Sunday, 31 July 2022

Battle of Flodden 1513 using Neil Thomas rules.

 

So for the latest game we did the battle of Flodden which was fought in 1513. historically this was a disaster for the Scots who lost most of their nobility and their king in the battle.

in the re fight the Scots had 18 units to the English 15. all of the Scots were infantry the English had two units of border horse.

most of the Scots were pikeman, with four units of Highlanders. the English infantry or either bill or Bowman.

Flodden is not a battle with a great deal of tactical finesse!

The Scots decided to push on either flank and not attack in the middle, they lost a lot of bases to English archery fire in the first three turns. once it came to close quarters they were at an advantage against the English Archers, the billmen were a tougher nut to crack. as before the victory condition was that the first side to lose over 50% of its bases was declared the loser.

after a tough fight on either flank the Scots just managed to squeeze it, the English losing two bases over the 50% mark, for the Scots or two bases under the 50% mark. so it was very close.

we did make some changes to the rules to take into account how the battle was fought on the day. so we did not use the schiltron rule, instead we said that the leading Scots pike blocks would count as having heavy armour to reflect the fact that there were heavily armoured nobles in the front ranks and also they used pavises. this proved to be decisive when the Scots moved into melee.

the Highlanders were a glass hammer, very vulnerable to archery, while their ability to move fast meant that they could do a lot of damage once they got close. I did not have any suitable figures so I had to use some fantasy Vikings to represent them.

the game did make me think that longbow is too effective in the rules, certainly for this battle. historically the longbow was not decisive in this in this battle, but in the refight the Scots lost nearly a quarter of their army to longbow fire before they got into close combat. and that's with the heavy armour rule described above. in future games I think we will try reducing the effectiveness of longbow, either removing the armour modifier or ruling that it hits on a four plus flight most other missile weapons.

General view of the battlefield
English archers
And billmen
And guns
Highlanders
Scots King and nobles
Scots pike blocks
Scots attack English right


A desperate melee ensues

Scots attack on the left.


Wednesday, 20 July 2022

Hundred Years War Game using Neil Thomas Rules

 I've long been a fan of the Neil Thomas wargaming books, I like the writer's style as well as the simplicity of the rules themselves.

This game was to try out the medieval rules in his Ancient and Medieval wargaming, a bargain book which includes several sets of rules as well as all the army lists you will ever need.

The rules don't include siege rules so I literally wrote some amendments on the back of an envelope which worked really well.

The scenario was an English attack on a French castle. The figures are all 28mm, various makes with quite a lot of Perry's and GW Bretonnians.

The castle is also GW, siege towers are scratch built from coffee stirrers and button wheels and the trebuchets are 1980s Atlantic.

This produced a well balanced game which was great fun. There were 8 units of French attacked by 12 units of English - possibly more English would have been better.

The English plan was to attack all four sides at once - using a bombard to blow in the gates on the north side, two siege towers on the south side, another siege tower on the west and a ladder assault on the east. The trebuchets would be used to knock out the French missile trrops.

The troops going up the ladders were always going to have a tough job on their hands but this was about trying out the rules rather than playing to win.

Ultimately the English managed to capture one wall,  but lost too many men scaling the ladders. The cannon exploded before it could blow the gates off.




The initial set up.


One of the siege towers rumbles forward.


Trebuchet with siege tower in the background. The trebuchets were very effective against the defender crossbowmen.



Two siege towers approach the south wall.


The defenders prepare the boiling oil....you can also see pile of rocks ready to be dropped on the attackers. These were "one shot" weapons.


The English assault the east wall with ladders - initially this attack went well, the English gained a foothold. 


English knights storm onto the walls.


The English towers unleash attackers on the south and west walls. It looks sticky for the defenders. The defenders catapult has damaged one of the towers but failed to stop it.


The rules amended for the game only allowed bases in contact to fight which contained the English assault and archers in the towers were allowed to fire down at their rear ranks.


Desperate fight on the ramparts.



The brave English storm the battlements,


Double trouble - two siege towers on one wall!



Sunday, 17 July 2022

The Lost World wargame

 

Some years ago I bought some dinosaurs from Poundland. I did not have a use for them as such but I thought they would come in useful. They were big impressive models, already painted, and yes you guessed it, only a pound each.

You can easily by bags of cheap dinos in bargain shops, toy shops or on eBay.

Recently I came across the excellent Tusk rules and they inspired me to dig my dinos out from the back of the garage and use them for a game.

The Tusk rules enable you to play two different types of games – one is stone age men hunting dinos for meat, the other is a Lost World scenario as in the book by Conan Doyle.

https://www.wargamevault.com/product/64533/Tusk

Whats great about the system is its unpredictability – different dinos will behave in different ways according to circumstances, and the behavior of each species can vary from turn to turn. This creates an unpredictable and fun game.

So the scenario was – at the end of the `109th century, rumors have reached Europe of a lost valley where dinosaurs still rule the earth. Expeditions from two rival powers have set out to find out the truth and capture specimens if possible.

As usual for any wacky game, my partner was Ed. I took the British team and he took the Belgians. Each team started from either end of a 6 x 5 table. Their objective was to capture as many of the baby dinos wandering in the middle of the table as possible then exit the table.

We each had a mix of heroes, Europeans and askaris. I amended the Tusk rules to give them all different characteristics and also to increase the different types of dinosaurs.

My plan was to keep my unit together – I took some early casualties from a marauding Tyrannosaurus, but concentrated firepower quicky brought him down.

Carefully we moved past the tribe of pygmies towards the wandering baby dinos. I do have some pygmies somewhere but could not find them so we have to make do with night goblins.

At the other end of the table Ed had split into 2 teams to cover more ground. One of these was soon in trouble due to attacks from Sabre tooths and a ptetradactyl. Ha, ha ha!

As his other team moved towards the objective, the local tribesmen ventured out of their village and treated him to a deadly volley of missiles. Ha, ha, ha, again!

I was feeling pretty confident at this point, I have only lost a couple of men and Ed had big problems with the local wildlife and the tribesmen.

But then the randomness of the rules took a hand.

The tribesmen were set upon by 3 dinosaurs in succession who made mincemeat of them and Ed was able to quickly capture 2 baby dinos. My team moved up to capture the other 2, but we were then attacked by a very grumpy triceratops.

As both teams now had 2 dinos each, shots were exchanged as the British tried to capture one of the Belgian baby dino captives. Two of my askaris panicked (failed their morale test) and fled the triceratops only to bang their head on an overhanging branch to fall senseless to the ground where they were finished off by the ruthless Belgians!

We had a rule that double moving through the jungle is dangerous, which includes panic flight as a result of failing a morale test, so on a roll of 1 on a D6 the runner has fallen into a spiked pit, on a 2 they hit their head on a branch. The askaris both rolled 2s!!!

The British finally despatched the triceratops but the Belgians were winning the firefight, and the British were torn between trying to keep hold of the captive dinos and returning fire.

The Belgians headed for their exit point with 2 baby dinos and the British decided to do likewise.

Unfortunately at this point the pygmies, who hitherto had been content to just watch proceedings, decided to intervene by attacking the British who were still taking fire from the Belgians.

A deadly volley of missiles felled most of the remaining Brits, and as it was only 1 British model that escaped with a baby dino trophy, while the Belgians made off with 2 baby dinos and 4 models left – victory to the Belgians.

It was a very entertaining game. The random movement and behavior of the dinosaurs really made it, and the fact that each dinosaur has its own characteristics added to the fun. I did not have to buy any figures for this game, I used heroes from my Cthulhu collection plus some colonial figures, the Belgian regulars are World War One Turks given white uniforms. I made the huts for the game which are cardboard. We assumed that the whole of the board was covered with jungle so firing ranges were restricted to 12 inches.

We firmly resolved to do another dinosaur game soon. So pick up a copy of Tusk, and a bag of dinos and give it a go.


















Battle of Agnadello refight 1509 using Neil Thomas rules

 

Battle of Agnadello refight 1509

I was keen to try the Neil Thomas rules for the Renaissance. These are but posted on the io group website and are a variant of the AMW rules. I have a lot of renaissance figures which I rarely use and as a huge fan of the Neil Thomas rulesets was keen to give them a go.

The battle chosen was in 1509 between the French and the Venetians. Historically the Venetians outnumbered the French, but the French had the advantage of better heavy cavalry and Swiss mercenaries.

The game played very well and was true to the historical performance of various troop types. There were 15 French units and 18 Venetian. We don't play the two units exit that board rule, we play until one side has lost over 50% of its bases, at which point that side is considered to be broken.

It was very well balanced game, the dried up riverbed and steep hill gave the Venetians an initial advantage, the French gensdarmes were very unlucky, for a long time it looked as though the Venetians would reverse history. But once the Swiss mercenaries entered the fray it turned around as they quickly made mincemeat of the Italian levy Pike and the Venetian army was broken.


Swiss about to thump Italian levies


Foundry gensdarmes are no match for old Hinchliffe.


Clucking hell!


The French right attacks.


A long melee develops


Venetians take aim.


General view of the battlefield.


The Venetian right
Th

French advance

Lots of scary Swiss


Peasants keep on working


French crossbows


Forward!


Blackbeard's Revenge

  So as it was Ed's birthday he requested that we play the pirate game again, which I have previously reported on this blog and I was ve...