TTS AAR: Britcon Game 1: Venetians vs Zanj Revolt

My first tournament game at Briton this year was against John’s Zanj Revolt army: hordes of fanatical warriors who would keep fighting at full capacity no matter how many times you disorder them. My troops were missing the canals 0f Venice already!

As the Zanj had no cavalry, I won the scouting, and was pleased to see the enemy drawn up in what looked like a defensive posture to me. The last thing I had wanted was to face an unbroken wall of foot units stretching right the way across the table, so the open flank on one side of the Zanj formation seemed like an opportunity to be exploited.

I duly advanced my infantry slightly forward in the centre (always give yourself a little retreat room just in case you need it) while sending the Knights cantering forward on the left flank.

The Zanj weren’t moving: obviously hoping to act as a rock on which the waves of my assault would break, so I took the time they had given me to get my troops just where I wanted them.

John’s refused right flank, however, didn’t give me what I really needed: a clear path, free of ZoCs, into the side of main Zanj body of troops. It was time to try and break things up a bit: time to send in my main line.

My initial advance to contact didn’t go too well: the Alabardiers and a unit of Knights being disordered, but a quick step backwards began to open things up a bit, certainly enough to deploy one unit of my outflanking force into position.

A lot of the Zanj were on the right hand side of the table, facing air…so they ganged up on the only unit of mine that they could reach: more Knights. For once, however, the Knights did what they were supposed to do, and punched through the warriors in front of them to escape the threat.

In the right hand picture above, you can also see how John’s echelon formation was keeping my outflanking force at bay…but all I needed was one chink in the Zanj armour and I was in!

That came as my re-ordered infantry pushed forward again, leaving a lane behind them for my flanking knights to cross the entire field and crash the side of the Zanj force on the ‘empty’ side of the table: as I said, they had been advancing forward so had got out of touch with the rest of their troops.

As the Zanj line fragmented, I was now able to gang up on their individual units. What this meant was that although the Zanj warriors and most of my men fought the same way, because the Zanj (as fanatics) saved very badly, I was able to inflict significantly more hits than I took, and even deep units can’t stand forever.

Zanj warriors began streaming from the field, leaving the Venetians with a 188-23 victory (we were using Peter’s Ewelme points system): a good start to the tournament proper.

A good win, but one that left me facing a tough opponent in round two: the Spartans!

TTS AAR: Britcon Warm-Up: Venetians vs Thessalians

One of the high points of the To The Strongest calendar year has to be the Britcon tournament: with five games over two days, it is the marathon event on the competition circuit.

This year’s Britcon was going to be even busier for me than normal as I had stepped in to run the TTS event after the original organiser had had to pull out.

Tradition has it that any early birds who arrive on the Friday night can play a warm-up game with whoever else is there, so my Venetians therefore found themselves lining up opposite the Thessalians, ably commanded by Adrian, last year’s winner.

The Thessalians are quite intimidating: a command of veteran Hoplites ideal for defending against a cavalry charge, a command of meaty heavy cavalry, then all sorts of support troops including a couple of veteran Peltast and small Hoplite units. This was not going to be an easy warm up!

At this point I wasn’t sure what my plan was…but I did know that it didn’t involve letting a couple of units of enemy light cavalry sneak around my left flank almost as soon as the battle began!

Those pesky lights forced me to drop back the Knights I had on that flank, causing me to spend the first half of the game with one eye constantly on what was happening there. Definitely not good for the concentration!

Fortunately, as you can see in the right-hand picture, below, I did manage to contain Adrian’s troops there, even managing to also see off the Thessalian cavalry that had come forward in support.

Meanwhile, my Knights on the other side of the table were trying to get forward to turn the Thessalian left flank.

This, however, just wasn’t working for me, although I can’t remember why. All I do know is that my Knights there were somewhat roughly handled by some more pesky lights and the veteran Peltasts forming the end of Adrian’s main battle line, and that this allowed the Thessalian Hoplites to get into contact with my infantry.

The Knights on the right just couldn’t seem to get involved. One unit, the one with the general and army standard, languished disordered at the back of the board covered by a small unit of enemy veteran Hoplites. The other was still trying to chew their way through a unit of enemy veteran Peltasts. Not a very good performance from the Knights.

There was other fighting still going on over the rest of the battlefield, but by now my units were fighting as individual elements, not together as part of a line.

The end, as they say, was nigh…with the coup de grace being delivered as a hoard of Hoplites smashed their way into my camp, the Lights I had left there as guards proving no more than a speedbump for the Greeks, despite fighting from behind fortifications.

So a 4-13 loss for my warm-up game: not a very auspicious start to my campaign. Let’s hope the Venetians learnt some lessons for the tournament proper…!

TFL Painting Challenge: Mid-August Update

Let’s do a quick Painting Challenge update before I head off into the tunnel that is six To The Strongest after action reports from Britcon.

First up is John Emmett, with ten 28mm buildings that he put together for an Arnhem project:

Next we have some French from Sapper: Normans in 15mm and Napoleonics in 28mm:

Steve Burt has sent in a couple of models to make the Nazis tremble:

And last, but my absolutely no means least (in fact, quite the opposite), we have Andrew Helliwell with a collection of terrain pieces and a few figures:

More to see in the individual galleries.

Keep them coming!

TTS AAR: Burgundians versus Celts

As is now our usual practice, Rob and I quickly cleared away the game of For King & Parliament that we had just finished and prepared for a quick ‘dessert’ of To The Strongest.

I was about to travel to Nottingham for the TTS competition at Britcon ‘24, so was quite keen to have a practice game against an infantry-heavy army. The closest equivalent in 15mm to the Venetians (Late Italian Condotta) that I would be using at Britcon were my Burgundian Ordnance troops, so I would use them whilst Rob took the Ancient Britons: plenty of infantry with enough mounted support from chariots to make them tricky to deal with.

view from the ancient british side of the table

Theer did seem to be an awful lot of troops facing my Burgundians but, as it turned out, that was nothing to what the Venetians would face in Nottingham, but more of that in future reports…

The Ancient Brits opened proceedings with a general advance forward, but a weird series of cards meant that their warbands were immediately strung out almost in an accidental echelon formation. The Burgundians kept their nerve and moved slightly forward in a solid line.

Digressing from the centre for a second, British chariots hurtled forward on my left, seeking to curl in behind my battle line.

I dispatched a squadron of knights to deal with the threat but, much to my surprise, although they held the chariots up the knights were eventually defeated.

Thankfully the chariots never managed to get moving again after the clash (presumably looting the bodies for steel weapons, armour, heads etc) so what was an awkward situation never developed into a crisis.

Back to the centre, and the lone Ancient British warband that Rob had pushed forward was soon dispatched by my line: three against one is never good odds!

Meanwhile, my mounted crossbowmen on the right had, through a bit of luck with activation cards, managed to charge the flank of the first wave of British chariots heading towards my camp.

This allowed me to send the knights covering that side of the field forward to engage another warband: once again allowing me to use my superior fighting power to hit an enemy unit whilst avoiding being overwhelmed by weight of numbers.

With two warbands and two chariots already lost, Rob was caught between a rock and a hard place. Either he jung back and let me use my longbows and then advance to finish off any pin-cushioned survivors, or he threw everything he had left forward in an attemtp to finally break my line.

Naturally he decided to throw everything forward, and an almighty melee broke out in the centre of the field.

Unfortunately, as I said above, the troops in my main battle line were either as good as or better than his on a unit-vs-unit basis, so it was only a matter of time before just one too many warbands broke and victory was mine!

It had been a great game, and really good practice for Britcon. Lessons learnt about facing a mostly infantry army included:

  • guard your flanks

  • always try to gang up on warbands that have got separated from the main body

  • use your lights in the enemy flanks

Now all I had to do was try remember them and then put them into practice!

Happy Valley...if you're a Roundhead!

Friend Rob and I continued on our playthrough of the The Siege of Norchester campaign book for For King & Parliament with the Happy Valley scenario.

G0ing into the game, the Parliamentarians were way behind the Royalists in terms of overall victory medals to date, so this was a great chance to not only stop the Cavalier relief force from getting through to Norchester, but also to gain back some of the deficit.

The photo above shows the table at the start of the game. Although not very obvious, the road runs through the middle of the valley, with the terrain gradually rising up each side.

The Parliamentarians, with home field advantage, are drawn up in the traditional manner, but the Royalists have a problem: they start the game with their horse in the centre on the road (well, they insisted, and being the officers…) and their infantry (a lot of mobs raised from local supporters) largely on the wings.

Bpth sides began the game advancing their cavalry forward, with the Royalist horse heading sideways on their right to counter the threat of the Roundhead Dutch-style squadrons.

On the Parliamentarian left, two squadrons of horse thundered towards the lone enemy infantry unit blocking the way through to the Royalist rear.

That infantry unit would hold the enemy force off for the whole game, even sending one squadron reeling backwards to reform.

On the other wing, three squadrons of Roundhead horse faced three squadrons of Royalist horse: the Parliamentarians being more numerous but still operating in the somewhat obsolete Dutch style versus the more modern Swedish style of their opponents.

Despite their old-fashioned ways, the Parliamentarians smashed their way through the Royalist horse, crashing in to the unfortunate mobs behind, most of whom were soon regretting their decision to join the Norchester crusade!

Back to the centre, where the Parliamentarian infantry was rushing forward to catch up with the cavalry:

A general engagement soon broke out across the line:

Miraculously, one unit of Borders Horse, on their flea-bitten nags, survived a colossal charge by some Royalist horse, drawing four consecutive save cards when one more failure would have meant they fled the table.

Elsewhere in the centre, the opposing infantry were locked into a firefight, each side firing off huge amounts of ammunition hoping to break their foe.

Sheer weight of numbers now came into play, with the Parliamentarians able to deploy more regular soldiers into the fight in the centre: the Royalist mobs there effectively neutralised by the Roundhead horse.

Luck had also deserted the King’s men: if the Cavalier cavalry had broken through on the right, they could have rampaged in the Parliamentarian rear, but they just couldn’t get the final charge needed to clear their path.

With their left and centre lost, the Royalist relief force had no choice but to withdraw before the Parliamentarians combined to overwhelm the survivors. Norchester would not now be relieved!

This turned out to be a big victory for Ollie Cromwell’s men: putting me now two victory medals in front in the campaign overall.

Here are some more panoramic shots of the game:

TTS AAR: The Beardless King Strikes Again

Having spent all that time and effort re-basing my New Kingdom Egyptians, I now wanted to get them onto the table.

No wargaming friends were available (you just can’t get the staff these days!) so I persuaded (i.e. bribed) daughter number two to put aside her computer games and face me over the tabletop. I would take the Egyptians, she elected to lead the Italo-Normans into battle.

The Italo-Normans deployed with their infantry and camp on their far right, lurking behind a couple of hills. Their knights, half of them Veterans, were in the centre of the table.

I deployed the Egyptians in the traditional way: a command of chariots on either flank with the massed infantry in the centre. My plan was, somewhat obviosuly, to sweep the chariots forward in an attempt to outflank the enemy whilst pelting them with bow-fire. Meanwhile my infantry would be a rock on which the Norman knights could dash themselves to pieces.

Well, as Mike Tyson famously said, everyone has a plan until you get a punch in the face!

I opened proceedings with, as per the plan, a major advance forward with the chariots. The cards favoured me on the right, with one command ending the turn in prime position.

The Normans responded by advancing their infantry forward onto the hills in front of their camp, sending a unit of Knights to handle my massed Light Chariots on their left wing, and an all out advance in the centre: the Beardless King saying later that her strategy was to attack, attach and then attack some more!

On the left hand side of the table, my other command of massed Light Chariots were somewhat surprised when the Norman infantry (deep Spearmen) came down off the hills and headed for them, murder in mind. Didn’t they know they are supposed to stay on their hill and get peppered with arrows until they break?

I duly retreated back before the advance, loosing arrow after arrow to not a huge effect: a pattern of activity that would be repeated until the end of the game. I would have to win elsewhere!

Meanwhile in the centre, the Normans were coming forward fast.

One unit of Knights hit the Shardana Royal Guard (the Sea Peoples types) and smashed them straight off the table!

The rest of the Knights closed with the main Egyptian infantry line.

On the right flank, the other chariots division had split their efforts. Half of them now faced the Knights that had defeated the Royal Guard, the other half (the ones down the other Norman side of the table) opened fire on the Knights that had been sent to contain them and, in due course, shot them down.

The victorious chariots then turned and headed back to the main action: let’s see how the Norman cavalry like a chariot charge in the rear!

Unfortunately, however, the Egyptian infantry line was in deep trouble and, before the chariots could intervene, just collapsed under the weight of the charges of the Norman Knights.

So that was it! The relentless charges of both the Norman knights in the centre and the Spearmen in the left had driven the New Kingdom Egyptians from the field.

The Beardless King, triumphant, slunk back to her screens!

TFL Painting Challenge: First August Update

The last couple of weeks have seen plenty of entries into the Painting Challenge.

First up is Sapper, with some rather nice French Napoleonics:

Next up is Mr Cooper, with a huge “catch-up” entry from the last couple of months. Here’s a selection of what he’s sent in:

Mark Luther has sent in some more 6mm aeroplanes. Here’s a niche offering: former FAA Hampdens flown in as convoy escorts that were left for the Soviets. I remember these from the RAF books my father had from before WW2!

Jonathan Davenport has been painting up the 64th (2nd Staffordshire) Regiment, along with a few outriders and plenty of guns:

Good to see that other people’s painting tabels look like mine!

Next is another big entry from Andrew Helliwell: a combination of figures and terrain. Plenty more to see in Andrew’s gallery, accessible from the NavBar at the top of the page.

Finally, here’s Mr Douglas and Mr Burt’s entries: Mervyn with some native North Americans, and Steve with some Italieri tank obstacles.

Do make sure you get to the individual galleries as well: lots of inspiration to feed off!

IABSM AAR: New Player's First Game

Richard T from the IABSM Facebook Group played his first game the other day, and here are a few photos of the battle.

Richard commented:

Our first game ! Pretty fun day was had. Think they tick all the boxes for me, really like the 'blinds' and the activation deck particularly. Command, control and communications are simple and smooth...wonderful. Early days still, but I have high hopes.

Lovely looking figures: I really like that style of painting.

Re-Basing the Egyptians

I’ve been thinking about re-basing my New Kingdom Egyptians for some time.

Their old bases (dating back to 2001) are made of cardboard and are just starting to curl up slightly at the edges, and whilst the Vis Bellica element system will work with To The Strongest (anything works with TTS!) it isn’t absolutely ideal.

Once that decision had been made, it was time to get the figures off their old bases. This is always the most nerve-wracking part of the job: will the figures’ paint be affected by the re-basing process? how many figures will I break as I take them off the old bases etc.

I use the tried and tested “soak them overnight in water” method, placing the figures in the packaging you get with terrain tufts: ideal trays about half a centimetre deep.

I was abit worried about the chariots: the old glue points of two wheels, two horses, and the yoke across the horses’ backs complicating matetrs a bit. In the end, however, although a few chariot wheels did fall off, they were easily glued back on, and any damage to the back-cloths draped over the horses was also easy to fix once I had correctly matched the colours needed.

I decided to go with the official Big Red Bat bases for TTS, which arrived very quickly after I had ordered them. The chariots would, as they were light, go two to a base, giving me eight individual or four “massed lights” chariot bases. The close order infantry would go 24 to a base: neatly matching two Vis Bellica elements. The lights would neatly fit on a TTS light base: seven figures for the akirmishing archers and nine figures for the javelin-armed chariot runners.

Once the figures were glued in place, I covered each base with GW Armageddon Dunes, left it to dry for a couple of hours, then dry brushed with whatever the GW bone colour is called these days, finally neatening all the edges with GW Tallaren sand.

The fifteen standard bases, four light bases and eight command bases used up three pots of Armageddon Dunes with the only issue being that each pot dried to a slightly different colour. Not sure why that was, but it was probably down to the different ages of pot: I was digging deep into my new pot depository!

Once all the paint was dry, I dressed the bases with as many different coloured tufts as I could find, placing them all in random positions.

In all I re-based nineteen chariots, 200 infantry and one lion…taking two days to do so. Well worth it, particularly as I discovered that I really needed another command chariot and another infantry unit to ensure I had everything I’d need for a 150 point army: any excuse to buy more figures!

So the Egyptians are now ready to rock, and will deploy in four divisions: Amun, Re, Ptah and Set. Can’t wait to get them back on the table.

TTS AAR: To The Longest Game Three: Venetians versus WOTR Yorkist

The afternoon game at the 2024 To The Longest event was a maga-game where everybody would fight at once. In effect, this meant eight games of To The Strongest played simultaneously, with movement of troops from one table to another allowed.

My opponent was Steve and his Wars of the Roses Yorkist army, with all its units based and painted to its historical equivalents. It was a very good looking army consisting of bows, billmen and knights: not a combination to be lightly dismissed. Terrain-wise. the left side of the battlefield was dominated by another ruined monastery, impassable to mounted troops. In addition, lunchtime rain meant that the ploughed fields that had been good going in the morning were now rough ground. The presence of the monastery determined my deployment: infantry on the left, with my Knights on the right.

The picture above was taken after the game had been going for couple of turns. On the left you’ll see Steve advancing some infantry through the monastery grounds and, on the far right, my Knights advancing forward in an attempt to turn the Yorkist left flank where, actually, the game had started quite well for me: one units of Knights managing to drive some Yorkist knights from the field.

All seemed to be going well until, that is, we each deployed our final commands (in To The Longest, you started with one command off table until the end of the first turn).

I put my final lot of Knights onto the table centre-right, where they could either re-inforce the centre or follow up on any success on the right, but Steve deployed a huge command of billmen and bowmen right opposite where my original Knights were trying to turn his flank, neatly plugging the gap at the end of his line.

The picture below shows my original Knights on the right retreating in the face of this mass of veteran infantry!

With an advance on the right now looking a tad dangerous, I switched my efforts to the left and centre.

In the centre, my newly-arrived Knights and some infantry managed to clear some light units out of the way and then punch a hole through the Yorkist line. This was good, and I now threatened the enemy camp, but there was a huge mass of Yorkist units (seven of them) on the right hand side of the table and it would not be good if they pivoted through 90 degrees and headed to their right.

I needed to keep them occupied to their front, so my main body of Knights retreated back just far enough to keep the enemy pinned in place whilst I frantically worked out how to win the game elsewhere.

On the left, my light handgunners had put themselves into pole position for the “men of the match” award by managing to drive back the enemy infantry trying to infiltrate my left through the monastery grounds. They, supported by the Lancieri (spear) and Pichierrii (pike) had actually driven the Yorkists back onto their own side of the table, even though the enemy had survived several flank attacks from the ‘gunners.

The pikemen, after their humiliation in the last game, were also on a roll, squeezing through the gap between woods and fields to drive an enemy unit from the field.

I really needed to finish the game now: my Knights were running out of retreating room on the right, and although I had cleared the enemy centre, his troops on the right were starting to do what I’d feared they might: move to their right to re-take the ground I’d taken in the middle of the field, knocking off my units there from the flank.

Taking the enemy camp would do nicely, and I had a unit of Knights in position to do that…but the camp was defended and I’d had some bad experiences in the past trying to take a fortified camp with mounted troops.

So that left the pikemen…who could take the camp with an easy move forward and then a difficult diagonal move into the undefended portion of the Yorkist camp.

I drew a card for the easy move: a “10”.

Well, they certainly were keen, but were now presumably puffing and blowing and not in the mood to go again. Or were they? Only another natural “10” would get them into the camp and win the game for the Venetians…

Lady Luck had, for a change, smiled on me and my pikemen marched neatly into the Yorkist camp costing Steve his last three coins. Victory was mine 14:5!

So a decent final game for the Venetians, although it didn’t stop the English winning the event overall.

A great day’s gaming: many thanks to Peter for organising, and to all the players, especially my three opponents.

TTS AAR: To The Longest: Game Two: Venetians versus 100YW English

My second game at the inaugral To The Longest was also against an English Hundred Years War army: more longbowmen, more stakes and more dismounted knights!

Both John, my opponent, and I kept one command of mounted knights back from the initial deployment, with both sides then bringing them onto the field on the side of the table where the ruined monastry stood: the monastry being worth extra points at the end of the game to whoever held it by having units in orthagonal base to base contact with it.

Having learnt my lesson in sending my lights forward to die in a hail of longbow fire in the last game, I decided just to advance my fighting units forward, and get them stuck in as soon as I could.

This was a sensible tactic to adopt,,,until, that is, the cards decided to really mess with my plans!

First up, my pike advancing on the left had a great opportunity to run over some longbowmen, but didn’t:

The pikes then died, costing me three coins early in the game!

Next, a command of knights attempted to charge some enemy longbowmen safely ensconsed behind rows of stakes. This was a stupid thing to try to do anyway, but a couple of aces didn’t help:

The knights would spend the next few turns uselessly smashing away at the longbowmen with neither side able to damage the other!

I was still determined to get stuck in to his melee-weak massed longbows, particularly on the left side of the field…

…but those Aces kept coming thick and fast!

By this time I had had enough. I decided on a complete change of tactics and, unusually for me, play for a draw by retreating all my troops back to my side of the field, ceasing their Ace-ridden attempts to smash their way into John’s longbow-held position.

I therefore pulled back on both the left and centre, although I did keep possession of the monastry on the right.

Now this is where the game suddenly got interesting as John, with a sudden rush of blood to the head, decided to come after me.

Firstly, the dismounted knights guarding his camp left the safety of their fortifications and came a cropper against a unit of Lancieri and my Alabardiers, who executed a second quick 180 degree turn to re-engage the enemy once they were out in the open.

Second, a unit of veteran English longbowmen attempted to re-take the monastry position from my Later Knights, who promptly remembered why they were called Later Knights and ran them over without difficulty.

Back to the left flank, where enemy longbowmen had followed their dismounted knights out of the fortified camp only to also fall foul of the Alabardiers who, it must be said, were having a very good day indeed!

This left the English camp open…my Alabardiers walked into it…and suddenly John announced he was out of coins and I had won the battle!

Well that was quite a surprise!

With possession of the monastry, I had achieved a 14-8 victory over the invading English.

I’d like to say that my tactical retreat was indeed that: a carefully planned tactic to draw John out from his position…but it wasn’t. I was genuinely determined to retreat back to my side of the field and make him come to me if he wanted anything but a draw, and was then quite surprised that I managed to turn things around as I did.

I was lucky to kill the dismounted knights on the left so easily, and John was annoyed with himself for exposing his longbowmen on the right (he’d have been okay if he’d sent the knights behind them forward instead) but what a topsy-turvily fluid game!

On to the afternoon’s big bash…

TTS AAR: To The Longest: Game One: Venetians versus 100YW English

Earlier this month I took part in the inaugral To The Longest event: a 28mm To The Strongest battle day featuring eight players aside fighting three linked games, two individual mano e mano games in the morning and one gigantic group game in the afternoon.

You can get some idea of the scale of the event by looking at the picture, opposite, that shows the table set up first thing in the morning before the game got started. As you can see, the battlefield stretched the entire length of the hall we were in, including passing through a relatively narrow partition…but more of that later.

The Hundred Years War was the theme of the day, with one side playing England, the other France. As I’m a bit short on 28mm armies, I was using my trusty, but in this case slightly anachronistic and geographically challenged, Venetians as a Late Italian Condotta army…well, it’s so hard to get work sometimes you just have to get on your bike, cross Europe and go looking for it!

My first game was against Dean, playing an English 100YW army that was the usual mixture of knights, billmen and longbowmen.

At this point it’s also worth noting that the weather was dry, and the ploughed fields still counted as good going.

My plan was to use my strong infantry command to take the walled field on my right. At the same time, my light cavalry would secure the small herd of sheep on the left (as this was the first in a series of linked games, you got extra points for securing supplies) whilst the Knights in the centre waited to see what happened.

Well, the good news was that my Stradiotti soon secured the sheep and herded them off the table to be consumed roasted with some mint sauce later on.

The less good news was that although my infantry command quickly reached the walled field on the other side of the table, they would spend the entire game bashing themselves against the troops within in, unable to make any real headway.

The battle would therefore be decided mainly in the centre of the field, where both sides moved their “heavies” into position for a fight.

My plan was working: with so much of Dean’s army concentrated on his wings, I effectively had five fighting units versus his three, giving me the advantage.

It would have been six versus three except for the fact that one unit of knights stubbornly refused to move away from the Italian camp (you can see them bottom left in the picture, above) wasting vast amounts of time and initiative as I tried to get them into the fray.

Worse, my other Knights were having one of their off days: failing to smite the enemy from the field with their initial charges.

The grinding combat in the centre gradually worked its way through, with honours ending up about even.

I lost a unit of Knights to English dismounted knights but had some Lancierii all ready to take advantage of where the victorious enemy knights ended up, but luck was on the side of the English and this pivotal moment to flank charge King Henry passed without result.

I had another chance to smash through the enemy line when some more of my Knights ended a unit of English billmen.

This could have meant the opportunity to roll the English up, but Dean cunningly withdrew his vulnerable units into a defensive position in the top left of the field, meaning that my Knights now faced nothing but a row of longbowmen rather than the flanks and rear of retreating billmen.

By this time my Venetians were also getting a little tired and emotional!

Dean had gradually been knocking off my light units which, whilst individually unimportant, collectively mounted up to a significant amount of coins.

Add to this King Henry’s unit turning and polishing off the Lancierii and I had lost too many to recover from. Excellent play from Dean meant a bad start to the day with a 6-14 defeat for the Venetians!

TFL Painting Challenge: Second July Update

It’s been raining all day today…so a good excuse to spend a bit of time updating this year’s Painting Challenge.

Today we have entries from:

Mr Slade with a large entry of Romans and Pirates

Andrew Helliwell with a few units of WOTR types and plenty of terrain (and in multiple scales)

Then, to round up, we have entries from Mr Luther (huge numbers of little ‘planes), Mr Burt (some 20mm WW2 kit) and Mervyn (Morlocks!):

Make sure you check out everyone’s gallery, as there’s a lot more of their work in them.

Apparently it’s going to be raining all weekend, so take my advice and pick up those brushes and start painting!

Deli for the Ottomans

I’m still building my 15mm 17th Century Ottoman army: the Sipahis and Janisseries are done, not it’s just a matter of adding some of the more irregular troops.

About as irregular as you can get, the Deli are technically a light cavalry unit consisting of fanatical warriors and known as The Mad. They would dress themselves and their mounts in animal skins, decorating everything with feathers, fur or hide.

Altough my Sipahis are painted using traditional acrylics, I went back to Contrast paints for these mainly because Contrast really suits the depiction of fur and feathers.

When you get these (mine are from By Fire & Sword, some of the last of the v1 models before the v2 ranges are released hopefully later this year) you get a packet of stiff wire lances which come with a lot of little metal balls.

I puzzled over what these were for before managing to find a picture of the models from the BF&S website that showed them in place: they fit on the lance and rest just on top of the hand holding it as, I suppose, a sort of hilt. Might have been nice to have that on the box somewhere as I almost discarded them in ignorance.

For some reason, I also found the flag and epnnants difficult to do this time. Usually I’m fine with them, but the flag is a second attempt after I ruined the first one, and you can see that some of the pennants suffer from the dreaded “edges don’t match white edges”! They still make the unit really pop though, so worth doing.

The Deli were certainly light cavalry, but you don’t give horsemen a lance and call them fanatic and mad unless you expect them to charge people. As most rules don’t allow lights to charge formed units, I’ve therefore classed the Deli as fanatical formed cavalry, but might have to review my decision in light of the various whinges I have heard about this. I think I might add the option of fielding them as light or standard: people can then make their own minds up!

So just a few light cavalry units to go now, although to tell the truth I have many units of lights in my other armies that would pass as Ottoman lights. They were, after all, largely the same peoples…but it’s just I like a full roster for each of my armies rather than operating some kind of central pool. Any excuse to buy more minis!

TTS AAR: To The Smallest Game 4: Timurids vs Sassanid Persians

My final game at this year’s To The Smallest 15mm tournament was against another Sassanid army: this one commanded by Michael L, with the tabletop being a representation of the WOTR battle of Towton…fortunately without the snow storm!

For a change, I won the scouting, and watched as Michael deployed his men with their right flank anchored on the small stream that crossed the battlefield. This gave me the opportunity to deploy one of my commands on my far left, with my plan being to advance them forward and hit Michael in the flank as I held my main line back. There was also the prospect of taking the Sassanid camp, which didn’t look very defended to me.

I did see some elephants on the left of Michael’s line, so was determined not to close with them, instead shooting the pachys with lots of arrows…once bitten, twice shy for those who have read my previous reports from this competition!

As the battle began, I advanced quickly forward on the left, although progress was a bit stymied by the cards that first of all split my heavies from my lights and then prevented me getting into my outflanking position as quickly as I wanted to.

Meanwhile, I held most of my line back, just sending the lighst forward to harrass the Sassanids in the centre and on the left.

Spotting my intentions, Michael advanced forward as fast as he could, and soon things were posed for a massive clash in the centre of the field.

I say posed for the massive clash, but tht never really happened as, sticking to my plan, I carried out a bit of a strategic hang-back or withdrawal, limiting my exposure to melee as much as I could.

It’s worth mentioning that Michael had committed quite a strong force to his far left, presumably intending to try and curl around my right flank, but this force was delayed by just two of my light cavalry units (Turkoman horse archers), who kept them occupied and therefore out of the main action for several turns.

The final picture in the gallery, below, shows one Sassanid unit finally managing to get across to the centre to attack the flank of one of my Timurid lancer units.

All the above, however, was just a distraction for me: my main thrust was down the left flank. Theere a combination of my heavy cavalry, kharash driven slaves and the force on the other side of the stream had launched a series of succesful attacks that had put me into a game-winning position:

All this manoeuvring around had, however, been using up valuable time and, at this point, despite Michael and I’s best efforts to bring the game to a firm conclusion, we had to finish.

I had done enough to achieve a 9-2 winning draw, but just another 15-30 minutes would, we were both sure, have resulted in victory…but it was still a great game fought in the best of spirits. I also think it’s fair to say that Michael did suffer from several appalling run of cards during the game!

So how did I do overall? Well, with one loss, one losing draw and two winning draws, my Timurids managed 12th position from a field of, I think, 18. Disappointing, but it had still been a cracking tournament that I have already diarised for next year.

The Other Side of the Hill

Michael also wrote this battle up on the To The Strongest Facebook Group. I wroye my report independently of his, so interesting to compare the two…!

Here it is then, the final report of my (mis)adventures in the To the Smallest Competition run superbly by the great Sid Ben.

My fourth attempt to win a battle foundered against Robert Avery’s lovely looking Timurid Army. We fought on the battlefield of Towton, an odd place to find both the Sassanians and Tamerlane the Great.

As usual I was outscouted. In my second and third games I had been irritated by catching the palm trees on one of my camps with my sleeve, so seeing all the trees on the Timurid side of Cock Beck (yes I looked it up and it’s too good to omit) I decided to repeat the example of my first battle and place my camps adjacent to Cock Beck. All was fine until Rob deployed his last command amongst all those woods with the dastardly intent to grab my camps! Yet another error which was compounded by my deploying the Levy (the camp was in their command unfortunately) to protect it so my least manoeuvrable troops would have to fight off Cavalry and light horse.

Never mind I could win the battle elsewhere against Rob’s sadly diminished forces, couldn’t I? Well I could dream. Purandokhr got forward on my left but was detained for far too long disposing of some Turkomans. The Elephants trundled forward but the Timurid horse, in the main, skipped away neatly. We did catch one unit at the end with the assistance of some horse archers sent over by Purandokhr.

However the main effort was to be made by Shapur. This hope was very short lived as one unit of Cataphracts was soon lost, the other, with Shapur himself, was disordered and any thought of attacking the enemy was gone only desperate thoughts of preserving what was left until Purandokhr came up.

Well despite some poor cards the Turkoman light horse seized my camps. I could barely get the Levy turned to face the threat before the enemy was upon them. However the Levy proved sturdier than I had expected though poor cards prevented Rob making heavier attacks upon them. He was attracted (or was that distracted?) by the six further medals they represented.

With Shapur’s men falling back, time was called leaving me with a loss of 8 medals (I think) out of 15 while I believe Rob had lost 4 though I may be wrong there. Regardless of the score it was a sound drubbing from a most sporting and friendly opponent. Though galling to make such a mess of it, it was a good finish to a thoroughly enjoyable day. It only remained to hear if I was in with a chance to “win” the Wooden Spoon (actually the “Mouse that Roared!” As it transpired I couldn’t even win that!

Thanks once again to Sid and all the other gamers who made it a special day. Thank you one and all.

Here’s the gallery of Michael’s images: all the pictures have captions describing the course of the battle, so be sure to check them out…

Phew! Pretty similar if you ask me!

Q13: Chuhuac Raxa Light Assault ship

The latest release* for the Chuhuac (space dinosaurs with guns) from Loud Ninja Games (available through Alternative Armies) involves something that many ranges of sci-fi figures ignore: air support.

*When I say “latest release”, these have been available for some time: I just haven’t got around to painting them!

First off the painting table is the Raxa Light Attack Ship that can be assembled either landed or in flight…so I bought two so that I could field one of each.

The picture on the right shows the landed version, with its wings folded up. The kit comes in four main parts: the fuselage - the head and two wings - plus two legs and a cornucopia of weaponry that can be attached to various hard points on the craft.

It’s pretty easy to put together: the head slides onto the fuselage easily, the wings will just about balance upright and, believe it or not, the ship will balance on its two ‘chicken legs’ without too much difficulty.

To get the legs even, so that the ship didn’t list to one side, I popped a drop of PVA and superglue into each of the slots the legs fit in to, put the legs in to the slots and, whilst the PVA and superglue were still hardening, gently stood the model up as I wanted whilst still holding it’s weight. Once I was happy that the legs were even, I then made sure the legs were at least partially dried in place (i.e. wouldn’t move if tilted the ship) then found a way to balance the ship mostly upright without the legs touching the floor.

Note that the transparent base didn’t come with the kit: I had that in the bits box.

The flying model was not too difficult to build either, although there’s no clear guide as to what angle to seat the wings: you have to work out the sweet spot where the wing tilts down sufficiently without coming out of its fuselage slot.

I sprayed each model with a military green undercoat, then washed them with GW Agrax Earthshade, then carefully drybrushed a very slightly lighter military green from front to back. I then painted the legs black with a steel dry-brush, the jet outlets in a dark red with the black soot-stains on the nearby fuselage, then added some bright yellow and blue ‘markings’ where the relief work on the model suggested I should.

I use my usual 12” flight stand, but with a very solid rare earth maginet to hold the Raxa in place. I love the pteradactyl-look of the craft in flight!

Here are some more shots, including the official ones from the Alternative Armies website:

A very nice model that will prove very useful on the tabletop either as a combat piece (flying), an objective (landed) or both. Recommended.

TTS AAR: To The Smallest Game 3: Timurids vs Neo Assyrians

My third game at the 2024 Tio The Smallest competition at Firestorm Games in Cardiff was against Michael’s Neo-Assyrians. The action would take place on the Thermopylae table i.e. a narrow-ish stretch of open ground flanked by the sea on one side and mountains on the other.

I forget who won the scouting, but the two armies set up very differently indeed. Michael, cautious of all my cavalry, squeezed his troops into one corner, whereas I, looking for that outflanking opportunity, occupied the other!

My plan was fairly obvious: advance forward strongly and curl around the Assyrians’ left flank, forcing them to fight to the front and sides at the same time.

For their part, the Assyrians stayed squeezed into their corner, which suited me down to the ground…although I was finding my cavalry weren’t advancing forward quite as fast as I wanted them too: the Assyrians had too much time to prepare for my assualt!

Finally I was in position to attack, but the delay had given Michael enough time to skillfully position his men in a defensive ring, making good use of the patches of rough ground to protect his flanks.

The first round of my attacks went in on the Assyrian flank with a collosal assault that swept the first line of Michael’s defence aside, forcing him to send his second line in to hold the Timurids back.

Meanwhile, a unit of kharash driven slaves probed the ‘corner’ of the Assyrian position and, much to everyon’e surprise, managed to send a unit of enemy infantry routing from the field.

The Assyrians, however, quickly recovered their balance, moving the last of their reserves to block the potential incursion.

Unfortunately, the clock was ticking onwards, and as the morning’s games had taken slightly longer than expected, the game’s slightly curtailed allocation of time was now coming to an end.

The Timurids smashed forward one more time, but just couldn’t break through the Assyrian lines.

With the game now ended, we totted up the victory medals: the Timurids might have sent quite a few Assyrian units fleeing from the field, but it had been an expensive business in terms of casaulties to do so.

In the end, the game was a winning draw in the Timurids’ favour: ten medals to nine i.e. the very narrowest of margins!

Michael had mounted a superb defence against my Timurids, and had come within Ames Ace of taking the result. A great game that had exhausted all involved!

TFL Painting Update: First July update

Here’s a handful of entries to the Painting Challenge to set you up for July…

First up, we have Mr Slade, with some more terrain and the start of his next 28mm army:

Then we have our other most prolific painter, Mr Helliwell, with more medieval and WOTR types:

Chris Kay has a mix of old and new: an M54 truck and some Roman cavalry:

Stumpy adds to his ACW collection, with a Union artillery battery in 28mm:

and last but certainly not least, Steve Burt has been building terrain:

Some lovely work there, and plenty of time to get your entries in. There’ll be another July update in a couple of weeks, so pick up thsoe brushes and get to work!

TTS AAR: To The Smallest Game 2: Timurids vs Sassanid Persians

My second game at this year’s inaugral To The Smallest 15mm event for To The Strongest was against Si’s Sassanid Persians.

The terrain was a representation of the battle of Cannae, including a stream splitting off part of the left hand side of the battlefield, with it being compulsory that at least one of your camps be placed on the other side of the stream i.e. on the smaller part of the battlefield.

With both sides being largely mounted, each side headed towards the other at a rate of knots: lancers in the middle, light cavalry out on the wings. On what I will call ‘the strip’, the Timurids had their Afghan javelinmen keeping some Sassanid light cavalry at bay.

Unfortunately, I miscalculated (or Si perfectly calculated!) the schwerpunkt moment, with the result that rather than initiating all the charges to contact, it was my Timurids who were on the receiving end of every charge, giving the Sassanids that key first hit advantage.

The results were not pretty! Although the Sassanids tok damage, it was the Timurid heavy cavalry that suffered the most, with the battlefield after the initial clash looking surprisingly empty of still-fighting units of either side!

At this point I was forced to commit my reserves: the kharash driven slaves heading into action in an attempt to shore up my left flank.

With my line steadied, things began to improve for the Timurids.

I even had some success in the centre, where a unit of lancers broke through the enemy line and pursued some Sassanid heavy horse towards the Persian camp.

But in the end the casualties that I had taken at the initial clash came back to haunt me. Although I had pulled things back until we were even on casualties, it was all over when a unit of Sassanid light cavalry broke through my diminished line and took my camp and therefore my last three medals.

So a 10-13 defeat for the Timurids, which made two games played and two losses.

Surely things could only get better in game three…

TTS AAR: To The Smallest Game 1: Timurids vs Classical Indians

Earlier in June, I made the long journey to the excellent Firestorm Games in Cardiff for the inaugral To The Smallest competition i.e. a To The Strongest tournament played in 15mm.

This featured 160 point armies (15-20% larger than the usual 28mm tournament armies) played on a 10mm rather than a 15mm grid, giving everybody much more room to manouevre.

My problem was that all my existing armies were set up for a 15mm grid, so the only army that I could easily convert (i.e. no re-basing, just purpose built movement trays) were my Timurids. This wasn’t actually a problem: the Timurids conquered quite a bit of the world, so were bound to do well in competition!

My first game was up against Matt Slade’s Classical Indians on the Khadesh battlefield: so at least my horsemen would indeed have lots of room.

My plan was to keep his heavy chariot strikeforce busy with one of my cavalry commands whilst sweeping around his right flank with the other, attacking from front and sides to get the advantage.

As the game began, I therefore advanced strongly towards the Indians.

On the left, I quickly got in amongst it with one of his commands, although the elephants there caused my cavalry plenty of problems (in TTS, horse fight very badly against nellies); whilst on the right, I hung back and began peppering his charioteers with arrows, unfortunately to no effect.

Unfortunately, I just couldn’t break through on the right (fighting elephants with cavalry was one reason - I just couldn’t kill that elephant no matter what I threw at it) but Matt’s heavy chariots burst through my light cavalry screen and then my heavy cavalry as well.

Things were not looking good!

I needed to do something to break through on the left, so committed my reserves: the kharash units of driven-slaves. Here you see them moving up into action (bottom left).

The kharash c-rashed into the fight and, combined with some heavy cavalry, knocked an Indian infantry unit out of action. I was whittling his forces down on the left, but two units of elephants were still giving me problems.

Meanwhile, on the left, my troops had given up the ghost, leaving the way clear for his chariots to head for my now-undefended camps.

Which then promptly fell, giving Matt all the coins he could possibly need to win the game!

The score was a 9-14 loss for me, with Matt justly rewarded for his good play: his use of elephants to de-fang my heavy cavalry was excellent. I should have hung back and peppered the pachyderms with arrows instead of mixing it in melee!

Three games to go…and my Timurids had better pull their socks up!