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.

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!

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!

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!

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!

TTS AAR: Classical Indians versus Burgundian Ordnance

As our ECW game had finished quite quickly, friend Rob and I decided to extend our gaming session with a quick bout of To The Strongest.

It wasn’t exactly a historical match-up - Classical Indians with their javelinmen and chariots vs Burgundian Ordnance with their Later Knights - but at least both sides had plenty of longbows to hand!

[For those of you looking for the heavy chariots, I was actually using a Republican Classical Indian army using standard chariots.]

Both sides opened the game by sprinting towards each other, keen to get into contact.

The Burgundians had advanced a unit of mounted infantry onto the hill to the right of my line. It looked a bit isolated to me, so a good target for my chariots and cavalry.

This worked very nciely, with my two mounted units combining to overwhelm the Burgundian foot from front and flank.

Rob followed up with one of his Later Knights units, charging forward to engage my javelinmen whilst some mounted crossbowmen kept the victorious chariots busy.

One unit of Later Knights versus four units of javelinmen, so I was confident that I could do the same again: overwhelm an isolated unit. I even got the initiative and sent my brave infantry in against the Knights.

Now some of you will know that I often feel that the cards are, quite frankly, against me; and I am sure that some of you think I should stop being wet and just get on with things: after all, luck is always even…

Add in a series of unfortunate morale checks and it’s a case of now you see them, now you don’t:

So that was eight victory medals gone up in smoke, my only consolation being that his Knights tried the same trick on the last remaining unit of javelinmen and got sent flying.

Phew! I might have lost the flank, but at least it was safe and I had a unit of cavalry keen to visit the enemy camps!

Meanwhile the rest of my army had advanced into contact with the Burgundian centre and right wing.

I had high hopes here: my escorted elephants were rock hard (even if Rob did manage to avoid hitting them with cavalry (who get a huge penalty for the effects that the nellies have on horses)) and accompanied by the equally tough Maiden Guard.

I also had my left wing in action: managing to outflank another units of his Knights:

My central command did its job: two of Rob’s units destroyed for no loss:

Both the Indians and Burgundians were now down to very few medals indeed, which meant that the battle would go to the next side that knocked an enemy unit from the field.

Luckily, I had my chariots still around in the centre of the field, now faced by only a lone unit of Burgundian organ guns. These were swiftly swept from the table, which caused the enemy general sheltering behind them to go as well, giving me enough victory coins to win the day!

So a narrow victory for the Indians over a very tough opponent…not that there were many of my men left to celebrate!

FK&P AAR: Mundaydean Lane

Friend Rob and I are working our way through the Siege of Norchester campaign pack for For King & Parliament. This was the seventh scenario of the twelve presented in the pack, and I went into it a mere two Victory Coins behind Rob.

Mundaydean Lane is a “catch the pigeon” scenario where the Royalists have to escort a coach carrying a VIP passenger off their opposite table’s edge.

Note the ROyalist coach half up the right hand edge of the table

The left-to-right hedges on the table neatly divided the field into three separate areas, each of which ended up being fought as almost a separate battle.

Cavalry Clash on the Left

On the left hand side of the battlefield, the Parliamentarian Borders Horse, mounted on their flea-ridden nags, clashed with a brigade of Royalist Swedish horse.

Unbelievably, rather than being ridden right over, the Borders Horse held their own, and the two sides just about cancelled each other out.

In the end, one unit of Borders Horse pursued a broken Royalist unit almost into a position where they might turn and threaten the Cavalier rear - where the target coach was lurking - but the Royalists had a small unit of horse held back just for this eventuality.

Here’s a chronological gallery of the action on the left:

Cavalry Clash on the Right

The geography also sectioned off a cavalry clash on tghe right hand side of the field. Here a brigade of Parliamentarian Dutch horse squared off against a brigade of Royalist Swedish horse: this would be the brute force of the Roundheads versus the more agile Cavaliers.

The Parliamentarians took the initiative and headed straight for the enemy: their aim being to dash them from the field before curving to the left to chase down the “pigeon”.

Unfortunately, the initial clash did not go well for the Parliamentarian “Puritan Horse”, and they soon found themselves well on the back foot (hoof?) in a brutal, close-quarters melee.

Nothing went right for them…even including an attempt to pull back from the central fight resulting in an Ace being drawn.

The Royalists duly punched through the middle of the Parliamentarian line and soon it became obvious that the Cavaliers had won that wing. Things were not looking good!

The Centre

In the centre of the field, the Royalist infantry proved initially reluctant to move forward: particularly the brigade to the (Royalist) left.

This allowed the Parliamentarians to get forward and form a firm battle line well up towards the enemy lines. The Roundheads even had time to get their Border Reivers into a position where they could use the wooded terrain to their advantage.

In theory, on the left hand side of the infantry fight, I should have been able to get an advantage: my troops overlapping the enemy. Unfortunately, however, the veteran Royalist foot were having none of that, and I soon found myself under some pressure there.

Likewise, when the two lines did clash, despite a wild Highland Charge from the Reivers, I just couldn’t seem to tip the balance in my favour: things just weren’t working for me today!

My infantry began to give way and soon my last victory medal departed and the day was to the Royalists.

Conclusion

Well that had been a thumping defeat for the Roundheads. Having started the day only two medals behind in the campaign as a whole, I was now twelve behind overall!

Lots of work to do in the last five games of Norchester, something to reflect on as my troops sat watching the “pigeon” sail through their lines!

IABSM at OML10

My afternoon game at Operation Market Larden X was Phil & Jenny’s excellent Throw Them Back scenario for I Ain’t Been Shot Mum.

This involved a German counterattack on one of the Normandy beaches just after D-Day, with my instructions being, as one of the German players, to get a significant force “onto the sand”.

This turned out to be a cracking encounter with exciting action right from the start.

Click on the picture, below, to see all:

And thanks, as ever, to Adrian and team for organising such a great event overall.

Operation Market Larden X

It seems extraordinary, but the Operation Market Larden Lardy Day in Evesham has reached its 10th manifestation i.e. leaving aside COVID lockdowns, it’s now ten years old…and I’ve been to every one.

This year’s event was the usual cornucopia of excellently run Lardy games, all played in the very best of Lardy spirits. Unfortunately real life commitments kept me from both the Friday night pre’s and the Saturday night meal, but I very much enjoyed the day itself.

Before I talk about the games I participated in, here’s a quick table-by-table look at what was on offer. All the pics are taken from first thing in the morning, so are devoid of any action, but just look at the set-ups!

In the morning, I played in Sid’s excellent Blood on Fallen Snow scenario for When the Last Sword is Drawn or Banzai Bonkers for short!

I partnered with Gareth, and our task was to secure several treasures at a shrine nominally under protection.

In short, although we succeeded in our mission and slaughtered the enemy, we technically lost the game as our opposition gained more on or honour than we did: something my partner in crime was largely responsible for as every duel he was in consisted of his Dirty Tricks technique verses the honourable conduct of the enemy!

I was so caught up in the action that I neglected to take more than a couple of shots of the game. Here they are:

Superbly created and umpired by Sid, I cannot recommend When the Last Sword is Drawn enough!

I’ll cover my afternoon game in the next post…

Timurids at Vanquish...Part Two

With the first game such a disaster for the Timruids, I was keen to ‘get back on the horse’ and try my luck again against the Early Byzantines.

For this game, as it was supposed to be a participation/demonstration event, we had a brand new player join the table, so he (with a bit of help) would face me.

The calm before the storm

As you can see in the picture, above, this time I adopted a more traditional deployment: infantry in the centre, with my cavalry on the wings. My plan ws obviously to outflank on the left, and roll up his line to the right.

The two sides quickly headed towards each other, with my plan to conquer all on the left starting to unfold.

The plan unfolds

Unfortunately, the cards had other ideas and my flanking manouevre failed dismally!

Flanking force stymied by an Ace

This left me very vulnerable to the fire from his mass auxiliaries with bows, and soon our new companion was drawing 8s, 9s and 10s from his deck to shoot my heavy cavalry straight off the field.

I’ve never seen cards like it. Usually shooting is more of a nuisance than a threat, but here my opponent drew so many high cards that we calculated that there were only four 8s, 9s or 10s left in the deck, whereupon he promptly drew two 8s for his next two shots!

For my units in the center and right of the table, it really was a case of “now you see them, now you don’t”!

My flanking force on the left had now started to arrive, but it was too late to make a difference. One more ‘twang’ of enemy bows, and the last of my coins left the table!

All that was left was on the left!

So that was Vanquish: an excellent little show but with a decidedly sub-optimale performance from the Timurids.

Let’s hope this weekend’s inaugural To The Smallest goes better!

Timurid's at Vanquish...Part One

I had another opportunity to practice for To The Smallest at this year’s Vanquish show in Bourne End, as friends of mine from SOGS were putting on a TTS demo game.

I only arrived at lunchtime, but we still managed to find time for two games: both would involve my Timurids fighting a force of Early Byzantines.

In the first game, my plan was to stack my infantry on the right, then head forward with them as fast as possible before turning to roll the Bysantines up from the flank. You can see the first moves in the picture above.

This worked really well, and had the added advantage of keeping my troops away from his rather nasty extra-bow-armed auxiliary-types in the centre.

My flanking force got into the perfect position, and turned to begin the rollup. Surely nothing could stop me now!

Well you’d think that, wouldn’t you!

Unfortunately the cards deserted me in a big way, and my perfectly positioned flanking force just wouldn’t get moving or, when they did, achieved almost nothing.

Meanwhile, in the centre, his largely-raw auxiliaries suddenly developed backbones and just wouldn’t break despite the attentions of my heavy, half-veteran cavalry. In fact, rather than fleeing from the field as they should, it was my horse that ran away!

Nothing was going right for me, and with the last of my victory medals handed over to my opponent, the game was lost!

A 2-14 defeat that boded ill for my chances in Wales!

19thC AAR: A Maximilian Adventure

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

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

The French

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

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

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

  • Artillery: Bronze, Rifled

Infantry have Elan and Broken Terrain.

Average command levels.

Mexican Juarista

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

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

  • Guardia Nationale: Levy, Smoothbore Musket, Close Order

  • Cavalry: Average

  • Artillery: Smoothbore

Poor command levels

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

The Game

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

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

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

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

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

Talk about unfair tactics!

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

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

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

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

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

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

FK&P-E AAR: Polish Lithuanians vs Ottomans

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

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

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

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

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

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

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

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

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

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

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

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

*Pomerania being part of Polish Lithuania at the time!

Location of the Pomeranian Voivodeship within the Polish–Lithuanian Commonwealth

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

TTS AAR: Timurids vs Sassanid Persians

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

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

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

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

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

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

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

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

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

Meanwhile, the Timurids were pouring through the Sassanid centre.

And had totally polished off the Sassanids on the left:

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

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

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

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