19thC AAR: A Maximilian Adventure

Friend Bevan and I finally got a chance to get a game in last week. As I was hosting, I gave Bevan the choice of what to play, and he suggested we break out Neil Thomas’ Rules for 19th Century Wargaming again.

That was good with me, so I put together a quick Maximillian Adventure battle: French versus Mexican Juarista, a theatre not specifically covered in the rules, but easy to create based on the stats for French armies from 1859 and 1870 and a bit of research to fill in the gaps and stat the Mexicans. For those interested:

The French

  • French Elite Troops (Foreign Legion, Zouaves): Elite, Later Breechloading Rifle, Loose Order

  • French Cosmopolitan Troops: Average, Rifled Musket, Loose Order

  • Most Cavalry: Average, except for the Chasseurs D’Afrique: Elite

  • Artillery: Bronze, Rifled

Infantry have Elan and Broken Terrain.

Average command levels.

Mexican Juarista

  • Mexican Elite Troops (Los Supremos Podres): Average, Rifled Muskets, Close Order

  • Mexican Regular Infantry: Levy, Rifled Muskets, Close Order

  • Guardia Nationale: Levy, Smoothbore Musket, Close Order

  • Cavalry: Average

  • Artillery: Smoothbore

Poor command levels

As you will see below, although I had the stats about right, I’m not sure I got the forces involved sufficiently balanced.

The Game

The scenario involved a French column moving along a road, with a Juarista force coming at them from one flank.

Seeing the hordes of Mexicans descending upon them, the French quickly snapped round and began moving towards them, with skirmishers from the FFL and the Zouaves rushing forward to bring the lead Juarista units under fire.

Seeing all these French columns heading up the hill towards them, the Juaristas changed formation into line: their plan being to weaken the columns with fire and then charge them with the regiment still in column.

Meanwhile the Mexican regular cavalry moved up on the left of their line, also ready to exploit any opportunities caused by the devastating fire that was doubtless soon to fall on the French line!

Unfortunately for the Juaristas, the French commander knew what he was doing and, knowing that his breechloaders gave his troops a considerable advantage in terms of both range, cover and firepower, decided to forego the usual tactics of elan and charge and challenged the Mexicans to a shooting match.

Talk about unfair tactics!

Faced with inevitable defeat in the firefight, the Mexicans attempted to switch back into column and take the fight to the French, but this just made the matter worse, as the French were now in a good position to do to the Mexicans what the Mexicans had intended to do to the French: blow the Juarista close order columns away before they even got into contact.

Someone in the French camp had obviously fought at Waterloo - just about possible!

The Mexican’s situation was not helped by some rather impressive French dice-rolling: nothing like walking through devastating fire to put a real dent in your dia!

The end of the battle was now fast approaching: we had been using a modified victory medals system for checking overall morale (i.e. each side had a certain number of victory medals representing about 30% of the bases under their command, with a victory medal surrendered for each base lost) and the Mexicans were down to their last few medals.

As a final throw of the dice (pun intended!) the Mexican cavalry charged their French counterparts and, much to everyone’s surprise, actually managed to beat them back.

But unfortunately it was too little too late, and another round of French fire saw the last of the Juarista medals evaporating away. With their tails firmly between their legs, the Mexicans withdrew, only the efforts of their cavalry preventing them being ridden down by the victorious French.

FK&P-E AAR: Polish Lithuanians vs Ottomans

Friends Mark and Si have been collecting Polish-Lithuanian and Ottoman armies in 28mm to use with my “eastern front” variant of For King & Parliament.

As I currently have neither army in my collection finished, and play in 15mm, I was keen to have go. I would play the Polish-Lithuanians (hereafter known as ‘the Poles’) and John and Si would play the Ottomans (hereafter known as the Ottomans or the Turks!).

The Poles won the scouting, so I deployed my Winged Hussars and veteran Pancerni cavalry on the left, my guns in the centre, and some German foot supported by Reiters and Turkoman light cavalry on the right.

The Ottomans had their Janissery infantry and artillery on my right, their Azab levy foot in the middle, and their Sipahi cavalry (including some guard) on my left.

The game opened with each side moving their cavalry forward as rapidly as possible, and soon a collosal melee broke out, horse swirling back and forth amongst the confusion of the battle.

Meanwhile, my plan on the right had been to use my ‘German’ horse and accompanying lights to disperse the enemy horse in front of me, then advance to threaten the flank of the enemy infantry and guns as my ‘German’ foot advanced to contact from the front. Unfortunately the cards had other ideas, and my men refused to move more than a token distance towards the enemy.

The Ottoman cavalry command opposite my ‘Germans’ had exactly the same plan, and did manage to advance forward into bow range.

Fortunately their attempts to do unto me what I had intended to do unto them failed miserably and, with a new turn beginning, I was able to clear the enemt horse away and start my ‘Germans’ forward.

This left the game progressing nicely: I reckoned my four units of foot with cavalry support hitting the enemy flank could take care of the Janiserries, and my cavalry on the left were all veteran versus merely a mixed bag of Turks, so provided Si couldn’t get the Azabs in on my guns and more ‘German’ foot in the centre, I should be okay.

And so it came to pass: my cavalry on the right proved unstoppable, and soon Ottoman horse were fleeing the table in great numbers.

In fact, the battle was won on the left by the cavalry before my poor infantry and flanking cavalry had time to get stuck in at all:

So a solid win for the Poles…doubtless helped by my secret weapon lurking in her crate under the table: a fierce Pomeranian* mascot to inspire my troops to the heights they achieved!

*Pomerania being part of Polish Lithuania at the time!

Location of the Pomeranian Voivodeship within the Polish–Lithuanian Commonwealth

TTS AAR: Timurids vs Sassanid Persian - The Re-Match

As we still had plenty of time after the last battle, we decided to have a straight re-match.

This time our Timurids decided on a more sensible deployment: infantry in the middle, cavalry on the wings.

Neither side had any interest in shilly-shallying around, so headed for the opposition as fast their feet/hooves could carry them.

The first clash was on the left wing, where a brigade of Timurid cavalry crashed into a brigade of Sassanid cataphract horse.

Things did not go well for the Timurids: losing the whole brigade apart from the veteran heavy cavalry…and even they were forced to retreat back to the Timurid camp, horse-tails between their legs!

With the left flank thoroughly lost, it was time to look to the centre and right for success.

As the two battle lines came together, fierce melees broke out on the left-centre (kharash driven slaves versus Persian Savaran) and right-centre (a Timurid cavalry brigade commanded by Steve against some more Savaran supported by lights) but, in the centre-centre, Timur-the-Lame himself, at the head of some veteran cavalry, punched through the enemy troops in front of him.

Never one to miss an opportunity for death and destruction, Timur then executed a smart left turn and headed into the flanks of the Persian horse who had begun to beat back the kharash.

This was initially very successful, knocking a couple of light units from the field, but the Persian Savaran hit in the flank survived the impact and then, using one of theose rules that make you go “are you George Bernard?”, fell back two squares and then moved forward again to threaten Timur’s flank and the seven victory medals he represents!

Meanwhile, on the right, the Timurid cavalry had been doing stirling work removing Persian cavalry from the field:

By this time, the Persians were down to one victory medal, but the Timurids were damaged as well (all those units lots on the left flank) and, if the Persians got another turn and took out Timur, we were in danger of losing the game despite the fact that everything seemed to be going our way.

Worse, the Persian force that had defeated me on the left had swung round and were now heading rapidly back towards the centre. We really had to win now…but where to get that elusive last victory medal from?

Perhaps you remember the Timurid veteran cavalry that had fled to their camp?

Well they were still lurking in the camp…and some Sassanid light horse had strayed within range of their bows. I drew my first activation card and: Ace!

Okay, no matter, there’s a general present, so I can re-draw: this time a “2”.

A hail of arrows headed towards the enemy light and, unbelievably, scored a hit which the lights failed to save. Victory was ours again, but it had been a much closer game, finishing 13-7.

TTS AAR: Timurids vs Sassanid Persians

This June sees the inaugral 15mm To The Strongest competition, “To The Smallest” at Firestorm Games in Cardiff. The competition will be played on a large 10mm grid: the idea being to give it a significantly different feel to a standard 28mm game played on a 12x8 grid.

Always best to have a practice at a new format, so Si, Steve, John, Bevan and I gathered together to give it a go. Our first game was to be Steve and I playing the Timurids versus the others playing the Sassanid Persians.

The Timurids ahd four commands, three cavalry and one infantry, which, for some reason, ended up on the far right of our line. I’m not sure why: any cunning plan that we had for what to do with them has since escaped me!

The centre of the Sassanid line comprised multiple units of cataphracts, so as the game began I sent the Timurid lance-armed heavy cavalry right at them: the idea being to fire our bows on the approach to disorder and then charge in to polish them off.

Unbelievably, this worked really well, and one unit of lancers punched straight through the Sassnanid line, cataphracts flying everywhere, and ended up in a great position to threaten the enemy camps.

Meanwhile on the left, two units of Timurid heavies and two units of Timurid lights faced off against an almost identical configuration of Sassanid horse, the only (but key) difference being that my units were in a single, tightly-bunched command rather than slightly spread out.

This meant that when things went wrong - my veteran heavies going unexpectedly disordered - I had the troops available to protect them as they withdrew to rally, with the protectors, another heavy cavalry unit, actually smashing the enemy cavalry from the field. With my veterans rallied and on their was back into the fight, the left wing was now looking good.

The key unit in the pictures above is the Timurid cavalry with the blue flag bottom left in the image on the left and almost exactly in the centre of the image on the right: they smashed the Sassanid Savaran cavalry off the table before they could charge the rear of my veterans, reversing what looked like it was going to be a reverse!

On the right, the infantry there had yet to achieve much of anything, although they were keeping a couple of enemy cavalry units occupied and therefore away from the action in the centre.

Meanwhile, the Timurids were pouring through the Sassanid centre.

And had totally polished off the Sassanids on the left:

Back to the centre, and my veteran heavies moved into the enemy camp, reducing the Sassanids to just one medal remaining. They weren’t totally beaten, however, and a nasty moment ensured when my CinC’s unit (i.e. veteran heavies with Brilliant General and Army Standard - worth seven coins) was almost smashed from the table, fortunately making a vital save just at the right time.

A moment later, a Sassanid light unit was either KO’d or forced to evade off the table and the game was ours for a 13-3 victory.

So a decent victory for the Timurids…although it has to be said that the cards were running for us throughout the game.

As for the 15mm/10cm squares experience: not much change for me, as I usually play on a 15cm grid on a much bigger area than a standard competition table, but the others found it a significant change to what they are used to. Roll on the To The Smallest competition!

TTS AAR: Venetians Abroad vs Later Crusader (Ewelme 24: Game Four)

My final game at the 2024 Ewelme tournament was against Rob’s Later Crusader army. This was an army reasonably similar to mine: strong cavalry backed up by bog standard infantry, although my Knights were slightly better than his horse, and his infantry all had crossbows.

My plan was not especially subtle: use my superior cavalry to win the wings whilst my infantry held the centre, then curl in and roll the Crusaders up from both flanks. Accordingly, I advanced my two brigades of Knights and Lights rapidly towards the enemy.

On the left flank, it proved quite hard to get through his Crusader Knights. I lost a unit of “Broken Lances” shortly after the first clash and had to send some spearmen in for support.

Although things eventually began turning my way, it took all five of my units (two Knights, two Lights and the Spearmen) to get the advantage on his two units of Crusader Knights and some infantry. The battle was not going to be won on the left!

On the right, however, things went much better for the Venetians.

A rapid advance with some Knights and light horse actually worked brilliantly with, for once in the whole tournament, my ‘veteran Knights’ and ‘veteran Later Knights with Army Standard’ actually doing what they were supposed to do: smashing enemy units from the field with abandon whilst proving impervious to attacks from the flanks and rear.

In fact, it’s so unusual for my Later Knights and Knights to actually survive a combat despite their 4+ and 5+ saves respectively, that it’s worth another picture:

By now the Crusaders were beginning to fold, with both flanks under extreme pressure from my surviving Knights.

A final couple of Crusader units gave way, and the game was mine: a hard-fought win 183 points to 67 points (12-8 in terms of victory medals).

So that was the last game, and I had amassed one huge loss, one losing draw, one big win, and the win against the Crusaders, above.

The points were totted up and I had managed 5th place: a lot better than I had expected given my first two games.

It had been an excellent day’s play against three great opponents, and I cannot but recommend the To The Strongest competition circuit to all. Although there are competitions before then, the biggie this year is the two-day Britcon event (well, it’s three days if you count the Friday evening as well) with five games (six if you count Friday’s warm-up) over two days.

Entries are open now.

TTS AAR: Venetians Abroad vs Granadine (Ewelme 24: Game Three)

My third game at this year’s Ewelme competition was against Steve’s Granadines: one of the Moorish dynasties established in Spain 1200-1500.

The great thing about fighting the Granadines was that Steve’s army was almost wholly comprised of shieldwall infantry, lights and missile troops: with only up to two units of Knights that might give my men pause for thought before getting stuck in i.e. provided I protected my flanks, I should be able to beat him on a pure unit-by-unit match up.

My tactics, therefore, would be simple: advance swiftly towards the enemy and engage his troops as soon as possible, just going for a quick win by bashing his lesser units off the table as fast as I could! I therefore determined to use my first turn to group move forward each of my three commands with no shilly-shallying around.

Naturally, however, the cards had different plans:

This was, however, only a temporary setback, and soon my men were right on top of the Moors, with Steve’s cards preventing him from countering my advance by also getting in on the ‘double Aces’ act:

After that, however, things went very much to plan: my Knights proved just about unstoppable, and my Alabadiers also showed how good they could be against standard infantry.

In the end my predictions about how the battle would go came true: wherever I could get my men stuck in, the enemy crumbled, so as long as I kept the initiative and forced Steve to respond to my attacks as opposed to being able to manoeuvre and launch any of his own, the game was mine.

The eventual result was a 192:17 victory (13 coins to 2 coins), with my only casualties being a couple of units of Lights.

So three games out of four done: one big loss countered by one big win, and a losing draw on the scoreboard: I needed a good result in game four to save the day!

TTS AAR: Venetians Abroad vs Later Swiss (Ewelme 24: Game Two)

After losing so badly to Peter’s Later Tibetans in Game One, it was inevitable that my second game would also be a tough one…facing Dillon’s Later Swiss, to whom I’d lost my first game at the Roll Call competition.

At least I knew what to expect and, sure enough, the Swiss shot forward, determined to get their massive four-hit pike blocks into action as soon as possible.

My only chance was to somehow stem the tide of the Swiss advance and then manouevre around their flanks and rear: something I had failed to do last battle.

The opening moves were therefore very much me trying to get behind what terrain their was, block the Swiss advance as best I could, and get my Knights and Lights into the lanes between the advancing pike blocks.

Although stopping the pike blocks proved problematic, I was helped by Dillon’s cards and, as the game unfolded, looked to try and roll him up left to right.

I also managed to get my best unit (veteran Later Knights, Lance, Hero, General, Army Standard) through his lines, all ready to turn and crash into his men from behind when…

Well that was somewhat frustrating…especially as that proved to be the highpoint of the Venetian game!

The battle settled down into a series of grinding melees with neither side getting an advantage, except for the fact that the Swiss were gradually getting closer and closer to my camp.

At this point we unfortunately ran out of time, with my troops suffering a 42-105 losing draw (three medals vs eight medals) which, to look on the bright side, was better than they did against the Swiss last time!

Two games in and a big loss and a losing draw to my name: things were not looking good!

TTS AAR: Venetians Abroad vs Later Tibetans (Ewelme 24, Game One)

This year’s Ewelme tournament was themed For England and St George: later armies from the Medieval lists and one of your generals had an extra hero who could be activated by crying that phrase or one more suited to your army.

My first game was against Peter’s Later Tibetans.

This was extremely amusing as in the run up to the draw for the first round games (televised by Peter and the team from SOGS) I had answered the question “what sort of army would you least like to face” with the slightly facetious “anything commanded by Peter”. Naturally Lady Luck was listening in and, sure enough, out came Peter’s chit swiftly followed by mine! It was going to be a long day!

The Tibetans, being nearly all on horseback, outscouted my holidaying Venetians, with the result that once again I found myself facing an army that was heavily weighted to one flank.

The Tibetan “Peace Mountain” can be seen top left!

I was absolutely determined not to be outflanked, so hung back my right whilst strongly advancing my left.

Unfortunately this made very little difference, and soon I was facing light horse and cataphracts threatening my right flank.

I pondered what to do for some time, then attempted to consolidate my position.

Unfortunately I left the smallest of chinks in my armour and, before I knew it, I had cataphracts pouring in from the right, smashing my units from the table faster than you can say nam myoho renge kyo!

Note that this meant that the yellow cataphracts had to successfully turn and move one forward (difficult move) then move diagonally and charge (another difficult move).

My centre then collapsed under the wright of more flank charges as the Tibetans poured in from the right, and nothing I tried to do seemed to work.

A rather ignominius defeat 17:192 points!

Superb play from Peter, poor play from me. I should have compressed my troops into one corner, formed a wall of spearmen, some in orbis, and used my Knights effectively rather than seeing them smashed from the table without even getting to use their lances.

Not a good start to the day!

FK&P AAR: Dick's Tower

Regular visitors will know that friend Rob and I are working our way through my The Siege of Norchester campaign book for For King & Parliament. We have completed five of the twelve scenarios so far, with a run of poor results leaving my Parliamentarians six victory medals behind overall.

Game six involves a Roundhead assualt on a section of the walls of Norchester that have been breached by Titan and the other siege guns: a section of the walls incorporating the so-called Dick’s Tower, a ruined tower where one of the King Richard’s was once supposed to have stayed.

As you’ll see in the picture, below, the Royalists are both defending the breach and have troops outside the walls…

View from behind the Parliamentarian lines after their initial move

My cunning plan was to use a couple of units to bottle up the enemy behind the walls whilst using the majority of my force to overwhelm, if only by sheer weight of numbers, his men outside, then turn back to the walls and use my again presumably superior numbers to defeat his troops there too. Think Napoleon at Austerlitz!

To his credit, however, Rob told me what he thought my plan was almost as soon as I started moving, so perhaps I should have said “obvious” instead of “cunning” when describing my plan!

Here’s a shot from behind the Royalist lines:

The Graveyard bottom left is just where we stored the casualty markers!

First action was on my left, where Rob rapidly advanced his cavalry in an attempt to keep my troops there from heading right to execute the first phase of my plan.

Two squadrons of Royalist Swedish horse hit the standard pike block on my far left, and although one squadron was destroyed, the other still threatened and my pikemen were on their last legs, meaning that my commander in chief had to move my reserve Dutch horse into a position where they could intervene if necessary.

My damaged battalia fell back and began to rally as the two cavalry squadrons met. Although Rob’s Swedish horse had the advantage of the counter-charge, the sheer weight of my Dutch horse coming down off the hill was eneough to eventually break them, and that side of the field was mine…but it had delayed the execution of my plan even if doing so cost Rob two squadrons of horse.

Roundhead commander staying out of the action: you can’t afford to lose your Commanding General in FK&P!

Meanwhile Rob had also moved his troops out from behind the breeched section of the walls surrounding the tower and started a rolling firefight with my three battalia of infantry there.

This firefight would continue for a couple of turns with neither side getting an advantage, although as Rob’s shot-heavy battalia would in due course be able to “double-shot” my men for longer than my standard battalia, I knew I needed to get stuck in on the right as soon as possible.

And so on to the right hand side of the field, where both sides advanced towards the muddy stream bed as quickly as they could: Rob’s men to block me from getting across, my men to get over the stream bed in order to deploy my superior numbers.

Although I did get over the stream bed first, a quick march from Rob’s infantry left two of my battalia isolated on the wrong side of the obstacle, but that situation was soon remedied, somewhat helped by the fall of the cards (FK&P has a playing card-based activation system).

Then it was just a matter of using my greater numbers to chew through the enemy facing me on the right flank. This I eventually achieved, then curling round to head back into the centre towards the rest of the Royalist foot.

By now I had won enough victory medals off the Royalists to win a standard game, but for this encounter there were actually three more victory medals in Dick’s Tower itself, so whilst the Royalists held the tower, they could keep on fighting…and did!

Things had been fairly even in the centre so far, with each side losing a battalia. A foolish charge by the blue-coated battalia against troops behind un-breached walls cost me the Colonel of the unit, but things were about to change dramatically as my infantry poured in from the right flank. My Dutch horse were also now threatening from the left.

Assailed from three sides at once the last remaining Royalists eventually gave way, leaving the tower and the last three victory medals in my hands.

A victory for the Parliamentarians which, once we’d totted up the points, brought me to within two victory medals of the Royalist running total. It’s now on to Mundaydean Lane to see if I can narrow the gap even further!

TTS AAR: Venetians Abroad versus Catalan Company (Roll Call Game Four)

My final game at Roll Call this year was against Dene’s Catalan Company: an army consisting of Almughavar javelinmen supported by cavalry, allied light horse and Greek archers.

The Catalans had outscouted my Venetians and came forward rapidly in a ragged line.

As both sides had their horse on the same side of the field, the first clash came on my right, where my Knights clashed with Dene’s. Both sides lost a unit but the advantage in positioning was slightly in my favour.

In the centre, more of my Knights punched through the horse in front of them, with the decision now being how to take on the enemy’s central command of formed infantry happily ensconced on a couple of hills.

Back on the right hand side of the field, my Knights finished clearing the enemy cavalry away, leaving them clear to advance but a long way from the rest of the action.

Unfortunately, however, things weren’t going so well on the other side of the table. My infantry had definitely come off worse in the initial clash, not helped by the fact that my Halbardiers just couldn’t get the cards they needed to activate let alone fight…although they did stand heroically solid when attacked on the flank (top middle in the second picture, below).

My camp was now exposed, however, with Dene quite happy to take one half whilst threatening the other: things were critical as that represented an awful lot of Victory Medals.

We were just about to start another turn - a turn in which Dene had a good chance of taking the game, despite the success of my Knights on the right - when time was called: all the manouevring early in the game had used up the clock!

A very narrow escape for the Venetians: a losing draw 7:9.

What was worse (for Dene) was that not finishing off my Venetians meant that I pipped him at the post for the third place position, with him finishing fourth only a few points behind me!

All in all, a great day’s gaming: well done to Tim for organising, and to all the other players in competing in the usual TTS good humour and sportsmanship.

As for my Venetians, they will now continue their journey Abroad with a trip to historic Ewelme and the “England and St George” competition there.

TTA AAR: Venetians Abroad versus Ayyubid Egyptian (Roll Call Game Three)

My third game at Roll Call 2024 was against Andy’s Ayyubid Egyptians: another beautifully painted army.

Neither side was particularly interested in doing anything excapt having straight at the enemy, although I did make a point of maintaining my line as much as possible.

The game quickly split into two sectors: the centre/right and left.

On the centre/right, my Knights and Lights worked together to drive back his quality cavalry and infantry. As usual, half my Knights rode straight over their opposition without difficulty and half failed to achieve anything at all…but, generally, the action in this sector went in my favour.

On the left, however, my infantry didn’t do as well as I had hoped, and soon the Ayyubid’s were threatening my camp.

The game looked in the balance at this point but, fortunately, my troops on the right were now in a position to hammer their wavering opponents. They duly did so, and the collapse of the Ayyubid left gave me a 12-6 victory before Andy did to me on my left what I had just done to him on his left.

So a loss, two wins, and one more game to go!

TTS AAR: Venice Abroad vs Almoravid Berber (Roll Call Game Two)

My second game at Medieval Mayhem at Roll Call this year was against Matt’s Almoravid Berbers.

This was a beautifully painted army consisting of a unit of Black Guard veteran cavalry, a unit of Mercenary Knights, some Shieldwall (including more veteran Black Guard types) and then lots of light horse with javelins.

As the Berbers won the scouting, you’ll see from the montage, below, that my Knights faced off against his cavalry and infantry, with my foot deployed slightly to the right and mainly facing the light horse. Methinks I might get outflanked on the right!

Both sides opened the game with an advance and, with a bit of help from the cards, I was lucky enough to be able to extend my line out to the right before the Berber light horse had a chance to lap around it. Okay, so I only had raw crossbowmen and light crossbowmen out there on the flank, but that was better than nothing at all.

My plan, for those interested in that sort of thing, was to hold his infantry and light horse in the centre and right respectively whilst my Knights and Later Knights punched through his cavalry on the left, took his camp, and then the rest of his line in the rear.

The action began on the right, when Matt’s light cavalry came forward to harrass my advancing infantry. Crossbow bolts headed their way and, much to Matt’s dismay, one of his units was shot off the table. The other made no impression on my infantry, who continued to advance remorselessly.

By this time battle had also been joined on the left, with the Christian mercenary caballeros being blasted from the table by my Knights in one glorious impact whilst my Later Knights attacked the mounted Black Guard.

Unlike the Knights, the Later Knights bounced off the Black Guard and ended up very vulnerable to a counter-attack.

Up to now the plan had worked perfectly, but the cards just wouldn’t let me get the rest of my Knights stuck in on the left. Instead an uneasy stalemate occurred with neither side able to make any headway against the other.

This meant that I had to bring up my infantry before my left was overwhelmed by troops moved to reinforce Matt’s right and, fortunately, my Alabardieri and Lancieri were on tip top form and proceeded to convincingly win the centre.

My Knights on the left still weren’t managing to make any headway…

…so it was up to the Alabardieri to force the last of the Berber light cavalry off the table and win the game.

So having lost the first game 5-12, a 12-5 victory in the second game put me back to even-stevens and all ready for game three.

TTS AAR: Venice Abroad vs Later Swiss (Roll Call Game One)

My first game at this year’s Medieval Madness competition at Roll Call was against a very testing opponent: Dillon’s Later Swiss with their veteran, extra-deep and, in some cases, fanatical pike blocks!

I wasn’t sure what I was going to do against these beasts: stay away from the front and attack the flanks seemed to be the best course of action, but unfortunately the table we were on didn’t have a huge amount of terrain in place to slow the Swiss down.

Worse, the Swiss were also mounted infantry, so the game began with his pike blocks already one extra square towards me:

Dillon had outscouted, so took his turn first, with a very good run of cards getting the pike unit in front of my camp (the pike block top left in the picture, above) into contact immediately.

No matter, I had troops either side who could advance forward and swing into his flank. Then I pulled my first card of the game:

This was not good, to say the last, but no need to panic: the pike blocks on the other side of the field hadn’t got to me yet, so a decent run of cards there would help out:

Fortunately this was only a temporary set back, and my troops soon surrounded two of the Swiss pike blocks and began thumping at their flanks:

And meanwhile a unit of Knights had snuck through and taken half the Swiss camp:

This was all well and good, but the pike blocks in the centre were just refusing to die. Flank charge after flank charge, rear charge after rear charge, I just couldn’t get the four hits I needed to kill them, and the Swiss light infantry was doing a good job in distracting my men as well.

You can also see that the Swiss pike block facing my camp has chewed its way through one unit of Venetian Spearmen and is now right up against the camp itself: unfortunately defended only by some raw militia types.

This meant that both my camps soon fell, taking the last of my victory medals with them, for a 5-12 loss.

Not a very good start, but not a disaster, and three more games to go!

TTS AAR: Venetians Abroad vs Timurid

A practice game for the forthcoming Medieval Mayhem competition at Roll Call saw my Venetians travelling Abroad to fight Peter’s Timurids. This was the first time I had used the Venetians using the Venice Abroad list rather than the Later Italian Condotteri list, so I was interested to see how they would do.

First up, the Venetians were outscouted (a distinct lack of canals on the Steppes!), with the result that the two battle lines ended up as below: both sides overlapping only in the middle of the field.

I suspected that Peter planned to lap around my left flank with his cavalry, so quickly moved my Knights across to face his horsemen. My infantry also began to move diagonally forward in order to get into th action as soon as possible.

I was aware that I ran the risk of “wasting” my troops in the centre of the field against scythed chariots and driven slaves - neither of which, if destroyed, would cost Peter any victory medals - but, as I said, this was a test game just to see what the army could do.

My plan, therefore, was to hold the left, or at least achieve like-for-like losses, whilst my centre chewed through the Timurid “disposables” and then pivot my line so we fought each other perpendicular to our start points.

As expected, Timurid light horse lapped around my left, but my Knights largely ignored their presence, getting stuck in to the enemy heavy cavalry as soon as they could.

All seemed to be going nicely to plan when fortune kicked me firmly in the fork!

If you look at the picture below, you will see three of my units of Knights in action. Two are engaged with the enemy heavies (one winning their encounter, the other even-stevens) whilst another (the one in the foreground) has got behind Timurid cataphracts and is presumably about to drive them from the field.

At this point, the unit of enemy light cavalry that you can see bottom right turned and attacked my Knights from the flank. No problem, I hear you cry, these are Knights, Later Knights at that, they laugh at the efforts of lights to inconvenience them.

Not so today. Two successful activations followed by a great (from the Timurid point of view) run of cards saw my Knights first disordered then sent fleeing from the field!

Leaving aside the activations, that’s two successful 30% chances to hit followed by two 40% chances of failing a save: or a 1.44% chance of the cards falling as they did.

The Timurids naturally took full advantage of the situation, and soon my Knights on the left were under attack from all sides.

Meanwhile, in the centre, my troops were having a hard time disposing of the Timurid ‘disposables’: they just wouldn’t die!

That changed very rapidly, however, when my veteran Later Knights, with General and Army Standard, intevened and, after a slight hiccup in round one of their attempt, swept both units of Driven Slaves from the field in two glorious charges. It was just a pity they weren’t worth any victory medals!

As one unit of my Knights on the left just refused to die, and I kept pushing the Timurid Light Cavalry off table, the overall situation was actually fairly even at this point: I held the right hand side of the field, Peter held the left and with only a slight advantage in terms of victory medals won.

Most of my troops were, however, now disordered, and before I could get my rallies in, the Timurid horse archers managed to do the damage they need to send one unit of my Spearmen from the table. That, combined with eventually losing the last unit of Knights on the left, was enough to lose me my final victory medal, so the game was Peter’s.


So a bit of a damp squib ending to what had been an absolutely cracking encounter. Some would say the battle was effectively over when I unexpectedly lost the Later Knights on the left, but the Venetians almost pulled it back despite that unlucky blow.

THis weekend, the Venetians continue their voyage Abroad with a trip to, of all places, Milton Keynes for Medieval Mayhem at Roll Call. There must be some canals there, surely!

FK&P AAR: Plumleigh Common

Those of you who have been following Rob and I’s play through of the Siege of Norchester campaign will know that so far my Parliamentarian have not been doing very well: I’m currently ten victory medals behind overall, so really needed a decent win at Plumleigh Common to put me back on track.

In this scenario, the Cavaliers are trying another assault on the Roundhead siege lines, but this time the Parliamentarians are ready for them, resulting in an all out battle.

The picture above shows the view from behind the Parliamentarian lines, with Norchester itself being top left. My plan was to advance my Borders Horse on the far right around the flank of the enclosed fields, block any advance of enemy infantry out of the enclosures, and strongly advance in the centre and win the battle there.

The Battle of the Enclosures

The first part of my plan was to drive the enemy horse back on the far right flank. Although our forces numbered the same, my troops were mounted on nags rather than the sleek chargers of the oppositiom, so I knew I needed to win quickly or have my cavalry blown for the rest of the game.

The Royalists helped my cause by attacking piecemeal, and soon I had the advantage:

Unfortunately that didn’t last, and the situation devolved into a back and forwards encounter that neither side seemed likely to win until Rob sent some infantry in to reinforce his cavalry.

This gave him a temporary advantage and, for the moment it looked as if that flank would be lost to me.

Back in the Centre

Meanwhile, back in the centre, I had advanced quickly forward. On the right side, I had no wish to advance against the Royalist infantry safe behind the hedges of the enclosure, so was happy just to block their exit. In the centre centre, I advanced forward quickly in order to gain the initiative. Both sides avoided moving troops into the ground between Norchester and my works: too swept by artillery to be safe!

Battle was soon joined, and a general melee broke out:

All was going well until a squadron of Royalist cavalry threatened the left flank of my line. Fortunately I had a unit of the Puritan Horse there against just such a move, so charged the enemy horse downhill, confident of victory.

Unbelievably, Rob’s cavalry made four saves against the attacks on them, meaning my men swept downhill and literally bounced off the enemy. To add insult to injury, the Royalist cavalry then counter-charged and sent my men fleeing from the field!

Luckily I had reinforcements I could move to protect the flank…well, to be honest, it was a battalia of infantry that had got stuck, unused, behind the main battleline, so it was good to actually have something useful for them to do!

The fighting in the centre was now intense, and I had already had to recyle one of my Scots Battalia: it was all going to be down to whose troops could last the longest.

My left flank was also looking problematic, and even moving some of the pioneers out of the siege works to help didn’t make a huge difference. In the scenario, pioneers are represented by Highlanders: very much a one-shot weapon and useless against the cavalry they were facing!

Endgame

The main line finally shattered in both directions at once: with one of my Puritan Horse units fleeing the field whilst another broke through. At the same time, the Pioneers distracted a squadron of enemy cavalry so much that they were pinned in place, unable to take advantage of their position.

It was still neck and neck but, suddenly, gloriously, my cavalry on the right wing, long forgotten about, decided to intervene and win the day.

Freed from the cavalry melee by the intervention of one of my Borders infantry battalia, who head soundly beaten the enemy infantry that had kept my horse pinned in place, the Scottish lancers crashed into the flank of an already disordered enemy infantry battlaia and smashed them from the field.

This, combined with all the losses taken by each side so far, and the fact that two of the Royalist cavalry squadrons left the field in pursuit, reduced Rob’s pile of victory medals to zero, giving me the victory.

It had been carnage on both sides: checking my pile of coins I saw that I had gained a four-medal victory, so combined we had lost 28 victory medals between us: the equivalent of around nine units or a third of the units depoloyed at the start of the game.

So, after five games, the Parliamentarians now trail by only six victory medals overall, and it’s on to Dick’s Tower for the next encounter!

TTS World Champioships 2024: Game 4: Venetians vs Tang Chinese

My fourth and last game at World’s pitted my Venetians against another Tang Chinese army…and having lost rather badly against Peter’s Tang in Round 2, I was rather hoping to do a bit better against Roger’s Tang in Round 4!

As things hadn’t been going very well so far, I decided to throw caution to the wind and (a) field most of my Later Knights as dismounted and (b) just get stuck in as soon as possible. Tactics, schmactics and all that!

Accordingly, as soon as the whistle went, I sped forward: my foot Knights sprinting up the field towards the opposition:

The sharp-eyed amngst you will have noticed that Roger had sent some horsemen rushing forward towards my right flank, seeking to get behind my advancing Knights or to sack my camps.

Fortunately I had antipated such a move and left a small force to deal with these intruders and, with a little help from the cards, the two enemy horse units were soon destroyed and my flank secured.

Meanwhile, on the left, I had sent some Knights forward to see if they could work their way around Roger’s flank.

Unfortunately, although I did manage to kill a couple of enemy units, it took me some time to do so - winkling lights out of a wood proved more time-consuming than I had anticipated - and, at the end of the game, my troops here were only just starting to break through.

All of which meant that it was centre that would decide things.

My dismounted knights, spear and pike units stormed forward, intent on causing mayhem, but their earlier sprint up the field had obviously exhausted my knights who proved unable to break the enemy in front of them.

My pikemen, however, did much better: driving forward clearing all before them before turning in to threaten the enemy flank.

By this time, however, Time’s winged chariot had hurried near, and the clock had somewhat un-Marvellously run out, the last game of the day being a either a really long one with no time limit or, in this case, a somewhat truncated affair due to needing to end the day on time.

The result? A winning draw 7-3 for my Venetians: not the score I needed to resurrect my fortunes. This meant that, once the scores had been totted up, that I came 14th overall: very disappointing.

Still, it’s all about the playing, not the winning (he said through gritted teeth with his nose visibly lengthening as he did so) and they had been four great games against four worthy and sporting opponents. The day was also superbly organised, so thanks to all involved: Si, Mark, Bevan, Steve, John et al. I really would recommend this event to any TTS player.

Meanwhile, my troops slunk back to their canals for more training: duri ai banchi as we Venetians like to say!

TTS World Championships 2024: Game 3: Venetians vs Ancient British

The story so far: one big win, one big defeat…so it was all to play for in game three of the 2024 To The Strongest World Championships.

This time, my Ventians would face Matt’s Ancient British, and lot’s of them there were too!

The Ancient British outcouted, and before I knew it, I had shed loads of barbarians coming right at me: chariots and cavalry on the wings, infantry in the centre.

There was nothing for it but to get straight back at them and see what happened!

The two lines came together with a mighty crash…

…but honours were fairly even. The Brit infantry were in deep units, but my Knights had better saves, so things pretty much cancelled themselves out.

Cue a grinding melee that swung backwards and forwards between us: before too long, most of Matt’s units were on two disorders and most of mine were on one, but my pikemen and spearmen were having a good day and were pushing forwards towards the British camps: it was all going to be down to who gave way first.

Then disaster struck: one of Matt’s warbands broke through my line and charged towards my camp.

No matter, I thought, I have light infantry handgunners behind fortifications, and whenever I have tried taking a fortified camp packed full of light infantry, I have failed again and again and again.

Not today, however.

With barely a pause to draw breath, the British warband smashed straight through the fortifications into the camp, killing my lights as they did so. Four coins down!

Next thing, the game ended due to time considerations, with the Venetians recording a 4-9 losing draw: actually the first time I have not had a clear “win/lose” result in a competition game.

It had been a great encounter with a tough opponent. Had we continued, I think Matt would have quickly taken the rest of my camp and therefore the game but, on the other hand, there was also a fair possibility that I could have caused a general collapse in his line first, which could just about have given me the win…but I guess we will never know.

Must be an excuse for a return match some time in the future!