The Return Match

Time for the re-match: this time I would take the Burgundian Ordnance and John would take the Medieval Scandinavians.

My plan was hold the centre with my infantry and half my Knights, and use the rest of my Knights to lap around the ends of his line, hopefully achieving some kind of roll-up. Comparing notes afterwards, John’s plan was to close with my troops as quickly as possible, using sheer mass and ferocity to win victory.

I had the initiative, and wasted no time in getting forward into the centre of the field. I then halted my centre and waited until the Scandies came forward.

The Scandies did indeed come forward, with one warband getting out in front, and soon battle was generally joined in the centre of the field.

Warbands are pretty hard to kill, even with Knights, but all I needed to do was to hold them in place whilst my horns lapped around his flanks.

On my right flank, this worked like a dream: a squadron of Knights got into the perfect position for a flank charge on the Scandinavian main line and thundered forward to do enough damage that a Burgundian spear-and-longbow unit could finish off the unfortunate warband that was their target.

Unfortunately on my left flank I got a bit too enthusiastic, and although the initial outflanking manoeuvre worked and sent more Scandies from the field, his lone unit of tax-free Knights was able to get forward fast enough to out-flank my out-flankers and consign one quarter of my Knights to the recycle bin! Whoops!

Fortunately this didn’t matter, as my right flank continued to chew through his centre having achieved exactly the roll-up I was after.

I will spare you the gory details, but you’ll see from the pictures below that pinned from the front and hit from the flank (by Knights as well) is not just a recipe but a whole cook book for disaster!

The coup de grace (to put it as the Burgundians would) came either from a unit of my infantry taking the enemy camp or the loss of a unit of light archers being the final straw that broke the Scandinavian back. To be honest, I can’t remember which.

A great game, for me at any rate, and a cautionary tale for warband armies going up against more combined arms forces: watch those flanks!

A Game...Finally!

What with work and Christmas and everything, it’s been weeks since I actually got to have a battle, so thanks to friend John for braving the freezing fog coming over this morning for a couple of games of To The Strongest.

I had two new armies that were ready to try the tabletop: the first were the Burgundian Ordnance boys I had bought complete ay Colours; the second were my Vikings, finally complete after some time with the figure painter I like to use.

Ideally I would have fought them as is, but these days I try to make encounters as contemporaneous as possible, so the Burgundians would fight as Burgundians but the Vikings would, with the aid of a unit of lancers borrowed from my 17th Transylvanians, manifest as Medieval Scandinavians. Still not exactly contemporaneous, but close enough for jazz! For the first game, I would take the Scandies and John would take the Burgs.

My force consisted of only three commands. The first, headed by the CinC, consisted of my single unit of Frasle or “tax free” Later Knights and two unit of light archers. The second comprised three deep units of Hird: hard men with axes and extra bows. Finally there were the Leidangr bondi types: three of them in a third command.

The Burgs consisted of four commands, each a unit of Later Knights accompanied by a unit of foot. Three of the foot units were either billmen or spearmen with extra longbows, the third were crossbowmen, with the command with the crossbowmen also having a unit of organ gun artillery.

The First Game

With neither side being particularly hot on scouting - Later Knights don’t scout! - a straight draw of the cards meant the John and the Burgs had the initiative. I set the Scandies up in a long line with the Frasle and lights on the left, Leidangr in the centre and Hird on the right. With two camps and almost no cavalry, I was nervous about his cavalry lapping around my flanks.

The Burgs remained in attack columns: coming forward with their infantry sheltering their Gendarmes.

I was keen to get my Hird into his troops as soon as possible, so ignored my bows and headed forward on the right asap. As I came into range, his infantry fired a couple of longbow volleys which actually did me more damage than I had anticipated. At the same time, one unit of his Knights managed to get past his sheltering infantry and charge into one Hird warband. This proved disastrous for the Scandies: with a glorious or pitiful (dependent on your point of view!) run of cards leading to me losing both a unit of Hird and their general!

Meanwhile on my left wing, my Frasle had proved themselves victory-free as well as tax-free: being sent fleeing from the field through a combination of bow fire and the attentions of some Gendarmes. The battle was definitely not going well!

I continued to lose ground on the right - my remaining Hird were outnumbered but putting up a good fight, and those deep units are hard to finish off - but it was in the centre and centre-left that a unit of Leidangr started to properly fight back.

The Gendarmes that had dealt so summarily with my cavalry were wounded by some light bowmen and then polished off by a warband; and another unit of Gendarmes was smashed from the field by some Hird. I was still down to only four coins, so would lose the game if I lost another two units/generals, but now John was down to only five coins, meaning I would win the game if I could kill three of his units/generals.

Unfortunately I could not sustain this momentum (you can see in the gallery above that most of my units were by now disordered) and was soon down to just one coin.

The final action of the game was for a unit of Gendarmes to lap around my right flank, and although I had some Leidangr to face them, Later Knights versus damaged Shieldwall was a foregone conclusion.

Post-Match Analysis

A good first game with the two new armies. I was surprised at how effective the Burgundian shooting was, and how fragile my deep units were in the first half of the game. That was, however, probably an atypical result of the actions that took place, as the second half of the game saw my surviving Hird and Leidangr soak up huge amounts of damage whilst still dishing it out effectively.

So the game was probably decided in that first clash, when I lost a unit of Hird and their general in a shock result. After that, even with things being 50/50, I was on the road to a defeat. All kudos to John, though, for maintaining the pressure and not giving me the opportunity I needed to turn the tables.

The next game will see us swap sides…

TTS AAR: Elephants Swimming in Canals

Back in April this year, friend Peter asked me if I would have a game of To The Strongest with him as a test for one of the armies he was considering taking to the Chalgrove World Championships. Why has it taken me so long to deliver the After Action Report? Well, Peter didn’t want any hint of which armies he might be using to leak to possible opponents, so had slapped a D-Notice on me. Now, however, that he is basking in another victory, he has graciously given permission for the secret files covering our game to be released!

Peter’s test-army was the Venetians, and he had asked if I would use a Later Carthaginian army against them. This would be a real test for the canal-dwellers: a cavalry army against Hannibal’s spear-armed infantry supported by elephants…and on a board with at least some trees on it.

The Venetians: Knights & Lights!

Hannibal’s Brave Boys

Of course, part of the problem with writing an AAR six months after the event is that I can’t actually remember much of how the game played out!

What I do know is that Peter completely wrong-footed me at the start by gaining the initiative and deploying all on the (from my point of view) right side of the table versus my more evenly spread line. This would mean that he could concentrate his army on only a portion of mine, gaining victory there before then turning to polish off the rest. Cunning stuff!

As it happens, however, this didn’t work as, somehow, I managed to get my heavy spearmen moving and across the field to support my by now beleaguered right flank.

My Celtic warriors also refused to give way despite being hit by veteran knights with a general from the front and two units of knights from the rear, joined by two lights, for several turns. Their Celtic cavalry comrades were equally resilient: normal Celtic cavalry convincingly winning a melee against veteran lance-armed later knights supported by lance-wielding mass lights: they killed the knights and drive the lights back without suffering a single hit!

The game developed into a huge melee in the centre of the table, with the action swirling backwards and forwards. Despite my successes, above, my army was starting to look a bit ragged and I could see that a collapse was fairly imminent: there were just too many light units hitting or threatening to hit my flanks.

It was time for a Hail Mary. I had one unit of Celtic horse still undamaged. I could see the Venetian camp (complete with fountain and gondola) in a straight line in front of them, with only some more of those massed lights blocking their way. The Celts charged forward and, with a great run of cards, smashed the light horse out of the way and then thundered into the enemy camp. Three victory medals to the good, the victory was mine!

It had been a cracking game that I had won through good luck and by the very thinnest of margins. As Peter said afterwards, “if it wasn’t for your extended gallop into my camp I would have won in my turn”. My only reply is, obviously, and with apologies to the Spartans: "If..."!

Here’s the full pictorial story of the battle:

TTS AAR: Classical Indians versus Akkadians

Having played Kavan using the Akkadians versus his Classical Indians, we decided to swap sides and play the game the other way round.

The Akkadians were outscouted, and set up in a long line of men holding sharp pointy sticks, placing their veteran battle carts on their left/my right. I matched their infantry with my own, but put all my chariots and cavalry on my left. My plan was to hold my infantry back, giving them as long as possible to shoot their longbows, whilst I outflanked and won the battle with my mounted troops on the left.

Initially, this actually worked very well indeed. On the left, my chariots and horse neatly swung out a bit and headed past the end of his line at a rapid rate of knots.

This allowed me to send one unit of chariots towards his camp, and the other into the flank of his right-hand infantry.

Surely this was the game sown up…but, no, the Gods laughed and shuffled the deck, and the lone Akkadian spear unit at the end of his line snapped round neatly and disposed of my (previously outflanking) chariots without much difficulty!

This was disappointing, but his camp was still about to fall:

Meanwhile, on my right, his battle carts and infantry had finally reached my line and were dashing themselves against it.

This was actually quite worrying as although my javelinmen can hold their own in hand to hand combat, my longbowmen have a tendency to crumble really quickly.

Fortunately, the Akkadians assaulted the longbowmen piecemeal, so my three units of archers could concentrate their fire and pincushion the most forward enemy unit each turn. This meant that they tended to hit my line disordered, which really evened things up.

Moreover, my javelinmen were up on a hill, and resolutely refused to give way no matter what. Here’s a pictorial account of events on that wing:

So the left wing was doing well, but hadn’t won the game for me; and my right wing was holding, but under pressure. I would now have to win the game in the centre, and that was where I had my elephants and the elite Maiden Guard.

In they went as fast as a charging pachyderm, and nothing could stand before them!

Well, that’s a slight exaggeration, but with the cavalry on the left now free to assist, and the right wing just about won, the elephants did provide the coup de grace needed to take the last of Kavan’s victory medals.

A glorious victory for the Classical Indians!

TTS AAR: Akkadians versus Classical Indians

Time for a game of To The Strongest: I would take the Akkadians (the new, ‘slim-line’ version from the latest army lists) and Kavan would use a Classical Indian army of the Republican variety.

My plan was to act almost purely defensively: luring the Indians forward onto the tips of my spears. My only offensive move would be to send my heavy chariots forward on the left to try and get around the Indian right flank.

Everything went almost to plan, as the Indian javelinmen, chariots, elephants and cavalry hurled themselves forward without the first on the list even bothering with their extra longbows. To cut a long story short, they impaled themselves on the Akkadian line, and the game was won pretty easily.

Chronological pictures of the game appear below, but it’s worth mentioning why I said “almost” above. My heavy chariots did indeed thunder forward on the left most impressively, but then ran into bother facing a couple of raw units of Indian javelinmen. I sent some Household Infantry to help, and they got into trouble as well!

Unbelievably, the only thing that saved the day was the unit of Nim skirmishers in the rough ground (the unit with the die with ‘1’ on it in the picture above) who not only resisted every attempt of the Indian javelinmen to evict them from said rough ground, but went on to use their javelins to wipe them out as well!

Their success held my left flank together and allowed me to win the battle in the centre and on the right.

So a relatively workmanlike victory for the Akkadians. Here are the pics:

One thing to note: figures for both sides come from the Museum Miniatures CAD-designed Z ranges: highly recommended.

TTS AAR: Sassanids Win Three Out Of Three

So with Bevan having defeated me twice in quick succession, it was my turn to take the Persians and his to take the Gauls.

Having watched the master at work, I knew that the best tactics were just to get forward as fast as possible, get my horse archers shooting quickety-quick, and charge home with the heavies as soon as I got the opportunity!

The terrain forced the action into three separate channels: the left past the woods, the centre, and the right past the woods.

On the left, two of my heavy units backed up by the elephants faced the Gauls’ three main cavalry units. The heavies quickly chewed through the more likely armed Celts, but the elephants had to divert to protect the rear from a marauding Gallic warband. These Gauls weren’t up to much snuff, however, and the elephants quick sent them packing.

On the other flank, I used another unit of heavies and some horse archers to quickly dispatch his final unit of horse: things weren’t going too badly at all!

Regular readers will know that usually when I say that, it presages an immediate reversal of fortunes and a catastrophic defeat…but not this time.

The two centres clashed, and I scored an immediate success as a unit of veteran clibanarii smashed an enemy warband off the table!

My line wasn’t (unfortunately!) a solid wall of heavy cavalry, so Bevan pushed forward hard at the sections held only by horse archers. These naturally danced backwards, which was fine except for the fact that it meant that the Gallic warbands concerned now had a chance of taking my camps.

One of the good things about having a cavalry army, however, is its ability to move rapidly around the table, including to head backwards to head off travel.

As one of my heavy units headed for the Gallic camp, another headed straight into the rear of one of the warbands threatening my camps. The hit was, as you might imagine, devastating: the warband shattered and I had won the game!

So one game back for me, making the day two for Bevan and one for me…but three-to-nothing for the Sassanids.

This must make them one of the best armies under the To The Strongest system, at least where the battlefield is fairly open. Must be time to re-base the Sassanid infantry as well then!

TTS AAR: Gauls vs Sassanids - the Re-Match

Having been sliced and diced in under and hour in our first game, the Gauls had plenty of time for a re-match against the Sassanids. Bevan and I played the same sides again: me taking the brave and heroic Celtic underdogs again, him taking the Persians.

Both sides set up in a fairly similar fashion as last time, although the Gauls did split their cavalry between the two wings rather than concentrating on just the one.

As the game opened, once again the Sassanids shot forward rapidly, effectively clearing half the battlefield before the poor Celts had even had time to finish their croissants.

Out in front were the two wings of each army, and the first action was therefore clashes on the left and right.

On the left, two units of Celtic horse (the third had hung back for some reason) faced a unit of Sassanid Clibanarii and, led by a Boudicca type in her chariot, smashed the first unit from the field. They then went on to engage a second unit behind and quickly disordered them too. Yes they disordered themselves in the process, but things were certainly looking promising on the left!

On the right, I also achieved what I saw as an advantage: another cavalry unit and some Gaeseti fanatics effectively got the drop on another lot of clibanarii, getting a two-on-one advantage, and although some horse archers had slipped through my line, things looked promising here too.

Meanwhile, in the centre, my main group of warbands had hit the enemy line (a combination of horse archers and heavies) and pushed it back. Okay, the horse archers were evading away rather than being broken, but his camps were soon in sight, and they were worth a lot of victory medals!

Although I had taken some casualties, I was on the cusp of victory: all I had to do was survive the next, Sassanid, turn, and I would presumably finish off one or two enemy units, take his camps, and therefore win the game.

As you may already have been guessing, the salient part of that last paragraph was “all I had to do”!

Although Boudicca survived another round of combat, my infantry units heading for the Sassanid flanks were now hit in the flanks by those horse archers that had danced away from their advance. I wasn’t too bothered: deep warbands can soak up a lot of damage…but not, unfortunately, enough!

One was dashed from the field, the other disordered, effectively curtailing its advance next turn.

On the right, where my horse supported by infantry had been mullering his clibanarii, the fortunes of war suddenly turned against me. I went from two undamaged units facing a disordered enemy heavy cavalry unit to a lone, disordered warband facing two enemy units!

Finally, and to add insult to injury, that lone unit of horse archers that had slipped through my lines managed to get into my camp and ravage my Gallic baggage. That cost me three victory coins and the game!

I had, however, actually come quite close to winning the game, and had certainly lasted longer than last time!

Even better, next game it was my turn to run the Sassanids!

TTS AAR: Gauls versus Sassanids

Having re-based all my Sassanids, I couldn’t wait to get them onto the tabletop…and fortunately friend Bevan was available to help me do so.

The real question was who to pitch them against: the Sassanids are one of the most successful armies under the To The Strongest system: the combination of horse archers and chunky lancers giving everyone except a similar army real problems. I eventually decided upon the Gauls as suitable opponents: lots of big warbands that could soak up damage, not as fragile as the Ancient Brits, and with some decent cavalry of their own. Chuck in some Gaeseti fanatics, and on paper it looked like it might be a good match.

On paper.

Despite the fact that I had re-based the Sassanids, I elected to take the Gauls first time round. Outscouted, I decided to put all my cavalry on one wing: probably a mistake as that allowed Bevan to get his elephants opposite my horse…and if there’s one thing Gallic horse don’t like, it’s the look and smell of nellies!

The Sassanids opened proceedings by sprinting up the battlefield towards my line. Most unusually, the elephants shot out in front of the already fast-moving Sassanid line and stomped into the forest that I had thought I might use to protect my flank.

This looked like a good opportunity to me, so I sent a unit of Gaeseti fanatics into the woods to root the pachyderms out. Surely this was a couple of points I could secure before the rest of his line arrived.

Apparently not.

The elephants proved their worth and soon my fanatics were reeling backwards, with my CinC falling heroically in the melee!

Also on the left flank, the first charge of the Gallic cavalry versus the Sassanid cataphracts had taken place. Despite having the initiative, my horse had failed to dent the armoured horsemen at all, and another of my generals died!

Worse, some enemy Clibanarii were working their way down the flank and needed to be dealt with before they got into my rear!

Meanwhile, on the right flank, I had taken possession of the hill in front of my line. My thinking was that I could soak up a bit of horse archer fire, rallying if necessary, and then be uphill when the enemy lancers went in.

This didn’t really work either, as the Sassanid horse archers were having a very good day, and soon my two warbands looked like pincushions…and, you guessed it, I lost a third general!

So thirty minutes into the game, the situation looked like this:

The Gauls look pretty solid, but that’s an illusion. Next turn, the Gaeseti got mullered by the elephants, the lead cavalry unit got smashed off the table by the cataphracts (foreground action in the pic above), and I also lost the unit of cavalry next to the fanatics and one of the warbands on the hill. That, plus the three officers, was it: I was out of victory medals and out of the game!

Horrendous: Bevan had expertly sliced and diced the Gauls and served them for Sassanid tea!

AAR TTS: Trialing the Massed Light Rule

Bevan and I manged to squeeze in a quick game of To The Strongest last week. Choice of sides was up to me, so I decided to test out the new-ish massed lights rule (where two light units can join forces and keep most of the characteristics of a light unit but be a bit tougher in combat) by fielding my New Kingdom Egyptians. Against them Bevan would take the newly slimline Akkadians: their deep spear units being reduced to normal size under the latest incarnation of the army lists.

I deployed my infantry in the centre, with two strong chariot-based units on either wing. My plan was to use my superior missile fire to weaken his troops and then either smash his weakened centre with my foot, or have my chariots harass his flanks…and it almost worked!

On my left, Pharoah himself led his veteran chariots forward. They shot loads of arrows at the enemy but failed to make any impression: there was obviously something wrong with their bow strings that day!

They then spent the rest of the battle being slowly pushed back or, in one case, sandwiched i.e. keeping the enemy’s right wing occupied, but not much else.

My right wing, however, did exactly what it was supposed to do. Quickly disposing of some light infantry, one unit of chariots swept around the flank of an enemy spear unit and drove it from the table. The other chariot unit skirmished with another enemy spear unit until it was sufficiently wounded, and then charged in and finished it off.

Great success, but the fact that I was hitting only on an “8” (light units remember) meant that it had taken more time than I had anticipated to achieve what I had done. One unit of chariots was also now quite a long way from the action, although the other was in a position to strike a commanding blow by taking the enemy’s camp.

Unfortunately, the cards failed me at the last minute and I ended up one square short (photo: right, above). The other chariot unit, or perhaps a unit of light infantry, also missed charging into the rear of an enemy spear unit in the centre by a similar margin. I would win the next turn, but could my centre hold out long enough for me to do so.

The simple answer was “no”. The Akkadian spear and axe units in the centre had been grinding forward and my mixed force of archers and spearmen just could not hold them. On Bevan’s next initiative he manged to break enough of my units to win the game just as I was poised to do the same to him!

So another great game of TTS. Looking at that last turn, I had four chances to take Victory Medals, two of which I needed to make happen in order to win the game. In the event, none of the four came off: by such slim margins are the fortunes of war decided!

AAR TTS: Classical Indians vs Alexandrian Macedonians: The Big One!

The final game of our To The Strongest battle day was a double-sized game with two players and 260 points per side. Si and I would take the Classical Indians again, Peter and Cayden would take the Alexandrian Macedonians.

One slight twist was that the results of the last four games were applied on top of the existing TTS points system to further balance the armies…and as the Macedonians had won three of the day’s four encounters so far, they had their Victory Medals (lose them all and you lost the game) reduced by a third.

Si and I decided to try the same plan that had almost worked in an earlier game: our left flank (under me) would hang back and try and hold the enemy’s main attack with the Companions and Phalanx whilst our right flank (under Si) advanced quickly, brushed aside the lights in front of it, and curled around to hit the phalanx etc in the side.

That was the plan…but unfortunately it didn’t work. Although the left flank did some heroic work holding up the Companions (the new rules about Javelinmen in rough terrain being very useful), the various Macedonian Phalanxes proved pretty unstoppable in the left centre, and our troops on the right just couldn’t get into play fast enough.

So there you have it: despite even points and a bias on the Victory Medals, the Indians still lost, Over the course of the day, that made four out of five Macedonians victories: I guess there’s a reason Alexander conquered the known world!

AAR TTS: Alexandrian Macedonians vs Classical Indians

For the second encounter of the three-game marathon organised by Peter, I would take the Alexandrian Macedonians into battle against the Classical Indians.

My opponent set up in a tight formation in the centre of the battlefield hoping, presumably to pepper me with arrows before we made contact. His right wing looked very strong, with his heavy chariots and some elephants facing off against my Companions, but his left wing…well it looked a big “hanging” to me!

I therefore placed my three units of horse archers way out on my right: their aim would be to swoop round and attack his left wing from the flank and rear.

Once the game had begun, I advanced in echelon: holding back my left whilst my horse archers sprinted for the other end of the table. My pike blocks moved forward as fast as they could and, admittedly, I got a bit lucky here: the phalangites trotted forward faster than expected and almost immediately threatened his front.

After that good start, the battle unfolded almost exactly to plan. The horse archers swept around his left flank and rear just as the two phalanx units hit his front, and his left flank crumbled.

I then brought forward my Companions to prevent his quality troops on the right from intervening, and then it was just a matter of letting things take their course. In the end I won a victory 12:2 i.e. I only lost a couple of light units.

French in Greatcoats...and in mail?

With the prospect of a big Napoleonics bash coming up I thought it a good time to get back to painting the horde (or should I say hoard!) of early period French that I have in the lead mountain.

My first three battalia were normal line infantry so, for a change, I went with greatcoated infantry for battalia number four. My reading tells me that it would be extremely unusual to see a whole battalia in greatcoats but, for one out of what I am sure will be many, I’m sure it doesn’t really matter.

There are from the AB Figures 18mm range again and, despite the slightly weird looking photograph, look rather spiffing in their long coats. I painted three different colours of greatcoat: most of them are pale grey, some are dark grey, and some are light brown.

As you can see, I also took the opportunity to paint up the first brigade’s officer as well, although I should have turned the base a little as the hat on the rifle held up by his infantryman companion is right in front of his face. That’s why you pay lots of money to a stylist when you’re doing a photoshoot!

Normans!

And why am I so keen to bring the lead mountain down?

Regular readers will know that this year I have promised myself that I can only buy new stuff if I first paint some lead mountain lurkers. It’s a pretty pathetic attempt to instil some discipline into my project management process!

So, as I said, why am I so keen to bring the lead mountain down?

Well, those very clever people at Museum Miniatures have just launched their new CAD range: 15mm Normans. Haven’t seen any figures in the flesh yet (or should that be “in the metal”?) but the designs look epic…and if these are as good as the Sumerians, Indians, Persians and Greeks they’ve done before, then they are going to be a very welcome addition to my collection.

Here are some pics:

AAR TTS: Classical Indians vs Alexander's Macedonians

Off to Peter’s house for a three game marathon with him, Si and Caydn. The idea was simple: two teams of two, individual battles in the morning, one giant game in the afternoon.

My first game, therefore, was to take the Classicial Indians into battle against Peter’s Macedonians.

I was out-scouted, so set up with my powerful escorted elephants on my left flank, standard infantry and normal elephants in the centre, and my chariots and cavalry on the right. Opposite my left flank were the dread Companions, in the centre the phalanx block, and on the right several units of light horse.

My plan was for the left flank and centre to hold the Macedonians at bay whilst my chariots and cavalry dealt with the light horse and then swung round to take his phalanx in the flank…and it so almost worked!

As the battle began, his Companions and Phalanx did indeed come forward. I held back my left and left-centre brigades, but was still engaged quite early on. My chariots and cavalry began dealing with the light horse opposite them, but were too slow to do so, and although my right-centre brigade did start turning the Phalanx’s flank, it just didn’t seem to be happening fast enough.

The strong Macedonian units facing my left and left-centre began chewing me up, and although I now had infantry in a good flanking position, my chariots and cavalry were still trying to mop up the last of his lights out on the right.

I did manage to take out one Phalanx, but ran out of medals on the left and in the centre before I could get everything I had on the right back and into his flank. Unfortunately my army crumbled before that could happen, and I lost the game 4:12.

We both agreed that if I’d managed to hold out on my left and centre for just one more turn, then things would have been very different (you can see my veteran heavy chariots posed to sweep his troops off the table in the picture bottom right of the gallery above) but it was not to be. A great game, though, and much closer than the result would suggest.

Assyrian Lights

With the Akkadian army now tweaked to fit in with the latest lists (i.e. with the new, slimline infantry units) I decided to go through all my armies checking that I had everything that I could need.

First pause for purchase were the Assyrians: I have all the core troops but could do with some more light archer units as the one that I had was almost certainly not enough.

Most of the existing Assyrians are from Essex, so it was off to their website I went to get some more. After all, as the madaxeman says on his blog:

Essex have a vast range of 15mm figures in all periods and are often seen as the "baseline" for all other manufacturers - whatever army you are looking to buy Essex will have a figure range for it, and the decision you need to make is "can I find any manufacturer of figures I like better than those from Essex?" (or maybe "everyone will have these Essex figures - I want my stuff to look different as it will then give the impression that I have a personality of my own!"). IMO their figures are always to a good standard, take paint nicely but are sometimes accused of lacking a little in "personality" or animation. Very good consistency and compatibility throughout the entire range.

Wise words!

Essex also have excellent service: I ordered on a Saturday and by Tuesday the figures were sitting on the painting table ready for a bit of attention.

Lovely figures, and easy to paint up: I used Contrast Paints and did the whole lot in a couple of hours.

Highly recommended.

TTS AAR: Slim-Line Akkadians Take The Field!

Amongst those of you who read my previous post (last Tuesday) about the changes to the To The Strongest army lists turning my Akkadian double-depth units into normal-depth Spearmen was friend Bevan. He suggested that the best thing to do was to immediately try out the new look “slim-line” Akkadians and proposed a battle.

This we duly arranged, fielding the Akka’s against a Classical Indian army. Figures for both sides came from the Museum Miniatures CAD-designed “Z” ranges, so looked very good indeed.

akkadians (left) versus classical indians (right)

The Akkadians boasted four brigades: a shock brigade of two units of battle carts (good in a straight line!) supported by a unit of lights; two foot brigades each of one “bodyguard” unit of Spearmen with extra bows and two normal Spearmen units; and then a reserve brigade of two raw, militia Spearmen units and two units of light archers.

The Classical Indians, on the other hand, had only three brigades. One consisted of a couple of units of veteran Heavy Chariots supported by a unit of crappy horse. The other two were built around a unit of escorted elephants: one had the veteran Maiden Guard (hard women all!) and two Longbowmen units, the other had three Longbowmen units.

The Game Itself

The two sides set up very differently. The Akkadians concentrated their battle carts on the left, opposite one of the Indian elephant brigades. The Indians concentrated their heavy chariots on the left (i.e. at the opposite end of the battlefield to the Akkadian battle carts) opposite the Akkadian reserves. Both sides deployed their main infantry bodies in the centre.

The game began with both sides moving forwards whilst maintaining their battle lines. On the Akkadian right, the reserve brigade refused the flank, leaving the Indian chariots with no-one to immediately charge.

the advance

The Indian longbowmen opened fire as soon as the Akkadians came into range. A storm of arrows headed their way, but there was something wrong with the Indian bows and the results of two rounds of longbow fire were one disordered Akkadian spear unit. Admittedly this unit then spent the rest of the game skulking in broken ground trying to rally, but the Akkadians had still got off lightly.

On the Indian right, one unit of elephants and the raw longbowmen headed forward, but the longbowmen hung back as the elephants surged towards the enemy…who wasn’t really there any more. Not liking the smell of the pachyderms (you don’t get too many elephants in Akkad) the battle carts had headed into the centre of the battlefield to join the main charge there, leaving some lights to keep the nellie’s occupied. The elephants would spend the rest of the game uselessly chasing the Akkadian skirmishers around that area.

elephants

The Akkadians initiated the main clash of the two battle lines, which rapidly turned into a disaster!

The Maiden Guard destroyed a unit of Spearmen, and either combat or longbow fire accounted for another…which happened to be the veteran unit carrying the Akkadian army standard and lost their accompanying general as well. That was seven coins (out of 13) down in one hit!

Losing generals seemed to be the theme of the game. Out of the seven generals who arrived on the battlefield at the start of the game, five were killed!

Losing to a bunch of ladies!

All was not lost, however, as the Akkadians settled down and got stuck in.

One Akkadian spear unit (the one out front in the first picture in this post) burst through the Indian line, destroying some longbowmen in the process, and managed to take the enemy camp, a significant loss of coins for the Indians.

The Akkadian reserves moved forward and filled the hole caused by the losses suffered so far, preventing the Indian chariots from lapping around the flank.

Other Akkadian units also saw off enemy units, killing generals in the process.

Taking the camp

The reserves are committed to cover the right flank

The climax of the battle was now upon us: with each side having just one victory coin left i.e. the next kill would win the game…and with disordered units all round, and lights on the Akkadian side, there were plenty of opportunities for either side to win.

The initiative was with the Akkadians: no kills on their turn!

The Indians tried their best: no kills (phew!) but the Akkadians were wavering. If I didn’t pull off a win in my next turn, there was no way I was surviving another round of Indian attacks.

I went through all my obvious kill possibilities (my good morale units versus his disordered units, flank fire on the raw Indian cavalry etc) with no result. Oh dear: this was not looking good.

There was, however, one last thing to try. Veteran, but disordered, battle carts charging diagonally at the disordered Indian Maiden Guard.

The battle carts managed to make the difficult move into contact, but failed to hit the Guard. Oh no!

But what was this? Striding forward came an Akkadian hero (the chap under the blue parasol in the picture below) and smote the Maiden Guard with a cracking hit. Bevan and I held our breaths as his save card was turned: a five and therefore a fail. The Guard fled the field and I and the Akkadians had won the day!

As always, a cracking game of To The Strongest and a game that had gone down to the wire. The narrowest of victories for the new slim-line Akkadians!

All Change for the Akkadians

Over the many years that I have been gaming, I have often heard people discussing the negative effects of a change in codex i.e. an official change to a set of rules or army list that renders an army or units that they use effectively useless. The codex change eithers removes that army or unit entirely from the lists available (the best example of this is the demise of the entire Squat/Space Dwarf race from the 40K universe) or severely lessens their fighting effectiveness.

I, personally, have never encountered this…until now!

Regular visitors will know that one of the armies I use to play the To The Strongest Ancients rules is an Akkadian army, representing a force from the city of Akkad dating between 2334 and 2154BCE. Up until now, the core of the army has been deep (i.e. double depth) units of Spearmen that are unwieldy to manoeuvre but have a lot of staying power.

I have duly painted up six units of spearmen, each of 48 figures, i.e. 288 figures in total.

A bit unwieldy, but plenty of staying power

The latest version of the lists, however, accompanied by a new v10 edition of the Even Stronger official amendments, has changed all this.

No longer are the Akkadian spear units deep: they have reverted to being normal depth.

Now I don’t actually have a problem with this - I get more units in my army, my force becomes more flexible tactically, and my army can now have an army standard, something I have always felt lacking in the pre-biblical lists - but that does mean that half of my 288 figures will now be sitting on the sidelines during a game rather than marching to victory with their comrades.

Luckily I have based them so that I can easily represent the change (I’ll just field the front two elements rather than former four, and it’s lucky that the command figures are in the second rank not the third where I’d originally intended to put them) but it still seems a shame that half the core army won’t now see action. Perhaps I’ll just field them as is, but treat them as normal depth!

On the plus side, however, as mentioned above I can now field an army standard so, as I wanted a different standard to my existing Museum Miniatures Z Range Sumerian unit standards, I quickly ordered a standard and some additional figures from Eureka…which leapt to the front of the painting queue as soon as they arrived.

Nice figures that size well with my existing collection. I still prefer the Museum Miniatures figures for their chunkiness (the axes and standard pole are a bit puny on the Eureka figures) but these make a nice change.

As I was already on the Eureka site, I also took the opportunity to buy some light javelinmen for the Akkadians. Even Stronger now allows mounted troops (such as my Akkadian Gish Gigir 4-wheeled battle cars) to be supported by lights in a way that means that I can take a hit meant for the battle cars onto the lights rather than onto the battle cars themselves. As the battle cars are my only mounted troops, so nasty to lose, and I don’t get that many of them, this is a very useful rule change indeed.

The Eureka lights are a bit stiffer in pose than my Museum lot, but do enjoy magnificently flowing locks of, presumably, black hair. I’d better look for a regimental barber figure too!

So it’s all change for the Akkadians, and I look forward to trying out the new, nimbler version of the army as soon as possible!

More Battles on the Border

Even though the border was a different one!

It was off to friend Bevan’s house for some more To The Strongest. Our last games had involved Feudal English and Feudal Welsh battling it out on the border: this sessions would involve the Feudal English again, but this time facing the Feudal Scots.

This promised to be an interesting match up. The English had large amounts of Knights supported by equally large amounts of longbowmen, with a load of rabble Raw Spearmen following on behind. The Scots, on the other hand, had only one unit of cavalry (light chaps armed with lances), very few missile-men, but a lot of deep spearmen and warriors.

Game One

For the first game, I would command the Feudal Scots. My plan was to wait for his troops to come to me, largely ignore the longbowmen, tie his Knights up with some spearmen, and use my warrior-types to hack into his raw troops. The loss of all the English raw troops should give me the battle before the rest of my men gave way to his Knights.

The English began the game with Knights advancing on either flank. I responded by bravely doing nothing. I had a bit of luck in that one English command refused to go forward, meaning that the Sassenachs would approach my line piecemeal as opposed to together.

Not advancing on the left meant that the wood there effectively protected my flank. This was good news, as the more the Knights advance was delayed the better. Bevan, realising what was happening, sent one lot of Knights into the woods, delaying their arrival even more.

I still got hammered by the other unit of Knights, but my men dug deep and held on. I had, however, lost a couple of units more than I had killed myself, so things were definitely not in my favour.

Meanwhile things were coming to a climax on the other flank.

I had distracted the other of his Knights units with my light horse, who had kept evading away until they left the table. The Knights then turned round and headed back to the action, whereupon my Lights re-entered the table and charged their rear.

The Knights survived this, but not a flank attack from a unit of Spearmen: with the Knights losing both themselves and the General who was with them. Not only this but the other, already disordered, unit of Knights, seeing their comrades destroyed, also fled the field.

This, combined with the casualties on the other wing and the units my Warriors had destroyed, meant that Bevan was, much to both our surprises, out of Victory Coins. I had won!

The Roles Reversed

With neither of us sure how I had managed a victory, we decided to play again, but this time with the roles reversed i.e. I would take the English, Bevan would take the Scottish.

I had a very clear plan in my head: put all four of my Knights units on the right flank and send them forward as fast as possible. Refuse everything else, and let the Knights lap around the end of his line, turn, and roll the Scots up. Simples!

So that’s what I attempted to do.

The initial advance went well. It would have been better if I had broken one of his units with one of my initial charges, but my aim had always been for most of my Knights to pin the left side of his line whilst the remainder rolled them up.

Incredibly, Bevan made a (very rare) tactical mistake, and let my Knights lap around his flank.

Look at the picture below. The Knights on the far right have turned and are about to hit the enemy’s flank. The rest of my Knights are perfectly in position. I had done it: I had the Scots exactly where I wanted them and it was now just a question of playing out the roll up.

Or not.

For those of you who don’t know what two Aces mean, it means my men won’t be moving that turn.

And on the next turn they didn’t manage to break the Scots either.

In all, it took me three turns to break that one unit when they should have fallen on turn one.

That meant that the meat of the Scottish force had enough time to hit my rabble Raw Spearmen and drive them from the field. I could only watch as my Knights stayed still or bounced off the Spearmen’s flank whilst the rest of the army crumbled.

To say that I was robbed is understatement in the extreme! Even Bevan couldn’t believe that he had survived the onslaught…but all credit to him for recognising what was happening and driving his men forward against my rabble as fast as he possible could.

Aftermath

Another two great games of TTS, and two surprise victories…one of which was a very big surprise.

In fact, all that remained was for me to give the packs of cards I had been using a final shuffle:

TTS AAR: Battles on the Border

Off to friend Bevan’s house for some To The Strongest with some action from the Welsh Borders.

For the first game, I would play the Welsh, with Bevan taking the part of the Feudal English.

Game Two

It was now only fair that we swapped sides and gave things another go. I would take exactly the same Feudal English that I had just beaten, and Bevan would take my victorious Welsh for a spin.

So two great games of To The Strongest and, overall, I edged victory over the two battles. The real pity was that there was no time for a third game as a decider!

TTS AAR: Akkad versus India

Time for another game of To The Strongest: I would play the Akkadians, friend John would play the Classical Indians.

The Classical Indians were of the Republican variety: normal rather than heavy chariots (two units); loads of longbows (five units); a unit of Maiden Guard javelinwomen (questionable historically, but lovely figures, pun intended); two units of elephants escorted by light infantry (hard to kill); and two units of not very good cavalry.

My brave Akkadians consisted of a couple of units of battlecarts (four-wheeled proto-chariots drawn by equids: as manoeuvrable as that sounds); lots of citizen spearmen (five deep units); three units of regular soldiers (two carrying axes and one armed with bows); and four units of fairly scummy light infantry (two units of slingers, two units of archers).

My plan was simple. Battlecarts on the left would smash through the enemy cavalry then wheel round into the rear of the rest of the Indian army. The rest of my troops would advance steadily forward, spears to the front, weathering a storm of longbow fire but pinning his troops in place until the battlecarts arrived. What could possibly go wrong?

Opening Moves

Accidental advance in echelon

To answer the previous question: quite a lot actually. Firstly, my various brigades refused to advance together and I ended up moving forward in echelon.

Secondly, the enemy cavalry, which should have folded before the might of my battlecarts, proved stubbornly difficult to break: in fact, at one stage it looked as if it would be my battlecarts that were smashed from the field!

On my right, enemy chariots smashed into one of my spear units and drove it and its accompanying light infantry from the field. I should have been able to support the spear unit that broke with another brigade of troops, but they were at the back of the field stubbornly refusing to move forward.

Two against one: my “BLUE” spearmen are about to leave the field

That meant that John could advance his elephants in the middle of the field, attempting to defeat each of my brigades in turn.

two against one again: elephants and longbowmen combine against my “turquoise” spearmen

The game was definitely starting to look in the balance. Although I managed to hold the centre, with both sides taking a lot of casualties, my left wing battlecarts were bogged down in melee and on my right wing the Indian chariots threatened to run riot into the flanks of what remained of my centre.

All was not lost, however, as an extraordinary passage of play was about to occur in which the Akkadian Royal Household Axemen, previously stuck miles from the action as part of the brigade that had stubbornly refused to advance, finally got forward and set to work.

Facing two Indian chariots units, they destroyed both and killed the Indian general commanding them. They then resisted attack after attack from the elite Maiden Guard despite already being Disordered.

The Royal Household axemen: heroes of Akkad!

This success gave me time to reorganise my centre and to get things sorted on my left wing. The battlecarts were reinforced with some infantry and finally broke through the enemy cavalry and swung round, as planned, into the enemy rear.

With their centre hit from the rear and under pressure from a reinvigorated Akkadian army, along with the Royal Household Axemen who were still clamouring for more, the Indian army collapsed and fled the field. Victory was mine.

Aftermath

Well that had been a close run thing! At the moment when the battle was truly in the balance, a rather convenient run of luck with the cards on my part swung the day in my favour, and all centred around one unit.

the situation at the end of the battle

A great game!

TTS AAR: No Revenge for the Indians

Regular visitors will know that a couple of week’s ago, my Classical Indians were defeated by an 11-phalanx strong Hoplite Greek army played by friend Bevan. Now it was time to get my revenge with a re-fight of the same battle.

Opening stages: so far everything is going to plan!

Well that was the plan!

Unfortunately things didn’t go at all to plan, and I ended up getting beaten more comprehensively than at our last encounter. Once again my massed longbow fire just failed to break his deep units, often getting to the stage of double-disordering but then not managing the extra hit needed to break them, but this time my impact troops suffered from terrible cards just at the point of impact, when it mattered most.

Just before the two battle lines came together

Although the game, as always with To The Strongest, was great fun, my troops were then gradually ground down by the remorseless space invaders from Greece!

Here’s a few more pictures of the game: