TTS AAR: Aghlabids versus Gauls

Time for some more To The Strongest, and a clash between my Aghlabids and friend John’s Gauls: not exactly an historical match-up, but would hopefully give a good game!

As the Gallic horde was quite infantry heavy, my plan was to use my superior numbers of mounted troops on the right to smash the enemy horse from the table before turning and rolling the Celts up from that flank. This was helped by the Take the High Ground stratagem that I had drawn.

A good opening card saw my troops get into the perfect position to charge, but then the Card Gods punished me for hubris and my attack stopped dead. This gave the initiative to the Gauls, but it seemed that John had earned the CG’s wrath as well, as he forgot Trevor’s Law - “Always start with the General” - and also failed to charge home.

With my move on the right stymied, I tried the same thing on the left, with almost exactly the same result!

With the flanks getting nowhere, I move my infantry up to try and weaken the Gallic warbands with bowfire.

Back to the right flank, where my Arab cavalry finally charged home. An initial success was followed by multiple turns of frustration as the disordered Gallic horse in front of me just wouldn’t break, John saving time and time again.

Here’s an overview of the position so far:

Things continued to go wrong for me on the flanks. On the right, the Gallic chariots managed to send my other unit of Arab cavalry flying from the field…leaving me with a tactical advantage but not the crushingly dominant position I had hoped for!

And on the left I lost my Arab lancers and would spend the rest of the game with my two units of lights dancing around trying not to be killed as they harried the flanks of more Gallic cavalry and chariots!

The Gallic infantry warbands now started to move forward in the centre. I sent volley after volley of bowfire into them from my infantry, but John was saving and/or rallying like a demon, and although I did earn four coins from the Gauls drawing even cards for the latter, the writing was now firmly on the wall for the Arabs.

A last attempt on the right to save the day failed to deliver:

And although the Gallic chariots failed to take my camp, left unguarded courtesy of another Ace…

…the relentless wave of Gallic warriors (half veterans, half fanatics, all big and scary!) eventually smashed enough of my infantry from the field to capture my last few coins.

Despite the loss, this was a brilliant game of To The Strongest, full of action and Aces!

John played the Gauls masterfully: absorbing my early cavalry attacks and then advancing his warbands inexorably up the field to drive my infantry back and then off. Good fun and, hopefully, this will have used up all my Aces prior to the Worlds next weekend!

TTS AAR: Aghlabids versus Italo-Normans - The Return Match

With the Italo-Normans victorious in our first game, there was still plenty of time for the Aghlabids to have a go at evening up the score before I had to collect Mother from her event and start the four-hour return leg of my trip to Huddersfield.

Deployment was similar to the last game, but the Italo-Normans put even more of their cavalry facing my left flank.

The Italo-Normans moved first, and almost immediately I was in big trouble again as the enemy heavy cavalry shot down towards my flank and forced my light horse back into the camp.

Fortunately, my heavy cavalry were able to partially recover the position, but it was all looking rather cramped in that corner!

Sticking with the action here in the corner, things got worse again when the Italo-Norman horse broke the rear unit of Arab lancers and, further up the table, managed to get a two-to-one advantage on my other cavalry unit. The situation was only partially rescued by deploying my reserve infantry (purple flag, behind the rock) to support my beleaguered troops.

My light horse, in prime position to charge the corner unit’s flank managed to fail to do any damage whatsoever, and I watched with huge misgivings as Geoff pulled a card to turn his cavalry to face my lights. Fortunately, luck was with me, and I was able to use Someone has Blundered to force the enemy heavies into facing the wrong direction.

My lights then remembered which end of the javelin goes in the enemy, and sent the Italo-Normans flying from the table with a hail of javelin-fire (they can’t evade that!) including, again, killing the enemy general.

Elsewhere on the table, my infantry had formed two lines, hoping to shoot the deep enemy spearman units to pieces before contact was made. There was also some action on the far right, where more of my Arab lancers had squared off against more Italo-Norman heavy cavalry.

Geoff also had a unit off-table carrying out a flank march. He now drew a card to get it onto the table and succeeded. I checked the diagram in the rulebook and confidently told him that he could bring it on anywhere in the central sector of my right flank.

This was wrong: it could come on anywhere on the right hand table edge…and my only pitiful excuse is that a quick glance at the diagram does seem to have just the central sector highlighted…but if you look properly, it’s the central sector and the single strip along the right hand edge of the tabletop. Mea culpa and all that, and we’ll count the Arabs as having lost again as a heavy cavalry unit in my right rear could have been very unpleasant indeed.

As it happens, I did get it wrong, and his cavalry entered the table just behind the melee that was already going on (it’s the unit with the Nine of Spades next to it).

This, of course, left the newly-arrived Italo-Norman horse in a prime position to be charged by my black-flag lancers, provided my lancers could get through the other Italo-Norman cavalry (the disordered unit)…needing only a 3+ to get their charge in.

Well, I had two turns to try and make the charge, and failed both times: the cards obviously aware that I had made a mistake with the table-entering position!

Which meant that it was on the other side of the table that the battle would be decided, as the two infantry lines had still not made contact.

In the end, the Italo-Normans lost their last couple of coins when their last remaining cavalry on the left was overwhelmed by numbers: the use of my reserve infantry meaning that I had three units versus one. Hit in the rear after evading, that was that!

So another closely fought battle, with the Arabs coming away with a victory overturned on a you-got-the-rules-wrong technicality. I also think Geoff captured more medals over the two battles combined than I did.

My thanks to Geoff for being such a great opponent, and to Gemini Games for their hospitality. I look forward to hitting Huddersfield again some time in the future.

TTS AAR: Aghlabids versus Italo-Normans

I had to take Mother to Huddersfield (well, she’d managed to find her way back from Nottingham…) and faced the prospect of a long day with nothing to do whilst I waited for her event to finish. Luckily, in a post-match chat after the recent Doubles, fellow TTS-player, Geoff, mentioned that Huddersfield was his neck of the woods and, moments later, a game was arranged.

I liked Huddersfield: from Greggs on the main drag at six-thirty in the morning for a ‘sausage and bacon bap with red’ right through to Travelodge late at night, everyone was very pleasant. Lots of places to charge your car as well. Geoff and I met at Cafe Valencia, just around the corner from Gemini Games, the venue for our battle, where they bring you a proper pot of tea, with an egg-timer to make sure you let it mash for long enough.

Geoff wanted to get his Anglo-Normans onto the tabletop, which suited me just fine as I could then field the Aghlabid version of the Early Muslim, North Africa and Sicily army list, meaning that what I would transport to Huddersfield was a 15mm 3D printed resin army rather than a ton-weighing metal one. This proved to be a good decision, as the nearest carpark to Gemini Games was closed for repairs, which meant parking on the other side of town and using the Roman Baggage Train (my camping trolley) to wheel the Aghlabids to where the action was.

Gemini Games were very accomodating: providing a large table at the back of the shop’s gaming area free of charge, even though their main business seemed to be collectable/strategy card games such as Magic: the Gathering.

I won the scouting, and weighted my army on the left, intending to quickly wipe out the three units of horse in front of me using a four-formed-plus-two-lights verses three-formed advantage in numbers, with a couple more infantry units in reserve if needed. The rest of the army sat back and waited for the Anglo-Normans to advance, confident that they could bow them to death as they did so.

Unfortunately, that plan didn’t quite work out as I had intended.

On the left, Geoff’s three cavalry units made mincemeat of my more numerous Arabs, and I soon found myself down half my coins and very much unable to contemplate any kind of outflanking manoeuvre there.

Worse, on the right, the Anglo-Norman horse managed to burst through the end of my line, and proceed to do to me exactly what I had been hoping to do to them!

Some of the Italo-Norman cavalry that had broken through then kept pursuing my light horse, curling around towards my camp in another threatening manouevre.

I needed to stabilise my line, but only had a unit of disordered Bowmen to do so. They did have a good position on the flank of enemy cavalry, but their attack failed, with the Italo-Norman horse then turning to face them.

This was not good, but I did have a moment of hope when the enemy horse faltered for a second and I used my Someone Has Blundered stratagem, but unfortunately the enemy cavalry didn’t succumb to this attack either - very unsporting of them - and they soon turned back again and disposed of the unfortunate archers.

The death of the bowmen let the enemy cavalry through onto my flank and, despite the fact that the Black Guard had some success to their front, it was only a matter of time before I lost my last few coins and the battle…helped by the cards letting Geoff’s final attack go in.

It had been an excellent game, full of successes and reverses for both sides (I had killed one of Geoff’s generals on the left flank in just about the first combat). A significant victory for the Italo-Norman cavalry, with their infantry hardly involved at all!

TTS AAR: Anglo-Normans vs Fanatical Berber

It was now my turn to play the Anglo-Normans versus the Fanatical Berbers.

My plan was simple: load all my veteran Knights onto the right flank, opposite his heavier cavalry unit, and utterly refuse my left flank. The Knights would then go in and crush all opposition before swinging in behind the enemy line in time to win the day before I was overwhelmed from the left. Simples!

As the game began, my Knights thundered forward, with their Spearmen following, with the Anglo-Saxons hanging back as much as possible.

The right hand unit of Knights forced some Berber light horse back, but the left hand command was temprarily halted as the opposing Jund cavalry proved tougher than expected.

Meanwhile, the Berbers had sent more light cavalry forward on the left at the gallop. This developed into a standoff between a single unit of Fyrd supported bt light archers and two units of enemy light cavalry.

More Berber light cavalry ignored the Fyrd and headed into the centre, threatening the flanks of my advancing line (left hand photo below) but the good news was that the left hand Knights had finally managed to disperse the Knights in front of them, leaving them clear to turn towards the enemy centre (right hand photo below).

The Berber light cavalry were too mobile to be pinned by the Fyrd/lights for long: one unit sneaking through the gap on the Anglo-Norman left.

This pesky unit then made its way down to the flank of the Anglo-Norman camp and (with a bit of help from the cards) charged in, dispersing the defenders and costing me three coins. What had looked a promising situation was now back in the balance!

Worse, the Berber infantry that had been so far excluded from the action out on their left flank had by now managed to move sideways and began to engage the rest of the now-outnumbered Fyrd (left hand picture below).

The Norman Knights needed to win the battle soon, or the left would be overwhelmed by sheer weight of numbers. Fortunately, they were now in a position to turn sideways onto the left flank of the Berbers, and quickly advanced forward to charge position whilst the Norman infantry pinned the oppositino from the front (right hand picture below).

Things quickly became a bit critical on the left: even the Fyrd suffer when faced with over two-to-one odds.

Fortunately the Normans on the right were now in the perfect position to hammer the rest of the Berber infantry.

Although the Berbers turned to face the Knights coming in from the flank - and even Knights don’t like charging formed Spearmen - this allowed the Norman Sergeants to attack their flank, disorder them and make them vulnerable to a charge from the front: the perfect combined arms attack (the top two photos below).

The Knights thundered forward and smashed the disordered Berber Spearmen from the field. So horrible was the carnage that the Berber lights guarding their camp routed from sheer fright!

This obviously left the berber camp unguarded, allowing the other unit of Knights to calmly take possession, taking John’s last three victory medals!

A great game in which my cunning plan to weight the right and refuse the left worked…but only just!

If my final attacks coming in from the right hadn’t succeeded when they did, then I was in real danger of losing the game due to losses on my left, including the fall of my camp. I was very glad of the resilience of the Fyrd even if a lot of Saxons perished whilst the Normans won the battle!

TTS AAR: Fanatical Berber vs Anglo-Normans

Time for another game of To The Strongest: with the Fanatical Berbers played by me versus John’s Anglo-Normans.

The large numbers of Berber light cavalry meant that I won the scouting and, seeing that the Anglo-Normans had deployed in a compact mass in the centre of the field with Knights on either flank, I decided to shake things up a bit and placed all my cavalry, light and heavy, on my left flank, intending to overwhelm the Knights there and then swing in to take the rest of his army in the side and rear.

As the game began, my horsemen thundered forward, and quickly got behind the Anglo-Norman line.

A unit of Berber light horse charged into the flank of the massed Norman Knights and, with the cards helping me out, sent one fleeing from the field.

With the Arab Jund cavalry and a unit of mercenary Christian Knights on the way into the action on that flank, the situation was only really saved for the Normans by the intervention of the Knights from the other side of the battlefield (along with Bishop Odo and a piece of the True Cross) who had quickly re-deployed across the width of the table.

This meant, however, that the Anglo-Norman left flank was left unguarded and, although a bit slow off the mark, the Berber Black Guard was soon forward and threatening there.

With the Berbers curling in from both sides, the Anglo-Normans desperately sent the Fyrd forward to try and cut through the main enemy line, but although they fought bravely, Berber light horse were all over their right flank/rear and the Norman spearmen who might have turned the battle in their favour were busy trying to hold off the Black Guard on the left.

It all proved too much for the Anglo-Saxon infantry, who were finally broken by more Berber light horse coming in from the rear. The main Anglo-Norman infantry line collapsed and the day was to the Fanatical Berbers!

A cracking game which actually felt a lot closer than the report, above, would suggest. Unit for unit, the Berbers were weaker than the Anglo-Normans, but there were more of them, and once the initial flank manoeuvre on the left had been successful, the Anglo-Normans were very much on the back foot.

Getting the Knights across to defend the right was genius, but that in turn allowed the more numerous Berbers to outflank on the other flank as well, and suddenly the Anglo-Normans were fighting in three directions as once. A gap was bound to appear somewhere, which allowed the Berber light horse to dart into a position where they could attack the rear of the heavily-engaged main Anglo-Norman battle line and that, as they say, was that.

Next game will reverse the sides and we’ll see how that goes…

TTS AAR: Fanatic Berber versus Timurid

Time for another session of To The Strongest against friend Rob. He wanted to use the Timurids, and I chose to get some of my new Arab figures onto the table with a Fanatic Berber army.

I lost the deployment and, as you’ll see in the left-hand picture below, set up with my Arab cavalry (supported by some mercenary Christian knights) on the right, my infantry in the centre, and a weak left flank comprising only of a horde of Berber light horse.

The Timurids deployed weak on their right (which suited me just fine), their infantry to the right of centre, and their main striking force on the left.

First off, I used the This Way Effendi strategem to push Rob’s left back a square, meaning that the heavy cavalry you can see on the right of the right-hand picture below started the game off-table, and Rob was very lucky not to lose them altogether as the first card he drew to activate the lights in that same command was an Ace: had he chosen to try and get his heavies on table before activating the lights, the Ace would have been theirs and they would never have returned!

The refusal of his left hand command to advance meant that Rob couldn’t really take advantage of the initiative winning the scouting had given him, meaning that my Arabs could advance off their start positions before the Timurids could dominate the centre of the table, meaning that I could dictate a strong advance with my right whilst refusing my weak left.

The Timurids, however, quickly got their act together, and soon the right hand axis of the battlefield was crowded with units all desperately trying to break through the enemy line and outflank.

I felt this initial clash went quite well for the Berbers, as I managed to clear away some of the Timurid horse-archers, and although one unit of Arab cavalry was pushed back, disordered, the Black Guard managed to move across to protect them whilst the mercenary Christian Knights broke through and thundered down the right hand side of the table.

Meanwhile, on the left, a combination of infantry bowfire and the javelins of the Berber light horse had driven off more Timurid horse-archers and, as the Timurid heavies hadn’t really moved forward at all, meant that that flank was still nicely secure.

Things seemed to be going rather well for the Berbers. I was something like five coins ahead from killing horse-archers, the left was safe, I was very strong in the centre as the Timurids hadn’t attacked there yet, and the right looked good too.

All this was, however, an illusion.

Yes, I had killed some horse-archers, but the Timurids had lots of them so losing a few wasn’t really a concern, especially as their fresh, veteran heavy cavalry armed with lance, bow, kitchen sink etc now moved forward and attacked my right with a vengeance…even having enough troops to send some back to deal with the now-isolated mercenary Christian knights.

The fighting was fierce, and soon I found myself pushed back into a defensive formation as the Timurid horse (both heavy and more lights…where on earth do they get them from!) started to stream around my flank.

I obviously needed to do something fast, so threw caution to the wind and sent the Berber light horse forward on the left (if they could get past the Timurid heavies there then they could wreak havoc from behind the enemy battle line) and the infantry forward in the centre.

Interestingly, the Timurid centre was held by a couple of units of Kharash slave-driven infantry: raw mobs with three hits each. Killing them wouldn’t give me any victory medals, but I couldn’t apply my superior strength in infantry to kill units that would give me victory medals until I’d dealt with the Kharash: a pain as I now needed to win the game (by taking victory medals) before my right collapsed.

The Berber light horse did a superb job: sneaking past the Timurid heavies on the left and doing what they do best and assault enemy units from the flanks and rear. The Berber infantry did well as well: the combination of the two driving Timurid units from the field.

And not before time, as the Timurids had now managed to get around my right flank, and managed to get some horse-archers (yes, more of them) through to attack my camps. Fortunately Lady Luck chose that moment to intervene on the side of the Arabs, but I really needed to win the game quickly now or I would risk snatching defeat from the jaws of victory!

I’d battered the Timurids down to their last victory medal. One more push and they were done. Luckily, a unit of Black Guard was in just the right spot to charge a bunch of Timurid horse-archers (God knows where they came from: I thought I’d killed them all by now). The charge sent them sprinting off the table, netting me the final medal and the win.

That had been a very close run thing.

It had been a real surprise when, in the middle of the game, I suddenly realised that my apparently superior position was an illusion as I’d been spending a lot of time and effort doing not much at all and suddenly had four units of veteran heavy lancers backed up by horse-archers hitting my now-weakened right. If my Berber light cavalry on the left hadn’t managed to sneak past the Timurids guarding the other flank, and my infantry hadn’t proved so steady, and my camp had fallen…well, it wouldn’t have been the Berbers celebrating the win!

A great game really showcasing why I love To The Strongest so much.

Reinforcements for the Venetians

Friend Nigel often fields some kind of Condotta army at the tournaments we both attend, and one troop type that usually causes his opponents all sorts of annoyance are the Rotularii or “sword & buckler men”.

I’ve faced these a couple of times, and can attest to their effectiveness, so I thought it was about time I reinforced my 28mm Venetians with some Rotularii of my own.

Now I finished the Venetians as a project some time ago so, aside from wanting to make a couple of coolio camps (canals, piazzas, gondoliers or something like that!), up to now I’ve had no intention of adding more units…which meant that if I wanted to field some more infantry, they were going to have to come from the bits box as I wasn’t going to buy any new figures just to get four light infantry types onto the table.

Not sure how historically accurate they are, and they are a real Frankinstein collection of odd bits and pieces (knights, foot soldiers, even light cavalry) but they look suitably ferocious to me!

And talking of finishing projects, here’s the last of the Arabs that I’m planning to add to the collection: a couple of units of Javelinmen just in case the ground is very rough!

These are 3D Breed sculpts of 15mm Moorish Warriors printed by Geek Villain. They are very nicely detailed figures that take the paint very well.

Again, however, there were some problems in getting the models to stand up without support: not as bad as the Moorish cavalry from the same source, but not as good as the Red Copper prints I’ve been using previously.

I particularly like the way the shields have turned out.

So that’s hopefully the last of the Arabs I’ll need to paint: a quick look at the my Painting Challenge gallery for 2025 shows that Arabs are almost all that I’ve painted this year. Not sure what’s next, but they won’t be wearing mostly white!

More Caliphate Arabs

…or rather Berbers!

The main difference between the early “Arabic” armies and those from Caliphate times is the composition of the main body of troops, with North African Berbers becoming the dominant constituents.

Havign painted 160 Arab infantry, then 160 Berber spearmen, it was time to add the other troops I’d need for a fully rounded force.

First up were the mainstay of many Berber armies: the javelin-armed light cavalry:

These are actually Moorish medium cavalry from 3D Breed, printed for me by Geek Villain. I couldn’t find any 3D printed Berber light cavalry, and the 3D Breed Moorish archers had proxied very well for Berber light infantry, so I thought I’d give these guys a go.

They are very nice figures that take the paint very well. The only problem is that they come without bases and, unlike every other 3D printed models I’ve bought (including the Moorish light infantry from the same range) I couldn’t get these b*ggers to stand up unaided.

This meant that I had to use Superglue to attach them to their permanent bases and paint them in two’s like that rather than use the lolly-stick temporary mounts that I would usually use. Not a catastrophe, but certainly a pain in the backside as, obviously, lolly-stick pounted figures are based to make them easy to paint and permanently based troops are not!

This was very disappointing as I have loved the other 3D Breed miniatures that I have bought without reservation. Still, they are done now, and look very good.

Next were some Berber archers:

These were Red Copper 3D prints: the last of those printed for me by Baueda Italy before they were sold to the UK. Nice figures with plenty of animation and very easy to paint.

All the above were painted in the same way as the other Berbers: undercoat in Grey Seer, then splash on a base coat on Contrast White paint. Leave to dry. Then dry brush a bright acrylic White over the Contrast White to give you the folds in the robes. Then paint the faces, eye slits and hands in a dark flesh Contrast paint. After that, the sash and headdress in a Contrast colour of your choice: here I used Stormfiend Blue.

Then it’s just a matter of finishing the figures. The Spear shafts are in Wyldwood, the pennants in a variety of Contrast colours. The shields are Wyldwood (painted at the same time as the spears) then drybrushed in bronze then washed with Agrax Earthshade.

Just some javelinmen to go now and then the Arabs/Berbers are finished…or as finished as any army can be!!

TTS AAR: Ayyubid Egyptian vs Early Crusader

Having painted up all my Berber spearmen, it was time to get them onto the tabletop where, as part of an Ayyubid Egyptian army, they would face the Early Crusaders.

As I watched the Crusaders deploy, I began to evolve a plan: I placed all my cavalry on my right flank intending to overwhelm the Christian Knights in front of me whilst the rest of my army held back.

The two cavalry forces quickly got to grips on the right flank but try, as I might and even with the advantage of numbers, I just couldn’t break the enemy Knights: even when outflanked by my lights they just shrugged off any damage and carrried on.

At the same time as my plan was being thwarted on the right, the Crusaders were trying to outflank me on the left. Fortunately, I had an infantry command ready to cover that flank and, just as the enemy Knights on the right, they were able to hold their ground against everything thrown against them.

In fact, the troops on the hill were so successful at repelling Crusader Knights and Arriere Bans that they were able to begin pushing forward.

That was both wings tied up, but what of the centre?

With one of my infantry commands tied up protecting the left flank, that left three units of Berber Spearmen (one the veteran Black Guard) facing all the Crusader foot. Fortunately, their deployment meant that I wouldn’t necessarily have to face them all at once: the pilgrim contingent on the right of the Crusader line would initially be fighting thin air!

The two sides closed quickly.

My troops on the right of the line were victorious, sending a unit of Crusader infantry fleeing the field. To their left, however, the Arab Spearmen were pushed back, but managed to retreat to a safe distance to reform.

The rest of the Crusader infantry then finally got into a position where they could join the fun, and the melee neatly pivoted through 90 degrees.

Meanwhile the battle between my cavalry and the Crusader knights on my right flank was still very much in the balance: try as I might, my Jund cavalry, even supported by all those lights nipping at the Crusader flanks, just couldn’t break the veteran Norman horsemen.

Sidenote: I can’t help feeling that if I had been facing my Venetian Knights, the Arabs would have wiped them out in one turn! Why can’t my Knights ever survive attack after attack in the same way?

Some Crusader infantry came to help the Knights, and a cunning use of the Cry Havoc! stratagem card (caltrops!) almost derailed my attack entirely, but the Arab horse survived and the fight went on.

Things were also starting to look a bit dicey on the left, where the Crusader Knights there were having a bit of a resurgence…

…but in the centre a lucky run of cards knocked the enemy Arriere-Bans off the table, and I only needed a couple more coins to win.

In the end the battle was decided on the right, as the cavalry unit that had retreated back from the enemy caltrops managed to catch a unit of Crusader infantry in the flank as they moved to intervene in the big battle on the right. Already disordered, the Crusader foot crumbled under the onslaught of the Jund, and the game was mine!

That had been an epic battle, with thrills and spills throughout.

All kudos to the two units of veteran Crusader Knights facing my right flank, who at one stage were keeping four units of cavalry and four units of light cavalry occupied, and it was really only a bit of luck in the middle of the field that would eventually give me the game.

Adding to the Caliphate

With my 15mm Arab Conquest army now veterans of several tabletop encounters, I am now in the process of adding units in order to expand it into one of the later caliphate armies such as the Umayyads who invaded the Iberian peninsular.

First up are the infantry, who transitioned from largely Arabic warbands to units of Berber spearmen sometimes incorporating archers. This was actually a real pain: having painted 160 Arab warriors, I now had to paint another 160 Berber spearmen!

The Black Guard veterans and a couple of the units had already been done (see post from 20th May) so it was now just a question of slogging through the rest. These are all Red Copper sculpts printed by Baueda in Italy before they were sold back to the UK.

Luckily the Berbers are easy to paint: or at least they are the way that I paint them!

Undercoat in Grey Seer, then splash on a base coat on Contrast White paint. Leave to dry. Then dry brush a bright acrylic White over the Contrast White to give you the folds in the robes. Then paint the faces, eye slits and hands in a dark flesh Contrast paint. After that, the sash and headdress in a Contrast colour of your choice: here I have used Stormfiend Blue.

After that, it’s just a matter of finishing the figures. The Spear shafts are in Wyldwood, the pennants in a variety of Contrast colours. The shields are Wyldwood (painted at the same time as the spears) then drybrushed in bronze then washed with Agrax Earthshade.

Easy and quick to do: about three hours per unit.

TTS AAR: To The Smallest Game 4: Arab Conquest vs Later Carthaginians

My final game at this year’s To The Smallest competition was an absolutely bonkers affair against other-Rob’s Later Carthaginians.

I say ‘absolutely bonkers’ as I’ve never played a game of To The Strongest quite like it. Seven of the eight Generals that started the game died; I was pulling 10’s out of the pack like there were no lower cards present; victory could have gone to either side in the final stages of the battle ; and the whole 160 point game was over in 45 minutes!

So what actually happened…

First up, Arab mounted infantry and the Take the High Ground” strategem card meant that the two sides started the game really close together:

The first action was on the far left, where Rob had been trying to sneak a unit of massed light cavalry around my flank. Not wanting this to happen, I sent some light camelry in that direction, thinking to intercept the Numidians in a turn or so.

The cards, however, were with me, and pulling a couple of tens in a row meant that I hit the lights in the flank right when they were on the edge of the field.

Although the camels didn’t manage to destroy the Numidians, they did disorder them, and for the rest of the game the two sides knocked seven bells out of each other without either side actually managing to finish off their opponent.

Meanwhile, on the other flank, some more Numidian cavalry had managed to get onto my flank, and despite the fact that they were raw massed lights, eventually managed to wipe out the cavalry command I had stationed there!

This was a bit unfortunate, but the cavalry had managed to take some of the enemy with them, so not a total loss.

Back to the centre, which had neatly divided into two halves as the two battle lines moved together.

Left-of-centre, I had a couple of units of Jund cavalry facing vast numbers of Celtic types - these Carthaginians are a mixed bunch! - but the Jund were on form smashing one warband from the field and moving up to engage the others. My cards had been very good here: lots of tens!

Generals had been dying in droves at this point: Rob had already lost three, and I had lost two, and at two Victory Medals apiece, that can really cut into your cache!

Right of centre, the action developed into a massive infantry melee as deep units of Hoplites and Spearmen smashed into my Warriors (half of them Fanatics).

Disorder markers rained down on the units involved, with the advantage slightly with me as my Fanatics ignored the associated penalty on combat ability.

The luck, however, stayed with me, and a final flurry of ten’s from my infantry (in defence as well as attack) and the death of the last remaining Carthaginians general gave me another five coins and the game.

I had won 16-9, but that didn’t really represent how close the game was. I had taken the last of Rob’s coins with a deep unit and a general going i.e. five coins, so before that, we had been on 11-9 in my favour. If my fanatics had gone (I’d already lost their general!) then the score would have been 11-12 in Rob’s favour with all to play for.

It had been a great game, played at a rapid rate of knots, full of action and much hilarity, especially as one general after another bit the dust. A great way to end the tournament. In the end, I came 6th overall, not bad for two wins and two losses…and it’s always a pleasure to game at Firestorm and to see the TTS crowd again.

TTS AAR: To The Smallest Game 3: Arab Conquest vs Ayyubid Egyptian

My third game at this year’s To The Smallest 15mm To The Strongest competition was against Richard’s very nicely painted Ayyubid Egyptians.

The Ayyubids had a lot of cavalry available on the flanks, so my plan was once again to hold back on the wings whilst getting my infantry in the centre stuck in as soon as possible.

This I duly did, but without any great success. For some reason the cards had decided that they’d had enough of helping me out, and every single clash resulted in my troops going disordered!

Things continued that way for the rest of the game.

On the right flank, my cavalry moved up into a position where I could get a two to one advantage on one of the enemy units facing me, but the initial clash didn’t go my way to the extent that I ended up losing my cavalry general on that flank.

Now outnumbered, I needed to retreat to consolidate, but an unlucky Ace left me vulnerable. Unbelievably, however, the Egyptian cavalry failed to follow up, giving me time to get away, but the writing was on the wall and, a few turns later, that flank was definitively lost.

Things were not quite so bad on the left flank, where both sides had held back their troops to see what was happening elsewhere on the field.

When the clash did eventually occur, so did mutual self-destruction, with only one of my cavalry units surviving the melee.

So the game would be decided in the centre where, if you remember, the initial clash had not gone my way.

Things broke down into their usual (when using the Arabs) fragmented melee, but with my warbands suffering the effects of that initial clash.

Valiant efforts by the Daylami mountain tribesmen stemmed the tide of enemy troops flooding in from the right flank for a moment, but the loss of both of my foot generals meant that the writing was now on the walls!

The end of the game was very much a damp squib, with me just running out of coins as the attrition of the central melee combined with my losses on the wings took effect.

I had lost 11-16 (including three of my four generals) which showed that my men had been fighting hard if not successfully. A very frustrating game during which even Richard, my opponent, said that I had suffered the most appalling cards: not so much the usual surfeit of Aces, but more my men just not hitting or failing their saves during the general course of play.

But it was a game played in great spirits, and I look forward to a re-match some time in the future!

TTS AAR: To The Smallest Game 2: Arab Conquest vs Later Achaemenid Persian

My second game at this year’s To The Smallest was a repeat of the warm-up game I’d had on Friday evening: my Arab Conquest army versus Adrian’s Later Achaemenid Persians. I’d won that game, so that had to be a good omen for this one…didn’t it?

Looking at the Persian deployment, they seemed very strong on my left, so I determined to hold back that flank and sent the rest of my army forward as soon as possible, helped by the fact that my infantry was all mounted.

The idea was that I used most of my army - all except a covering force on the left - to beat half of his army, then turned to fight the rest of his troops from a position of being in the lead coins-wise and having a attacking-the-front-and-flank advantage.

Things started reasonably well. My green flag Jund cavalry began pushing his horsemen back, the Daylami veteran javelinmen managed to disorder the mercenary Greek Hoplites and kill their general, and Adrian still hadn’t committed his troops on the right, meaning I was tying up more points than I had committed there.

Unfortunately, disaster then struck!

If you are pushing forward hard on one side of the battlefield, you need to make sure that you watch out for enemy troops from the flank turning through 90 degrees and then hitting your advancing units in the flank.

My two non-fanatic units of Warriors had got a square forward of the main battle line, showing Darius’ veteran lancers (plus army standard) a little too much of their flank. I had my covering force on the left ready to intervene should the lancers turn, but really needed to pull the left hand Warrior unit back one square to be safe.

Two goes (I had a general present) to get 4+ on the cards and I failed both. There’s only a 9% chance of that happening!

Adrian took full advantage, and smashed his veteran cavalry into the flank of the stuck-in-the-mud Warriors, smashing them from the field. Their General died too, meaning that I gave up five of my sixteen coins in one loss!

Worse, there was the second unit of Warriors also with their flank exposed. Adrian hit that too, doubly disordering it with other enemy troops sending it from the field shortly afterwards. For those keeping count, that’s eight or half my coins gone!

But I wasn’t giving up yet. As planned, I’d smashed Adrian’s left flank (i.e. on my right) and was within Ames Ace of taking his camp there too. I had taken seven of his coins so far, so although I was losing, it was not by a huge margin, especially as Adrian’s right flank, now committed as he could see victory in front of him, hadn’t achieved very much.

Unfortunately, again, Darius and his pooping veteran cavalry weren’t finished yet!

They carried on their rampage across the field and hit one of my Fanatical Warrior units in the flank. They rapidly lost their devotion to the cause and fled the field, taking another General with them along with my lst few coins!

Although a disappointing result, it had been a great game of To The Strongest.

I must confess that the early manoeuvres had left me thinking that, after a grind, I could probably win the game…but Adrian spotting the slightly too advanced warband, me failing to move it backwards, and then Adrian superbly taking full advantage not once, not twice but three times in a row rightfully gave the win to the Persians.

It just goes to show how one event can decide the course of a battle, and it’s perhaps fitting that the unit that won Adrian the game (and then some!) was the one I had destroyed to win the warm-up game, Darius getting his revenge!

TTS AAR: To The Smallest Game 1: Arab Conquest vs Later Lithuanians

My first game proper at this year’s To The Smallest 15mm TTS tournament in Cardiff was against John’s Later Lithuanians: light cavalry, more light cavalry…and even more light cavalry!

My main concern was getting outflanked and enveloped by the Lithuanian horde, so I took full advantage of my mounted infantry to deploy as close to the enemy as possible.

I should also note at this point that this was actually our second deployment: a mix up regarding what the terrain actually represented meant that I had severely compromised my set up but, once we both understood what was Impassable and, more importantly, what was not, John was very happy for me to adjust my positioning…a generous example of great sportsmanship on his part.

As expected, the Lithuanians’ first move was to advance quickly against my flanks. I was okay on the right, where my outnumbered troops were helped by the marshy terrain, but things were not looking so good on the left, where the beginnings of an overlap were already beginning to show.

Things went from bad to worse on the left as I desperately, and ultimately unsuccessfully, tried to stem the tide of the Lithuanian horde. The left was lost: I would have to win the battle elsewhere.

John’s army might have been large and manoeuvrable, but it was fragile: if I could connect with a unit, even one of his massed lights, then I could probably kill it. It was the connecting bit that would be difficult, as his horsemen could evade away from infantry charges with comparative ease and my cavalry were tied up on the wings.

That was, however, the only thing I could do, so I set about relentlessly charging every light horse unit I could with my infantry. This shot, taken after a couple of turns of this, shows how fragmented the action had become: rather than two battle line clashing in the centre of the table, the game broke down into a myriad of minor actions scattered across the field.

There were several epic chases as my foot soldiers desperately tried to close with the Lithuanian light horse. A unit of veteran Daylami javelinmen chased down some enemy cavalry until the horsemen crashed into a wood on the edge of the table and were forced to fight…and then die!

A unit of fanatical warriors chased some Lithuanians right to their baseline, even taking one of their camps as they did so.

I even managed to bring one of the cavalry units from the right wing back into the action and use them to squish some Lithuanian light horse up against the back of another of my warrior units. I was doign everything I could to whack-a-mole the enemy!

Finally the Lithuanians had had enough: their last victory medal was taken as the survivors fled the field. That had been a 13-9 victory to the Arabs and one hell of a game!

I was just pleased we had been fighting on a simulation of the field of Thermopylae, with the fighting area of the tabletop narrowed by plentiful terrain on the flanks. I might have won this time, but a more open table would, I think, have led to me being enveloped by the Lithuanians even with me trying to chase them down.

A good start to the day!

TTS AAR: To The Smallest Warm-Up Game

This year’s To The Smallest 15mm tournament for To The Strongest was again held at Firestorm Games in Cardiff: an excellent venue for what is proving to be an excellent event, ably organised by Sid.

I would be using my relatively new Arab Conquest army, figures from Red Copper 3D printing sculpts printed for me by Baueda in Italy before they were sold to the UK.

I got to Cardiff in late afternoon on the Friday and checked into my hotel “room” before heading down to Firestorm to see if anyone fancied a warm-up game.

I say “room” because I was staying in the Cardiff Premier Inn Zip hotel: a pod hotel which only cost me £32 for the night. I highly recommend it for those in a similar “just need somewhere to stay” situation: cheap, plenty of parking, very clean, food & drink available until 3am, and a power shower to die for! Yes, the pod is not very big, but it more than fitted me and my ego!

Then it was down to Firestorm Games to see who was already there and, more importantly, who fancied a game. Mark, Howard and Adrian were all present and correct, so Adrian and I settled dwon to play whilst the other two watched and made helpful comments and suggestions!

The big innovation with To The Smallest is that the figures are based on a 10cm frontage and play is on a 12x18 grid that gives plenty of room for manouevre.

Adrian had brought Later Achaemenid Persians with him, and we scattered a bit of random terrain on the table and prepared to set to: my mounted infantry meaning that the two sides started the game a little closer together than the norm.

My plan, such as it was, was just to close with the enemy as soon as possible. I seemed to have a bit of an advantage of numbers on the left, so that’s where I began my advance.

The Persians chose not to mix it with the Jund cavalry and their light camelry support, evading away and shooting their bows instead.

Meanwhile, on the right, it was my turn to be cautious, as the terrain was quite dense and the Persians had managed to move some of their troops over to outnumber me. The two sides clashed but without much of a resolution, although the tactical picture looked better for the enemy.

I had chosen not to advance in the centre for the time being, letting the Persians come to me. This let Darius and his deep lancers punch through my centre, chasing some lights right the way back to my fortified camp only to stop there without attempting to take it.

The game had now broken down into a sprawling series of individual melees with no coordination or battle lines evident. It looked as if it was going to be the cumulative effect of all these isolated fights that would decide the game.

On the right, the two sides kept knocking seven bells out of each other until there was literally no-one left alive in that area of the battlefield!

In the centre, some of my Warriors took on the mercenary Greek Hoplites, slogging it out with both sides disordered to no great conclusion.

On the right, my outnumbered troops had fought a rather decent rearguard action, keeping his superior number occupied whilst I tried to win the battle elsewhere.

So where was the battle decided?

Well, if you remember, Darius and his deep cavalry had punched through the middle of my line and had been molesting my light infantry. This left the Persian horsemen a bit isolated on my side of the table…where I had some veteran Daylami tribesmen just itching to take them on.

A flank charge later, the Persians were disordered, and evaded away with the Daylami in hot pursuit.

The Daylami chased them across the tabletop, over hills, eventually coming to grips with the Persians again as they were forced to fight or run the risk of ending up fighting my javelinmen in woods.

Some decent cards later and the Persians were toast: three medals for the unit and a medal for the army standard being enough to give me the game.

That had been a wild and fragmented encounter that could have gone either way.

In the end I had been comparatively lucky to win enough of the individual fights to give me the win but, as you can see in the photo below, neither side had much of their army left at all!

A great way to start the weekend, and my thanks to Adrian for a good game.

TTS AAR: The Arab Conquest of Siam!

A practice game for the forthcoming To The Smallest tournament saw my Arab Conquest army taking on Rob’s Siamese.

With at least half of my troops being mounted infantry, things were going to move fast in this game!

Looking at the picture above, you’ll see that Rob has deployed all his elephants (and they were legion!) in one command on my right flank. Now Nellies, as anyone who plays TTS knows, are anaethema to cavalry, and I had a brigade of cavalry facing them, so the first thing to do was to effect ‘the ol’ switcheroo’ and move that brigade to the other side of the field as soon as possible.

This proved a good move, as my left flank cavalry brigade had failed to smash through the enemy cavalry there, so needed reinforcement: ably provided by the switched cavaly who helped in to punch through the enemy line.

Meanwhile, the two main lines had clashed, and a fierce but initially inconclusive melee broke out:

A slight distraction was caused by my Arab lance-armed camelry, who manged to sneak through the Siamese battle line and take one of the Thai camps.

This forced Rob to drop back some of his men to defend the camps (the initial Aces causing much hilarity!) and the Arabs were soon evicted and sent fleeing. Although only a fleeting success, this did cause Rob to hold back some of his men to deal with the camelry, so taking some of the pressure off my line.

This was a very relevant factor, as the elephants on my right had pushed the fanatical Arab infantry back…but their mahouts were having difficulty then turning the beasts into the centre towards the rest of my troops, and some light infantry to exploit the situation could have really helped the Thai cause, especially this also meant I had the freedom to move another unit of Arab fanatics forward onto the flank of the advancing pachyderms without having to worry about turnign my flank towards the enemy.

Meanwhile, and after a bit of effort, the Jund cavalry on the other side of the table had finally managed to deal with most of the Siamese horse and had now manoeuvered into a position to roll up the enemy line.

Four times the “blue” unit of Jund cavalry you can see in the right hand picture above tried to charge the Siamese flank: and four times they either failed to move at all, or failed to break the raw archers they had already disordered: a disgraceful performance that almost cost the Arabs the victory!

Things were now cricical for both sides as the advantage in the combat in the main battle lines swung backwards and forwards. Despite my initial successes, the game was very much still in the balance.

Finally, however, the Arab infantry on the right hand side of the field managed to break first one then another enemy unit of elephants, undoubtedly helped by the fact that the units were both deep and fanatical.

This, combined with the initial success of the cavalry on the left, and the one-for-one losses in the centre (which should have been a devastating roll up for the blue unit of Jund cavalry!) gave me the coins I needed to break the Siamese morale, and victory was mine!

Well that had been a very close run thing indeed!

What had looked like a battle-winning success on the left petered out into nothing as the Arab lights were ejected from the camp that they had taken and the Jund cavalry failed to roll up the enemy line as expected. The centre proved a hard fight, with veteran infantry on both sides going at it hammer and tongs, and it was only the fact that the deep fanatics on the right were so hard to kill that gave me the win.

Another great game of TTS!

Enter the Caliphate Arabs

With my 15mm Arab Conquest army now complete, it was time to start looking at ways I could add units in order to run it into one of the later caliphate armies such as the Umayyads who invaded the Iberian peninsular.

First up was to look at the infantry, who transitioned from largely Arabic warbands to units of Berber spearmen sometimes incorporating archers. Some of these could be veteran, so I decided to paint up a couple of units as “Black Guard”.

Painting an entirely black-clothed figure is always quite hard so, if it helps, here’s how I do it. Undercoat in Grey Seer then Contrast black over the entire figure except for the spear, shield and any flesh. Leave to dry. Lightly dry brush a medium grey. Very, very, very lightly dry brush a white. Paint the odd bit of clothing a dark blue or dark purple to add a bit of variety. Then finish the spear, shield and flesh as normal (the shields are painted Contrast Wyldwood then dry brushed in bronze then given an Agrax Earthshade wash).

These I followed with a couple of “standard” units, one of which contained archers and one of which didn’t:

All the infantry are Red Copper sculpts printed for me by Baueda.

Having seen a couple of fantastic-looking Arabic armies at the recent Ewelme competition, I’m a bit disappointed I haven’t got any big flags with the units, but I do like the way these have turned out…which is lucky, as I have another four units to complete!

TTS AAR: Arab Conquest on the Rampage

Neil and I had time for another go at the Arab Conquest versus Early Crusader. The picture below is from after my first turn, where I’ve taken full advantage of my mounted infantry to get as far forward as possible on my left flank, whilst refusing my right, leaving it covered by a couple of units of Jund cavalry.

With such a quick rush forward, battle was quickly joined, and before long I was well into the process of turning the Crusader right flank: the light camelry again proving their worth.

Everything was happening very quickly: my Arabs had also generally engaged across the centre:

On the right, however, the Crusader cavalry had come forward and was poised to cause me some problems.

Fortunately, a bit of clever manouevring largely countered the threat.

Meanwhile my troops on the left had largely won the combat there, and were starting to curl into the centre:

This was too much for the Crusaders to take, and they withdrew from the field of battle.

TTS AAR: The Arab Conquest Begins

Having finally painted and based enough 15mm Arab Conquest figures to make an army, it was time to get them onto the tabletop for the first time. Neil, my opponent, played an Early Crusader force which, whilst not exactly contemporary, was closer than many recent match-ups!

The Arabs were almost all resin prints of the Red Copper range augmented by a few metal figures from Essex and Blue Moon to fill in the gaps. The Early Crusaders were actually Normans from the excellent Museum Miniatures Z range.

The game opened with the Arabs charging forward as fast as possible in order to take full advantage of their mounted infantry bonus to try and avoid too much archery and crossbow fire from the Crusaders before getting stuck in to melee.

Superior numbers also gave me an overlap on both sides, especially as the Crusaders had deployed stacked quite deep, and I wanted to see if I could get my cavalry on the right and camelry on the left round and into the Crusader flanks: something achieved very successfully.

On the right flank, my cavalry were now in a perfect position to turn and roll up the Crusader line.

This, however, proved more difficult to do than expected due to a combination of clever defensive work from the Crusaders, taking advantage of the patch of rough terrain and their camp to anchor their formation, and some bad luck with the cards.

Eventually, however, that pesky unit of Crusader infantry in the rough ground gave way under sustained pressure from front and flank, and the roll up began.

This was good news indeed…but things were not going so well on the left flank.

Although I’d got the camelry around and into the Crusader rear, they had failed to deliver on their potential, with my Jund cavalry also not performing well against the Norman knights and being forced to retreat in disorder.

This left his cavalry free to do to me what I had been trying to do to Neil i.e. head back into the centre of the field and roll up my line, now generally engaged there.

Both the Arabs and Crusaders had now managed to roll up one of their opponent’s flanks, making the situation critical for both sides: one more unit lost would mean defeat.

Unfortunately for the Arabs, Neil had the advantage in both troops and positioning, meaning that unless I could pull something out of the hat, I would end up snatching defeat from the jaws of victory: I just had too many units on the verge of breaking to survive another Crusader turn, with the double-disordered warband about to be charged by a fresh unit of veteran Norman knights being the prime candidate to go first!

All I had left to try was to send my disordered Jund cavalry on the left, accompanied by an already-wounded general, into a desperate charge against an equally disordered unit of Crusader cavalry accompanied by their True Cross army standard.

This was a tad risky, as the Knights had a better save than I did, but I would attack first and, quite frankly, this was my only hope of victory! A ‘10’ was pulled for my activation card, so I was only going to get one go at this, and I reached for my attack card: a ‘9’, which was a hit despite my disorder.

Neil’s save card was pulled and, much to my surprise, the disordered Jund cavalry swept the Normans from field: a glorious victory that, as the True Cross fell, led to the rest of the Crusdaer army retreating just as it looked as though they would win the game!

A glorious victory for the Arabs: snatching victory from the jaws of defeat rather than the other way around!

Arab Camps and Extras

Now that the infantry and cavalry for the Arabs are done, it was time to fill in all the extras you need to actually get the army onto the table: primarily camps, a vital component of your To The Strongest force.

In the past I have tended to just use a generic square base for my camps - requires no effort and is practical in terms of a place to store coins, spare ammo etc - but seeing all the beautiful camp dioramas at competitions has inspired me to try and create the same for my troops. I’m sure they will fight better with nicer camps!

First up was the camp that comes with the Red Copper Arabs, here printed for me by Baueda and, as with all the camps you’ll see today, mounted on a 10cm x 10cm base.

The inside of the tent is detailed right to the back wall: laid out as if for a banquest, with sofas, cushions, rugs, a low table etc.The roof comes separate, so you can paint the inside without any difficulty and then glue the top on afterwards.

This is a really nice piece that is actually very easy to paint as the roof and walls have subtle markings for where the stripes go. The inside is easy too: everything is clearly defined and not difficult to get a brush to. Highly recommended.

The second camp is also from Baueda, and consists of a large tent. No markings for where the stripes go, but as it’s a big piece it’s pretty easy to get a decent stripe effect anyway. The model comes complete with relief folds and creases, so the base colour Contrast paint works well to show them off.

The camels and handler are from the Red Copper Arab civilians set and, as you can see, paint up very nicely.

The large space in front of the tent, by the way, is space for a defending unit or for keeping coins, ammo markers etc. I wanted to make sure the camps were practical as well as good looking!

I do sometimes field three camps, so here is a third comprising of two round tents and a tree!

I can’t remember where the tents came from (I think Khurasan) but they are metal and really make the base heavy! The tree came with the Baueda tent, above, but worked better here.

The three figures and the ‘shop’ also came from Red Copper’s Arab Civilians pack, and are lovely figures full of character and animation. I think I could have made a better job of the tents (maybe trying vertical stripes) but they look okay done like this.

Here’s a look at all three camps together:

Finally for this post I also needed some foot commanders and mounted heroes (for the Jund cavalry). These I sourced from Blue Moon Manufacturing via Old Glory as the Red Copper range is limited in terms of command figures, and the 3D Breed Moorish commander is £4.50 for one foot and one mounted figure!

I must go back and take another look at the rest of the Blue Moon range, as these paint up beutifully. The Heroes are from their Arab Personality pack, and I particularly like the chap with the hawk on the left as you look at the picture. I am, however, not sure about the chap second from the right: I have painted what he has in his hand as a stick grenade, as that was what it looked like, but it’s probably a torch or a mace of something…although I think the stick grenade would be more useful!

So that’s the Arab Conquest force done: on to converting it into some of the more ‘organised’ Arab forces by substituting Spearmen for Warriors.