battles a side benefit was to better understand the design of these two rulesets. Because shieldwalls in both rulesets result in quite a static and very balanced game you can see the effect of a limited number of the author’s variables in action.
Here is an Anglo Saxon Command with to its front my version of a shieldwall in 1/72 Strelets plastics on an Impetus 15mm scale 80mm wide element base.
In my next blog I will consider what happened in each game.
the ring and dice combination solved my AMW rule problem when using only base instead of 4.
On impulse I have gathered a set of figures to build a pictish type army for the british isles dark ages.
So which figures have I chosen?
I looked at the plastic solder review site and did not like any of the pictish figures on offer. So I looked around for something that might work. My main choice has been Orions slavic foot soldiers who would be more used to fighting at Adrianople or in the Balkans against the embryonic East Roman Empire.
The army will use the army choice given in AMW for the Picts – I have added two commands as wellThis set was bought for my much stalled stoke field project in 28mm! yes they were too small anyway. I have used some of the javelin and bowmen plus some of the mailed figures for the command basesThese Sarmations were a snap choice when passing through Frome in Somerset. I knew they would come in useful except not for dark age Britain! They provide some mounted troopsHaving now bought these figures they are wonderful sculpts. It is unfortunate that the Plastic Soldier Review plays down these figures on account of poor casting and flash. These figures have fantastic detail. They make up my main units for a pictish army
The army will comprise all the options for AMW so thats 12 units but based singley on impetus style 80mm wide bases with no base removal possible.
Neil Thomas and his Ancient and Medieval Warfare (AMW) book has grown on me over the years. At the start I did not think I would like an 8 unit army requiring 32 DBA bases to allow casualty removal. I tried it with single bases and dice and it worked. The breakthrough came with his One Hour Wargames (OHW) using the same technique and reducing the armies to just 6 units but crucially playing many scenarios.
I have played much more of both OHW and AMW than say DBA or my preferred ruleset of Impetus.
I arrived in Neil Thomas’ world by chance. Mike Tittensor wrote an article in Slingshot magazine published by the Society of Ancients (SOA) about bronze age warfare and using Peter Pig’s Bloody Barons ruleset. I bought the rules and these got me into plastics because I wanted a low cost solution. This was my first departure from what had been a preference for 15mm metals DBA gaming on a 600mm square board – an excellent coffee table sized game by the way. By chance I had now the opportunity to return to a dining table or 1800mm x 1200mm type gaming table. I was toying with 28mm but disliked the size of figures from a painting point of view. I had struggled with my Wars of the Roses Perrys figures to get a look I liked.
So it was the peak of the plastics era in the 2000’s and I just bought lots of chariots none of which in the end made it to the painting table – irony in there somewhere.
What I did get was a drift away from DBA gaming, first into Bloody Barons, then Impetus and then Neil Thomas.
Neil Thomas and 1/72 plastics are a perfect way to experiment in wargaming.
Not sure when this army will complete – sunshine and a last push for summer beckons.
Neil Thomas has published quite a few books and initially I ignored them. Some of the reviews objected to their simplicity. And then I read a review in Slingshot, magazine of the Society of Ancients (SOA), which was very positive, extolling the virtues of his simplicity which still provided interesting games.
I have enjoyed his One Hour Wargames book complete with very simple rules for armies of no more than 6 elements. For my current plans I have chosen to take some of his ideas in his 2007 book published by Sutton publishing. It goes by the unoriginal title – Ancient & Medieval Wargaming.
The section that interests me is Dark Age Warfare and specifically Dark Age Armies. His rules limit troop types – in this era just 4 types of infantry and 3 types of cavalry. Some armies fielded Elephants so they are permitted.
The Infantry types are Dark Age Infantry to contrast them with classical Heavy Infantry of say Rome or Greece; Warband; Heavy Archers and Light Infantry.
The Cavalry are the usual Heavy and Light plus Cataphracts.
The period covered is 300-1100 which for some people may stretch the limits of what the Dark Ages means but in terms of fighting styles is fine with me.
His basing assumption is for 28mm – 120mm x 80mm or 4 number 60x40DBX bases grouped together. I am using Impetus 80mm wide bases for 1/72 plastics which vary between 20 and 25 mm high so fit well. I use 60 mm deep bases to allow some diorama type basing – this suits the plastic sets which you buy in bulk in lots of different poses. Typically a Dark Infantry base might have 8 figures on it rising to 10 or 11 if they are the professional guard of the rule or his “hearth” guard or household troops. I like to see some variety and my wargaming approach is that “what you see is sort of what you might get” rather than “WYSIWYG” or what you see is what you get.
A saxon dark age infantry element for IMPETUS. at 80mm wide with here 10 figures it works out a lot cheaper than 4 DBX bases of say 16 number 28mm figures packed together. I like the fact that you don’t get repetition in the figures although if you buy enough boxes you can achieve that look.
The Frankish Armies list comprises
Nobles (Heavy Cavalry) 3 to 6 elements
Retainers (Light Cavalry) 1 to 3 elements
Spearmen (Dark Age Infantry) 1 to 4 elements
Archers (Light Infantry – bow) 0 to 2 elements
His description says this list works for Carolingian, Ottonian and Norman forces. So thats ideal.
Right now I have
4 Heavy Cavalry (need ideally 12)
1 Light Cavalry (need ideally 6)
6 Dark Age Infantry (need ideally 8)
3 Light Infantry (need ideally 4)
Actually to start with I want to use two similar armies for local feuding – hence the numbers shown in brackets above.
I have some more saxons on the go who can at a stretch cover for ottonians and maybe southern normans/lombards? I can soon rustle up some light infantry bow.
So to get this little project to it’s first stage of having two flexible armies, of 8 elements each, i need to get some more cavalry painted.