TTS AAR: Hittites versus Anglo-Normans

Time for another bout of To The Strongest with friend Neil. I would field the Hittites, Neil would play the Anglo-Normans.

The game began with my ally Syrian light chariots storming up one side of the battlefield to outflank the anglo-Norman line.

They got themselves into a perfect position, but then the cards decided to punish me for some former infraction meaning that the Syrians unexpectedly halted until the moment of advantage had passed!

Meanwhile, on the other side of the table, a massive melee had broken out between the Anglo-Norman cavalry and Fyrd and the Hittite infantry and chariots.

In the last photo, below, you can also see the Syrian light cavalry attemtpign to take the Anglo-Norman camp.

The mass melee caused carnage on both sides, leading to a battlefield almost denuded of troops.

But unfortunately it was the Anglo-Normans who recovered first, sending Norman Milites crashing through a unit of Hittite chariots led by a general. With that my last victory medlas were gone, along with the game!

A great game that could have gone either way at many points during the battle.

Somewhat annoying that my light chariots hadn’t managed to get properly stuck in on the flank, and that I lost the central melee clash in a way that left my troops vulnerable in the clearing up exercise that followed, but a good lesson in how powerful Norman Milites are!

Now to fight it again with the sides swapped over…

Hittite City Gates from Red Copper/Baueda

I needed a camp for my Hittites so thought I would follow what I’ve been doing so far and use the Red Copper STL of a Hittite City Gate that looked pretty good to me.

The only problm is that I wanted the camp to fit on a 10cm x 10cm base and the size of the full tower-gate-tower of the original was just over 15cm in width. No problem: those nice people at Baueda scaled and printed the components for me so that they fit beautifully onto one of my camp bases.

The individual pieces linked together well, with only a very slight bit of shaving to get a tight fit. Note that I left the rear end open to facilitate using the camp to store tokens etc during a game.

I painted the main towers and walls with a sponge (one of the sponges that protects figures in a blister pack will do the trick), then re-painted the stonework at the base of the walls in grey, washed with a Contrast grey, then highlighted with a lighter colour.

I did try drybrushing the walls in a light colour, but just couldn’t get the effect I wanted, so had to re-paint the test area again. On reflection, the un-drybrushed walls are a good contrast to the heavily drybrushed base.

I then painted the roofs and beams in a warm brown, and the window frames in what I would call a biblical blue.

All in all, I’m very happy with this kit: highly recommended.

Ottoman Command from Khurasan

Friend Rob was kind enough to paint some Ottoman command figures for me.

These are the Khurasan specials from their Ottoman range that I will use as officers and heroes.

Exquisite paint jobs!

TTS AAR: Anglo-Normans versus Siamese (Thai)

After our recent Naphill game of FK&P, Rob and I had time for a quick To The Strongest. Rob had once again brought his new Siamese/Thai army (Khurasan figures) and I decided to use the Anglo-Normans against them (Museum Miniatures and Forged in Battle).

The Anglo-Normans won the scouting and, after deployment, I immediately saw an opportunity to outflank the Siamese line on the right hand side, sending two units of Milites forward and deep to acheive that very end.

This forced Rob to hang back his left wing…meaning that a strong advance with the rest of the right hand side of my line threatened his troops there, but with so many Thai units available, he was able to form a decent ‘corner’ that it would prove hard for me to exploit.

Threatened on his left, Rob attacked strongly in the centre, but the cards had other ideas, and a unit of veteran Spearmen evaporated under a countercharge from some Milites backed up by Fyrd.

This particular unit of Milites were led by Bishop Odo and a piece of the True Cross. They would go on to rampage up the centre of the table knocking Thai units off the table at a rapid rate of knots. At one stage, it looked as if they would win the battle on their own!

Back to my right flank, and Rob had very cleverly managed to use a piece of Impassable terrain to stop my cunning outflanking move from fully coming to fruition:

Where were the Thai elephants, you may ask? Why weren’t they causing havoc amongst the Norman horsemen?

Well, my deployment had deliberately avoided the nasty Nellies, and refusing my left flank made it even more difficult for Rob to get them into the action.

My advantage from outflanking on the right had definitely now disappeared. In fact, my isolated cavalry units there were coming under some pressure, being hit from front and sides themselves!

William the B had a narrow escape in the combat that followed, but was saved by one of his liege-men who threw himself in the way of an enemy spear.

And meanwhile Bishop Odo was still thundering, unstoppable, down the centre of the field…

This was all taking too long, as Rob had recovered from the difficulties he faced from the initial deployment and had managed to get quite a lot of cavalry around my left flank. The Thai elephants had also now managed to lumber into the fray.

Fortunately William the B, still alive after his close call, was available to dash back and shore up the left flank, leaving Bishop Odo and his rampaging knights the time to take one of the now-undefended enemy camps and Rob’s last three victory medals.

It had been a great game of TTS. My initial advantage on the right flank was countered by Rob’s cunning use of terrain; Rob’s recovery assault on my left flank had been mostly neutralised by me shifting troops rapidly from right to left; and it was left to Bishop Odo, True Cross in hand, to win the day!

TFL Painting Challenge: Last Entries and the 2024 Round-Up

A few of you wisely used your extra spare time over the holiday season to do some painting.

First up, as always, we have Mr Helliwell, with a big hill and a variety of medievals, some of which are shown here:

Next we have Mr Burt, who has repurposed a very old Superquick card church from the 1970s found in a battered state at the bottom of a storage box as a bombed or ruined model.

And finally we have Sapper, another regular, with three different entries all at different scales.

Finally we have Mr Scott, who makes his first and last contribution for the year with some 15mm Confederate infantry:

And here’s another last minute entry: Nick Cooper with his final submission of 2024:

Results

So those are the last entries for this year, let’s have a look at how we all did overall:

To start with the bad news, three people who participated last year dropped out this year, with one of the three being the sadly departed Mr Hodge, who’s presence will be sorely missed.

We did, however, have two new starters: Messrs Darkin and Davenport (well, he’s a returnee after a four year absence), both of whom managed very respectable scores of 696 and 776 respectively, giving them a solid target for next year.

The roll of honour (those who scored more than last year) comprised Messrs Bury, Cooper, Douglas, Emmett, Helliwell, Kay and Sapper, and Carole…most of whom not only surpassed but actually smashed their score from last year. Huge plaudits to Mr Helliwell and Sapper, who achieved scores of 5,085 and 4,705 respectively.

The hall of shame (those who scored less than last year) included Yours Truly. Mr Luther (let off due to illness), and Messrs Plowman, Scott, Slade and Stumpy. Let’s make sure 2025 reverses the situation!

Three participants - Nick Cooper, Andrew Helliwell and Sapper - recorded a personal best, which means that as we go into the 2025 Challenge, the historical scoreboard looks as below:

We’ll be going again in 2025, so let’s start those entries coming in as soon as possible.

Happy New Year everyone!

2024: A Year in Review

Well that’s another twelve months gone by, which means it must be time for my annual review of all things wargames.

Gaming

A spectacular year this year with 72 games played, more than any year since records began back in 1985. Every game was fully written up, which kept me very busy when I wasn’t gaming or painting.

The Timurids in Action at To The Smallest

Most of the games were competition games, as this year I made a real effort to play in as many To The Strongest tournaments as I could, which meant that 60 of the 72 tabeltop encounters were in the Ancients/Medieval category.

Playing through the Siege of Norchester scenario pack for For King & Parliament with friend Rob meant that the 17th century period came in next with nine games, with the 19th Century, WW2 and Sci-Fi games making up the rest.

Tournaments

I played in 10 events/tournaments this year, using my Ace-loving Venetians for all but one of them.

A real mixed bag of results, but I was very happy with the two first places:

Many thanks to all the organisers and my various opponents: all the games I had were played in the very best of spirits, with none of the unpleasantness I’ve sometimes seen at other events. I do remember laughing a lot when playing, always a good sign!

Luck is a funny old thing.

I know it’s easy to blame the cards (TTS is a playing card-driven system) but I think even the most uncharitable of my opponents would agree that the Aces do flow for me in competition, and it’s when they don’t I seem to do well i.e. it’s not that I get the good cards then, I just don’t get the bad ones!

That said, I think my two most memorable games involved a lot of luck going my way. Number one was snatching victory from the jaws of defeat against Matt and his Anglo-Normans at The Crusades at the Bunker in Weston-Super-Mere; and number two was the two Tens I drew to defeat Steve’s Yorkists atthe last moment at Peter’s To The Longest event.

But, as I said above, my thanks to all my opponents throughout the year. Just looking through the AARs has made me realise again how much I enjoyed all the competitions I enetered this year, and I would highly recommend the To The Strongest competition circuit to those who fancy a bit of “competitive gaming without numpties”.

Painting

Not a bad year for painting: no great shakes in terms of points in the Painting Challenge, but some significant projects finished.

The first part of the year was mostly taken up with finishing up all the units I needed for my main TTS tournament army, the Venetians. This included a favourite figure of mine: the chef heading up the city militia unit of Spearmen that I sometimes have to field:

Never complain about the food!

The middle part of the year was spent on a whole variety of projects: some Scots for the English Civil War period, some more Ottomans for the 17th Century, and an assortment of sci-fi figures from various manufacturers:

Finally, the latter part of the year was mostly spent on producing a new army: 15mm Hittites from the excellent STL sculpts by Red Copper Miniatures, which I had printed by Baueda in Italy.

These are very nice figures indeed: highly recommended to anyone wanting new chariot-era army.

Wargames Shows

One sacrifice I did have to make because of all the tournament gaming was to reduce the number of shows that I went to.

After last year’s cornucopia of events, all I managed this year was Roll Call, Britcon, Warfare, Colours and Salute, with the first three being because I was competition gaming there which obviously cut down on looking around.

Disappointingly, I also managed just one TFL Lard Day: Operation Market Larden X in Evesham, where I played a great game of I Ain’t Been Shot Mum and also managed to try out Sid’s When The Last Sword Is Drawn (Banzai Bonkers) samurai skirmish game, this last highly recommended. It seems extraordinary that this event has been happening for ten years now, and I have been to every one.

Looking back at the pictures from the shows that I have been to, I still saw some very inspirational games: a good reason to try and up the number I go to in 2025.

Summary

So all in all, 2024 proved to be a packed and very good wargaming year.

As always, a big thank you to all my gaming chums and opponents whose good natures and dedication to the hobby have made the last twelve months so much fun.

And to all those who have read Vis Lardica throughout the year: thanks for your visits, likes and comments throughout 2024, and I look forward to seeing you all throughout 2025 as well. Incidentally, we passed the 500,000 page view mark in March, and that’s with not being on Blogger either. If you do own a blog of your own and like this site, please add VL to your list of recommended/favourite links: it seems a shame for all this content not to have a wider audience!

Here’s to doing it all again next year!

Cheers

R

FK&P AAR: Naphill Downs

Regular visitors will know that I am playing through the Siege of Norchester campaign for For King & Parliament with good friend Rob. We’ve been playing about a game a month for almost a year now, so had only two battles to go. To date, my Parliamentarians are losing badly, so I needed a big win from the Naphill Downs scenario to give me any chance of winning overall.

Norchester has fallen, with one part of the Royalist force that had been defending the city heading south to join up with the King elsewhere. The Roundheads seek to block the Royalist retreat, stopping them from doing so.

view from behind the parliamentarian lines

Although the Parliamentarian force had at its core some decent infantry, I was bit worried by my flanks: the hasty nature of the encounter meaning that they were protected only by volunteer militia (Mobs) rather than regular troops. I didn’t expect them to fare well against Rob’s hard-bitten Royalists!

I therefore elected to hold a strong-ish defensive position behind one of the hedgerows that bordered the Downs, and wait for Rob to come to me. Tactically, my thinking being that if I could hold the wings from behind the hedge, my main central force could get an advantage in the eventual melee by shooting the Royalists as they advanced into contact.

The Royalist centre continued their advance, coming right up to the hedgerow behind which the Parliamentarians were shletering.

My troops had opened for as soon as the Royalists came in range and thus enjoyed two full turns of shooting before the enemy returned fire. Unfortunately, it seemed that my Parliamentarians had allowed their powder to get wet: four battalia and an artillery piece firing and double-firing for two turns: not a single disorder caused!

There was so much shooting that it crossed my mind that I needed to buy those smoke markers with the little lights inside them to properly represent what was going on!

Meanwhile, not much was happening on the wings: Rob was holding back until he knew how successful his centre had been, tying up my troops as I couldn’t afford to let his men oveer the hedge on my flanks.

Back to the centre and, still seemingly unable to cause any casualties, my line had collapsed, leaving a gigantic hole right in the middle of my position. The writing was on the wall, even with two units of cavalry in reserve!

After a short pause to reorganise, the Royalist infantry flooded over the hedge: again putting my centre under extreme pressure.

The Royalists moved into contact again and, despite the personal intervention of the Parliamentarian commanding general, the line bowed once again and then gave way!

My last few victory medals lost, it was another crushing defeat for the Roundheads, firmly putting the campaign as a whole beyond my grasp.

There’s one more encounter to play, but it will be the Parliamentarians playing for pride and a consolation victory!

IABSM AAR: Where the hell have you boys been? #19: Pouppeville

Great little battle report from Andy Cowell originally posted on the I Ain’t Been Shot Mum Facebook Group.

The AAR uses scenario #19 from the Where the hell have you been boys? pack: Clearing Exit One if you’re the Americans or, if you’re the Germans, Blocking the Exit.

Click on the picture below to see all:

TTS AAR: Two the Strongest Game Three: Teutonics & Lithuanians vs Burgundians & French HYW

Our third game in this year’s Two the Strongest doubles tournament was against Tim and Matt playing HYW French and Burgundians respectively.

This was going to be a tricky one to navigate, as I faced off against Tim’s French with their veteran Later Knights, who were saving on a 4+ in melee combat: the only good thing being that there weren’t a lot of them!

On my side of the field, both armies advanced rapidly towards each other: there was to be no shilly-shallying around in this battle!

As things got into ‘interesting’ range, Tim unfortunastely drew an Ace on his first activation, which neatly gave the initiative to me.just as the initial clash was about to occur.

This meant that my Knights would draw first in the resultant combat and, with a good slice of luck on my part, two of Tim’s elite horsement were first disordered then knocked from the table!

This early success meant that I could afford to send some of my troops to help Peter against the Burgundians on the other side of the table, where he was doing his usual “I’m only a poor little speed bump…oh, golly, have I just beaten the opposition before Rob gets here?” magic against Matt.

I didn’t have it all my own way (one never does against Tim), and had a tricky time actually finishing off the Fremch.

One unit, the one at the back in the photo below, withstood several turns of frontal and flank attacks and IIRC was still fighting on as the rest of the French army gave way.

Another, the one in the middle in the picture below, advanced forward and pinned my rallying Kinghts against the table’s edge next to my camp. Luckily I had rallied before they arrived.

Despite these late flourishes, however, my troops managed to win the day which, along with Peter’s success against the Burgundians, meant that we took the game 38-7.

With three big wins under our collective belt, that also meant that we won the tournament overall, retaining our title from last year.

It had been an excellent day’s gaming against some great fun players - my thanks to Nat and the London Wargamers for organising - now all we had to do was ship all Peter’s display boards back to the car, all the while congratulating the Arsenal fans on their also richly-deserved win!

TFL Painting Challenge: Mid-December Update

As we reach the climax of this year’s Challenge, the entries are coming in thick and fast.

First up is the ever-present Mr Helliwell, with a mixture of Napoelonics, medievals and terrain. Here some of the Napoleonics:

Mr Luther, after a quiet start to the year, has also been busy. A few 6mm tanks and some 15mm infantry for the Second Seminole War.

Mervyn has been buckling his swash, using one of those lovely Blue Moon character sets; and prepping some figures for the American War of Independence too.

Sapper has been busy painting Royalists, epic scale Royalists to be exact, and quite a few of the little blighters:

And last, but by no means least, Carole has been painting more Victrix Romans:

Plenty of time to get your last entries for December and therefore the year in. Keep them coming!

IABSM AAR: Imaginations - Clash at Kleindorf

James Mantos has been building forces for an “imaginations” campaign using I Ain’t Been Shot Mum to play out battles in the 1950’s.

His superb blog Rabbits in my Basement has all the details, and you can see a “parade ground” of his figures by clicking here.

James has also just fought his first battle in his imaginations campaign, a report on which can be seen on the blog or by clicking on the picture, below:

TTS AAR: Two the Strongest Game Two: Teutonic Knights & Lithuanians vs Macedonians and Thracians

Our second game at this year’s Two the Strongest doubles tournament was against Alex and Alex’s Macedonians and Thracians. As the right hand side of the table had a huge riverine terrain obstacle on it, I let Peter put his Lithuanians there with the aim that they held off the Thracians until I could beat the Macedonians.

We outscouted again (these Lithuanians do have some uses!) and I had a superb run of cards in my first turn allowing the Teutonics to get around the flank of the Macedonians in front of me.

Macedonian Alex, however, defended superbly against my flank attack, meaning that I couldn’t immediately roll up his line but, as Peter has proved many times in the past, once you get troops behind the enemy line, it’s incredibly difficult to rescue the situation, and Alex soon found himself at risk of losing his entire right flank.

Peter, meanwhile, was holding his own against the advancing Thracians, so I had no need to worry about that side of things and could concentrate on what I was doing.

And what was I doing? Well, by now I had disposed of the Macedonian right wing and could start focussing on the two phalanx in the centre.

The veteran Macedonian cavalry had died hard, however, so a little bit of reorganising was necessary, and there was that pesky unit of Companions out on the far wing, but normal service was soon resumed as I hammered Knights into the flanks of the unfortunate pikemen.

In the last picture, bottom right, you can see Peter’s spare Teutonics heading in from the right of the Macedonian line: he had by now disposed of the Thracians (speed bump, my backside, as they say: the Lithuanian light horse with bow and lance were proving as deadly as my veteran Knights in this tournament) and could send troops across to my side of the field to help finish the Maccy’s off. You can also see in the top left of the picture how I’ve neutralised the “pesky Companions” with a unit of Knights.

The Macedonians weren’t giving up, however: a retreat backwards took their flanks out of immediate danger as all our horse were still wary of charging a phalanx frontally, whether or not the pikemen were disordered.

But by now, despite these heroic attempts, it was only a matter of time before the Macedonians also lost their last coin and game was ours with a 38-8 victory.

Peter’s Report

Deployment and Plan

This was team mate Rob‘s and my second battle which turned out to be very different to the first and needed us to rip up Plan A within the first two turns!

We faced a Lysamachid successor army of pike, deep spears and companion cavalry and an allied Thracian army of wild rhomphai wielding javelin thugs with a light cavalry flank guard.

Plus there was a wide river (the river Larsen) on one far side that Rob wanted to avoid.

So we agreed that Rob would face the Lysamachids. He would use his heavy veteran knights command to take out the enemy Companions command then turn and flank charge the phalanx.

His other Knights command would draw the pike forwards into a position where his first veteran Knights and my command that I donated to Rob could get flank attacks. He would finish off his outnumbered enemies by turn three as per our playbook, and then whack into the flank of the Thracians that I was facing, just before my smaller army was overrun. That was the plan!

I would be the somewhat nervous speed bump facing a solid wall of hairy barbarians who, as javelin men with big choppers (2HCW) , could dash straight through any rough terrain without slowing down or difficult activations.

It Starts…

As agreed in our playbook, I sent my veteran Knights with three supporting light cavalry to Rob’s side of the battlefield to counter the Lysamachid deep spears.

I then deployed a screen of light cav to go forward and harass and slow down the hairies. On my far right I had one command of light cavalry on the far side of the river Larsen - designed to draw enemy to that side of the river - but frustratingly it only attracted one matching command of enemy light cavalry.

Rob’s Teutonics shot down his left flank and turned to threaten a deadly flank attack to the Companions. My donated command distracted the deep spears and opened up a gap for my lights to exploit. But my Teutonics couldn’t risk charging the deep spears frontally. So instead spotted a vulnerable unit of hairies and charged it, whilst my ligth cavalry swarm distracted nearby enemy units to discourage them from worrying my Knights.

Rob was facing gritty Companions on his far left, and his other knights were pinned by the phalanx. My donated command was distracting the enemy deep spear and had opened up a gap ready to be exploited. My knights had disordered a unit of hairIEs but then backed out to avoid the double risk of 2HCW hairy flank attacks.

On my far right, having failed to draw more enemies to waste their time on the far side of the river Larsen, I crossed most of them back over to the main battlefield which drew Alex’s mounted general and bodyguard after them. The single unit I left behind was cunningly protected from being charged by a curve in the river and before long I shot to death Alex’s remaining unit giving me complete freedom on that side of the river. I galloped alongside the river, over the ford and inflicted another flank charge with lance. Three chances to hit! But they were only lights , drew an Ace, Two and a Three and inflicted no damage! Hey ho!

On my side I had pulled most of my far right flank command back over the river drawing Alex's CinC with it and into a vulnerable position with two of my units ready to flank charge with lances and with his evade blocked . On the far side of the Larsen I was about to kill his inferior LC and then gallop up that side of the river, over the ford and into the flank of more hairIEs.

Meanwhile on the main battlefield the Thracian hairy hordes were steadily advancing towards me and threatening to pin me to my table edge. This is normally OK as it’s what speed bumps do, whilst waiting (literally!) for Rob’s cavalry to come over the hill and rescue the day.

…To Go Wrong

However when I looked over to see when Rob would be smashing into the Thracian flanks, I saw that he was stuck facing annoyingly resilient Companions and had Knights stuck in the ZOC of the pike block! No rescue was coming from there ! So it was time for plan B. For me to somehow beat the Thracians and me to then go over and help finish off the Lysamachids!

What Makes Two the Strongest Different To Other Tournament

At this critical stage something happened that I think reflects the whole ethos of TtS Tournaments. In my experience no one wants to win because they know the rules better. They want to win through better tactics and manoeuver and perhaps the odd lucky draw!

So my opponent Alex had galloped his light cavalry general and bodyguard across the river chasing after my “distraction command” but in doing so had exposed his flank - with his evade route blocked by a big unit of hairies.

So I charged into his flank with the first of two lance armed light cavalry. Three cards to hit!

He chose to evade his first unit which could just fit in front of the hairies. But his second unit with his general had no room left and so was due to be wiped out. However, Alex said he did not know that was how the rules worked and if he had done he would not have evaded. So straight away, we all agreed that was unfair to Alex and we went back in time (half a dozen cards drawn) and started again.

Plan B!

Anyway, by this stage my Teutonic knights had finished off the hairies that they had previously disordered. My swirling light archery had killed another unit and a lucky cannon shot from my camp all contributed enough hits, together with a dead general to rout the Thracians! This also left my final unactivated command on my left, to turn and flank charge the deep units facing Rob.

This was happening just as Rob finally killed the stubborn companions and within just one more turn the combined attacks brought us the final VMs needed to rout the Lysamachids as well!

Not at all as planned but a double victory never the less!

Alex’s hairies had killed four of my lights by throwing just four of their pesky pointy sticks (missiles can be deadly in TtS) but thanks to my lights’ ability to dance away from their big units we had avoided any melees and survived long enough to inflict enough hits before being pinned to our base line. A near run thing but with enough safety to not suffer from the “squirting” that @johnhilary has suffered from when using the very similarly brittle Pecheneg horde.

TTS AAR: Two the Strongest Game One: Teutonic Knights & Lithuanians vs Principate Romans & Armenians

The ‘Two the Strongest’ Doubles tournament for To The Strongest had it’s second outing a couple of weekends ago.

As Peter had returned from his self-imposed sabbatical from competition playing, I made sure to enlist him as my partner for the event. After the thrashing he gave me (and others) at this year’s Warfare event, it was very much a case of “if you can’t beat them, join them”!

After much discussion, Peter decided that we would take the powerful but perhaps risky combination of heavily armoured Teutonic Knights (my bit) and dancing horse-archer Lithuanians (Peter’s command).

The plan (hatched over Peter’s various and mandatory training sessions) was for the Lithuanians to keep one half of the opposition occupied with two thirds of their force, whilst I borrowed the other third, combining it with my own troops to smash my way through the other half of the enemy before turning to hit the remaining foe in the flank. I don’t remember much about what was said, but there were chalkboards and diagrams, plans of action, timetables, many military acronyms, homework, and much army-appropriate talk of schwerepunkt and kesselschlact and the like!

We even brought along this very portable helmet: ideal for the post-match conversations with forest fans (who lost 3-0 BTW)

The event itself would take place at Kingdom Games in north London, only a few minutes away from Arsenal’s Emirates stadium…very convenient, as it meant we (veteran Later Knights) could share the streets with the 60,298 fans (raw Mobs, and, yes, I looked up the attendance figures: there’s a lot of work goes into these AARs!) leaving the ground as we struggled back to where my car was parked (75% premium on cost as it was match day but, like the Murphys, I’m not bitter) pushing the immense amount of display boards and scenery that Peter had brought along to accompany the soldiers we would use. They fitted into two easily portable Really Useful containers rather than the six foot high tower of boxes that were actually on the trolley we pushed over the uneven pavements to the venue.

Anyhoo, moving swiftly on, our first game was against other-Rob and Will’s combination of Principate Romans and Armenians. We won the scouting so lined up with my Teutonics versus the Armenians, whist Peter attempted to delay the Romans.

The Armenians deployed right up against their Roman allies in a very narrow fashion, so my first move saw half my knights heading rapidly towards the Armenian left flank. If I could get around the side, then rolling up his line should be easy.

This very much proved to be the case, and before long I was in a great position to threaten the Armenian flank whilst also keeping the deadly Armenian lancers (yellow lances) at bay.

Around this point Peter began pointing out that there was quite a bit of Armenian light cavalry out on my flank, and that I should be careful they didn’t slip through to threaten my camps, but my Teutonic Knights were not concerned: we’d left some peasants in place to guard the camps and the foot sergeants were somewhere around as well. What mattered was smashing the enemy from the field, not making sure the cooking pots were safe!

And smash them from the field they did…

…and pretty soon the Armenians had been disposed of and I could head over to the other side of the battlefield to see what was going on there.

To be fair, Peter did seem to have done very well against the Romans: turning all the legionaries and their cavalry into stuck-full-of-arrows hedgehogs. They just needed a bit of Teutonic Knight goodness to finish them off!

So a good start to the day with a 39-0 victory.

Now it’s always good to fact check my reports, so here’s the view from the left hand side of the table…

Peter’s Report

At last year’s excellent Two the Strongest tournament Rob and I learnt that to maximise points to win the tournament you had to obliterate BOTH enemy armies in every battle. And in the limited time available the best way to achieve that was to focus our combined resources on blitzing one army first and then quickly switch both of our armies onto the remaining one with a big flank attack sweeping in from where our first enemy had been smashed.

So before this tournament we agreed a strategy that I would donate the best 25% of my army to Rob, to give overwhelming superiority to his side of the battle. And I would then act as a speed bump to the army I was facing to stop it supporting Rob’s opponent. I would further reduce my punch by holding a tactical reserve ready to respond to any cunning plan that the enemy came up with.

To allow this to work we chose a knight heavy Teutonic army for Rob supported by light cavalry Lithuanian allies for me.

We also had a playbook that defined in more detail how we would operate together and individually, with critical timings as to what we each had to achieve by when.

For example, Rob couldn’t sit back with his significantly boosted army and play a typical advance with confidence. Instead he needed to aggressively pin the enemy from the front whilst rapidly outflanking the rest and smashing into its side with repeated flank and Lance bonuses. All this to pulverise that army by the end of turn 3! This was critical becasue he then needed to sweep across his half of the battlefield and smash into the flank of the enemy that I was holding up. Anything later and we wouldn’t have time to blitz both armies in the limited time.

So that was the plan.

Our first opponents were a tough Roman Principate army with very resilient ( and beautifully painted) legionaries, auxilia and veteran cavalry. Plus a Palmyran allies army with scary cataphracts, lance cavalry, hordes of light cavalry with bow and heavily defended camps which we would never be able to take.

I volunteered to dance around the Romans whilst Rob took my veteran knights to outnumber the Palmyran cataphracts and chase away the hordes, and then swing in on the flank of what was left.

Given the Romans lack of missiles my light cavalry could get right up close to the heavy infantry and pepper them with an annoying drizzle of arrows. But the Romans are super resilient with their big shields and this only caused minor damage that was quickly rallied off. But it did slow them down. The speed bump was working! Only half of my army was holding up the entire Roman force!

Meanwhile on Rob’s half of the battlefield my veteran knights, backed up with light cavalry shooting overhead, successfully took on a unit of cataphracts. Rob pinned the other cataphracts with his Polish knights whilst getting his veteran Teutonic knights around the flank ready to flank charge the rest of the Palmyrans.

The plan seemed to be working. But then two of the Palmyran light cavalry cunningly worked their way through the wood on the far edge of the battlefield weaving past a unit of spear armed brudders and light cavalry and threatening the unfortified double camp that had only one raw light infantry unit to defend it.

Oh no! That was potentially seven victory points at risk and the whole plan could go wrong!

Thank goodness for our uncommitted reserve on my side of the battlefield! It consisted of three light cavalry with a general so was as mobile as you could possibly want. So I moved each in turn and then double moved whichever unit had the lowest card. The first unit drew a 10, that wasn’t going to work! The next drew a 2, and the third one drew a 4 so I then moved the 2 again but it drew a 9 - clearly they had blown their horses too early! So I had to leave that unit behind and I then refocuussed on the unit that had drawn a 4. I drew a 5, then a 9! By now I had marched across 9 boxes but still needed another box to ZOC (zone of control) the Palmyran lights to stop them taking the camp. I still had my general redraw ability. I could do it! So I then drew an ace! No problem. I had my general redraw! Can I do it? And I drew another ace! Oh no how frustrating! Still I had covered a lot of ground so just be thankful for the previous cards I had drawn!

However because we had won the scouting (the Lithuanians alone brought ten scouting points!) we chose the first command to move, and so instead of Rob going first, which was our playbook norm to allow him to get his knights in first each round, we agreed that my reserve Command went first. My light cavalry charged into the flank of the enemy light cavalry still stuck in the wood so at a big disadvantage! They tried but failed to evade! But then I drew more aces and caused no damage! But atleast I had ZOC’d the blighters and saved any risk to the camp!

Meanwhile, my veteran knights supported by light cavalry bows behind, beat the cataphracts and eventually, despite some bad cards, Rob’s veteran knights smashed into the flank of the Palmyrans and swept the rest of the army away.

However this had taken four turns not three, which meant we were a whole turn behind schedule!

Fortunately back on my side of the battlefield a combination of sustained shooting from my dancing light cavalry and a couple of flank attacks (each delivering three cards!) had killed one unit and a general.

As soon as the Teutons turned up on the flank, and the Romans turned to face them my annoying lights turned into killers that charged into their flanks with their lances wounding them so that the Teutons simply rode down what was left to take the final victory medals and secure the double victory we had sought! All achieved without losing a single victory medal!

Thanks to Nate’s tournament design - strategy, tactics, teamwork and even reserves had all played their part!

We had had a mix of good and bad lack, as you always do, but overall the plan had worked. So next, on to our second battle - where it didn’t!

I hope these insights encourage YOU to attend this superb event next year!

TTS AAR: Warfare 24: Game Four: Venetians versus Pechenegs

My final game at Warfare this year was a match against the Pechenegs: an army comprising many units of light cavalry, most grouped into “massed lights” units, and a unit of noble lancers.

Unsurprisingly, the Pechenegs won the scouting, and I soon found myself staring at a line of bow-armed light cavalry advancing swiftly towards the Gondoliers.

Fighting light cavalry with non-missile-armed troops is like fighting water!

Take, for example, the initial clash on my right flank. The Pechenegs advance four units: three massed lights and their single unit of lancers. My Knights advance and charge the pesky blighters, who promptly evade away unscathed.

Massed bow fire causes a disorder on one unit of knights, who are then promptly charged by the lancers and sent flying from the table. Admittedly my Knights were wearing their cardboard armour rather than the proper steel stuff, but come on…!

This pattern continued in the centre, where my pikes had to combine with the knights retreating from the right flank in order to KO a unit of lights, the schioppettiere showing no interest in getting involved even when presented with the opportunity to rear-charge the horsemen.

Only on the left was there any real success, where the Knights, with help from some mounted handgunners, did what they were supposed to do and drove back the Pechenegs without taking any casualties from bow fire.

At this point I realised I was going about things all wrong: in that rather than trying to engage with the Pechenegs wherever I found them, allowing them to dance around my troops and find gaps to exploit, what I actually needed to do was to form a long line and just push them off the table!

So that’s what I did: a bit of consolidation in the centre and on the right to form a line, and then a steady advance.

Meanwhile, over on the left, although I’d had great initial success, I needed to consolidate in the same way to prevent my victorious units from being individually overwhelmed.

This was all working very nicely, and it wouldn’t have been long before the Pechenegs were pinned up against their base line and then either destroyed or driven off the table, but unfortunately all the shilly-shallying around at the beginning of the game meant that I was out of the time needed to being my cunning plan to fruition: you don’t get a lot of time for each game in a one-day-four-games tournament, so need to really get your shift on in each encounter.

The end of this, final round was called and, totting up the points, I found that I had lost seven coins to eight!

One more turn and the advantage would have been to me but, like Napoleon at Waterloo, I was out of time!

A great game, even considering the end result. All I wanted to do was re-fight the battle and, this time, just smartly advance in line and drive the pesky Pechenegs off table!

It had been an excellent Warfare tournament, even if I ended up twelth out of sixteen. Recommended as both a show to go to and an event to play in: see you all there next year.

TTS AAR: Warfare 24: Game Three: Venetians vs Parthians

With one utter thrashing and one complete victory under my belt, my third game at this year’s To The Strongest competition at Warfare was against Howard “I borrowed these from Sid’s” Parthians.

I decided to change my initial deployment: choosing to weight all my Knights onto one flank in order to counter the threat of the Parthian cataphracts.

This meant that as the game began, the Parthians, with nothing to stop them, quickly outflanked my infantry line and camp with light horse, but I wasn’t too worried about this and quickly moved to counter their advance.

It was a bit annoying to have the Alabardiers almost immediately disordered from rear charges, but hopefully I’d be able to rally them and move on: the important thing being that the flank was safe for the moment.

Unfortunately, Lady Luck had once again chosen to desert me, and the Alabardiers were quickly disposed of by the enemy!

Meanwhile, back on the other side of the table, my Knights and the Parthian cataphracts had advanced into contact.

I had managed to achieve a tactical advantage for the first clash: getting not only the first-charge advantage but also achieving a two-to-one in a couple of instances, but shockingly bad cards meant that I effectively lost all five of the knights-vs-Parthian-cavalry first encounters.

Here’s the table just after the initial clashes: you can see that I only have two units of Knights left out of five and haven’t destroyed a single unit of Parthians!

The battle then took a turn for the decidedly weird. First up, I had a series of Aces that, I thought, would effectively seal the fate of my poor Venetians: effectively leaving me unable to do anything at all:

But, suddenly, the tide turned, and my last two remaining units of Knights suddenly remembered what they were here for, and started chewing through Parthians troops like there was no tomorrow:

Perhaps I could snatch victory from the jaws of defeat?

Er, no.

Although somewhat rocked by the Venetian’s renaissance (technically I think that’s also a pun!), the villainous Parthians re-turned their attention to my right flank and managed to defeat the unit of militia guarding it (yes, the chef’s unit was knocked off the table, although I’m sure he survived) and take one of my camps: four medals lost and game over!

At least I had managed to win back some medals, turning a potential utter disaster into only a heavy 8-13 defeat.

I had been appallingly unlucky right from the initial knight/cataphract clash through to the run of Aces in the endgame (even Howard agreed!) but was very pleased to have been able to gain some measure of respect from the fight-back! Roll on game four…

Howard writes:

Great game Rob - and you really were very very unlucky - ridiculously so when it came to the knights melting in the face of the mighty Parthian Cataphracts! Speaking of which it was actually your lowly (but deadeye!) LI and LC shooters that did most of the damage - taking down a Cataphract unit, 2 LI and a LC! Typical of the Lordly Knights to gloss over that in their report of the battle to the Doge....! :-)
I can tell you that the Chef did survive the battle - he's currently on permanent sabbatical in the kitchens of the Parthian King of Kings in Ctesiphon! 

IABSM AAR: Defence of Calais scenario

Here’s a pictorial battle report from the camera of Michael Curtis and Mercian Miniatures coveing a recent Defence of Calais scenario played out using I Ain’t Been Shot Mum.

This looked to be a truly spectacular game, and the pictures are wonderful.

Click on the photo below to see all: