To The World's Warm-Up Game One

Always good to do a little preparation for a tournament, so the weekend before it was off to Peter’s house for a couple of warm=up games.

The first game was my Early Imperial Romans versus the Norse-Irish: loads of ‘em, and seemingly all carrying javelins!

The Early Imperial Roman army is tactically very flexible (in that the legionaries can make non-terrain difficult moves with no penalty) but strategically a bit of a one trick pony: get stuck in being the order of the day. I duly moved my line forward, pila and gladii at the ready!

Note my one bit of non-conformist thinking: my cavalry were not deployed on the left wing, but one command in from the left. Let’s see if that works…

My right flank advanced up to the rough ground across the centre of the battlefield, and awaited the barbarian onslaught. Those are my veteran legionaries on the right: they should do the business!

At this point I realised I had made a mistake. If you look at the picture above, you’ll see an empty square next to the right hand legionary unit: a square that just cries out for enemy troops to use it for getting past my line and threaten my flanks and rear.

I had intended to shift my entire line forward and diagonal during the advance to the centre, covering the gap, but had forgotten to do so. I blame Peter’s cunning placement of a mirror at the end of the battlefield. On reflection (see what I did there) I’m not sure why that should make a difference, but I’m sure that it was Peter’s fault not incompetence on my part.

To make matters worse, it was also now obvious that the Norse-Irish had spotted the gap as well, and were heading for it at a rapid rate of knots. Lucky my cavalry weren’t right the way over on the other wing: I could leave a couple of units to deal with the enemy horse, and use my equites to plug the gap.

Unfortunately you’ll also see in the picture above that one of my legionary units has turned to its right to follow the cavalry, and left its flank exposed to the enemy.

I’m not sure why I did this, and can’t remember if it was unlucky cards that left them there, but Peter and the Norse-Irish took full advantage…

They were also taking full advantage of my mistake at the other end of the line:

The Romans are, however, a resilient lot, and whilst I was not able to rescue the situation on the right entirely, I was able to make it a bit better!

Unfortunately (I seem to be using that word a lot) the hole in the centre of my line was not quite so easy to fix. The Norse-Irish poured through it, attacked my flanks, and soon the last of my victory medals was on its way to the other side of the table.

So a fairly horrible defeat in my first warm up game. Come back in a day or so, and we’ll look at game two…

FK&P AAR: Transylvanians vs Ottomans - Take Two

Plenty of time left after game number one, so Neil and I decided to play again: same sides, same terrain.

Given the above, both sides set up in largely a similar fashion as well.

but this time the Ottoman infantry also come forward strongly (last time they held back).

But the Transylvanian light horse have been at it again, and manage to sneak around the left side of the Ottoman line and take the Ottoman camp!

In the centre, one lot of Ottoman artillery prove a tempting target for the Hungarian Seimeni, but I’m not sure how long they’ll last now they have taken the guns!

Here’s an overview of the battle at this point:

The Transylvanians commit their Household Cavalry in the centre. It’s very successful, but every time it destroys an enemy unit, it pursues them off table and is lost!

That’s a very expensive way to figth a battle!

I have the Ottomans on the ropes, but just can’t quite seem to polish them off. Neil saves a couple of match points on the right…

…and the Janisseries are starting to chew through the Transylvanian infantry!

It is now sudden death: whoever loses the next unit loses the game…unless, that it, I can get one of my three units that have pursued off table back into the action.

It’s still Neil’s turn, but he’s just about out of unist to play. On a whim he decides to try and re-take his camp, lost to the Transylvanian Lights earlier in the game, with some of his Sipahis.

With a couple of good activation cards, the Sipahis hit home…and my Lights die…which is enough to cost me my last on-table victory medal! The Transylvanians lose heart and retreat!

I’m still not sure quite how I lost that game, but I did! The Transylvanians just couldn’t quite finish off the units they Disordered, and the Ottomans proved very successful in saving match points.

A great game of For King & Parliament/Eastern Front!

TTS AAR: Godentag Game Four: Early Imperial Romans vs Later Romans (East)

Onto the last of my games at this year’s Godentag Weslh Open event. Game one had been a loss, but glorious victories in games two and three had brought me right back into the running. My last game was to be against Si and his Later Romans (East), victory in which would see me somewhere around the third to sixth mark in the competition as a whole.

Incidentally, that would be three Roman armies I faced in four games, and all against opponents who I knew well or quite well. So much for entering competitions for a bit of variety in opponents!

As battle began, both sides advanced forward cautiously. Si then moved his veteran cataphracts up the flank to go just behind and to the right of the hill in front of the field on the left in the picture above. He then failed an activation to charge them, meaning my lancers could get the drop on them and charge in first.

You may notice an absence of my lancers in the picture below:

Yes, that’s right: my veteran lancers with general, hero, lance and all round goodness charged forward and missed both their attacks and the hero’s re-draw. Si then attacked back, hit my lancers twice, neither of which they saved: dead, along with the general! Four coins lost!

Well that was a good start!

I then made a tactical error (I blame the shock of losing the lancers!) and sent my veteran legionaries to counteract the advance of Si’s cavalry on the other wing. All that then happened was that my best troops spent the rest of the battle running after the equites, who merely retreated or evaded combat as required, Si dancing them effortlessly around my hapless infantry.

This was not good, but I still had my centre intact could achieve a 4:3 superiority there:

Meanwhile, Si was skillfully edging his light cavalry around my flanks…this did not bode well for the future!

Disaster then almost struck on the left: one of my veteran legionary units tried to keep up with the enemy cavalry one too many times and got disordered.

The cavalry then threatened a flank attack, but all I needed was an easy activation to get out of the situation, which I promptly failed. Luckily their commander was there to save the situation and get them moving…but it had been a close run thing!

Back to the right where my equites alares had managed to disorder some enemy auxilia with their javelins. Here was a chance to drive the auxilia from the field: all I needed was anything except…

A complicated series of cavalry manoeuvres then took place, ending up honours even (I lost an equites unit, Si lost his two light cavalry units) but with my horsemen in exactly the right position to charge his cataphracts on the flank.

I needed an 8+ to hit, no general available for a re-draw (he had been killed in the first action of the game), but managed to draw a nine. In my cavalry went…

Two misses: the cards weren’t with me at all!

Whilst this was going on, the centre had seen a big melee between each side’s legionaries and auxilia. Again, honours were even, but after the four coins I’d lost in the first turn, I could ill-afford a one-for-one exchange of units.

Back to the left, where my vets had been forced into orbis to avoid being overrun:

But the final moment of the game happened when the enemy cataphracts whom I had failed to damage with my flank attack turned and charged home on my equites.

The cavalry were disordered in the first round of combat, then KO’d as the cataphracts attacked again:

So a somewhat frustrating loss 27-186 which drove me down into 9th place overall.

Si, who hadn’t put a foot wrong all game, ended up in third place overall, the top and second places being taken by Peter Ryding and Steve Butler respectively.

My thanks to Ty who organised everything, and to all my opponents during the tournament. With 24 players, this was one of the largest I’d attended,

And, finally, for those of you who haven’t tried a TTS competition, I heartily encourage you to do so: four great games all played in a fun and generous spirit. Highly recommended.

FK&P AAR: Transylvanians vs Ottomans

With the help of friend Rob, I had finally managed to get my 17th Century Ottoman force ready for combat. t had been a long haul: the initial Janisseries painted by Rob, the cavalry painted by Matt Slade of Glenbrook Games, then the odds and sods needed to finally fill the force out finished by Rob and I. Their first outing would have friend Neil commanding them as they faced off against the Transylvanians commanded by Yours Truly.

I was a tad concerned about the prospects for the Transylvanians: my infantry were decidedly inferior to the Ottoman Janisseries, and unless I could get my light cavalry dancing around the field, the Turkish Sipahis were going to run right over my horse!

Accordingly, I placed my lights on the wings, sent my infantry into the small village just in front of my start position, and hoped for the best in the centre where my Household Cavalry were facing the Ottoman elite cavalry.

One advantage that I did have was that although Neil is a veteran wargamer and familar with To The StrongestI, this was his first game of For King & Parliament.

The game opened with me taking the fight to the enemy and advancing forward strongly across the whole front except where my Haiduks had occupied the village.

On the right flank, my superiority in light horse enabled me to get a unit around the side of the Ottoman main line, meaning that they could turn and assualt the Turks from front and side.

I also managed to do the same on the right hand side of the field, where my light cavalry effectively managed hold off the Ottoman light cavalry there and counter any Ottoman movement against my weak infantry.

Back to the right flank, where my lights had now effectively cleared the enemy cavalry away, and could think about heading into the center to help.

That left the centre, where my Household and Enlisted Cavalry faced up to the Ottoman Sipahis.

This looked quite serious, as the Sipahis are seriously good troops, but the success of my lights out on the right meant that Neil had to divert some of his cavalry to cover his flanks.

It was a brutal melee, with the Sipahis initially having the upper hand, but dealing with my lights on the right kept siphoning off both their attention and resources: first one squadron was sent left to shore things up, then another etc

All this meant that my Household and Enlisted cavalry were able to recover from the inital clash and then fight back hard. The Sipahis began to give way, with a trickle to the rear becoming a flood, and the battle was mine!

It had been a great game. The Transylvanians, for a change, managed to use their light horse with great success, totally blocking the left wing and allowing the centre to be won by draining Ottoman resource onto the right wing.

Even better, there was time for a re-match…but that’s another story!

TTS AAR: Godentag Game Three: Early Imperial Romans vs Hundred Years War English

With one win and one loss under my belt, I really needed another big win to give me any chance of placing near the top of the table.

My opponent for game three was John and his Hundred Years War English: longbows, longbows and more longbows!

I hate facing longbow armies: they shoot a lot and a long way…which means if you’re using a mostly infantry army like my Romans that you just have to bite the bullet and advnace through the hail of arrows and get stuck in.

As you can see in the picture, above, John had assumed a defensive posture, with almost a mini-fortress on his left wing and an unbroken line of archers facing the open ground in front of his line. Tricky!

My plan was to have my cavalry cover the ground on my right (i.e. opposite his mini fortress which, whilst being very strong, also tied up a lot of his best troops) and then advance forward to just out of longbow range to see if I could temp John forward. Even if I narrowed the gap to two squares rather than three, that was one turn of being shot at avoided.

This all went to plan, and John saw my legionaries standing there just out of range, resisted for a turn, and then cracked and sent his line forward one square i.e. putting his archers in range but closing the gap between us to two squares. Now was my moment to charge forward and stab his bowmen into mincemeat!

Apparently not! Failed activations in my two main legionary commands meant that the message didn’t get through…which meant that the arrows were about to fly! That’s three Aces drawn in a row by the way: which I reckon only happens 0.07% of the time or one in 1,428 draws. Ouch!

Somehow, however, the Romans got through the storm, and closed to contact with only one cohort disordered and hanging back to reform.

My cavalry, meanwhile, were still “in reserve” waiting for the opportunity to pounce.

That moment came when it turned out that these longbowmen were harder to kill than I thought they would be.

With my legionaries hitting on ‘6’ versus the longbowmen’s ‘8’, and saving better as well, I thought the fight in the centre would be a bit of a foregone conclusion once the Roman Mincing Machine had got into the action.

Regretably not, and the first round of combat led to a single disorder on each side. I therefore moved one equites alares unit up to reinforce the right hand side of my line, where necessity meant my infantry suffered a two-on-one overlap, not to charge the enemy behind their stakes, but to block their attack and throw javelins at them.

I needed something on the enemy line to give, and my opportunity came by way of my Strategem card: for some reason, known only to those involved, one unit of enemy archers suddenly about faced right in front of a cohort of legionaries. Now’s your chance Maitlandius, up Guards and at ‘em!

It was now only a matter of time in the centre but, meanwhile, a crisis had presented itslef on the far left.

The English household Knights had moved forward and engaged the cohort of legionaries that I had stationd there to bottle the dismounted tin cans up. Foolishly I thought a steady unit of veteran infantry supported by horse archers would be able to hold the Knights back but, no, the legionaries were disordered in the first charge, and then had to condust a fighting retreat backwards towards the rear of the table.

Fortunately I had my cavalry reserve and, led by the cavalry commander, they shot right across the table and intervened before the legionaries could be overwhelmed by the tender mercies of both the dismounted Knights andyet another unit of longbowmen.

Naturally my veteran lancers (equites contarium) couldn’t do things the easy way: despite having every advantage they ended up disordering themselves when charging, with their lances, against men carrying nothing more deadly than long bits of wood and daggers!

Things were getting quite serious down in that corner: that was seven victory coins I had at risk, and that’s a lot when you start with only eleven! I could now easily lose this battle before I’d finished chopping through his main line of archers!

Fortunately my faith in the legions was not misplaced, and before I could lose the game on the left, my heavy infantry finally finished off his main line.

Phew! That was close!

It had been terrific game whose scoreline (164-73 in my favour) didn’t really reflect how close I’d come to losing.

Now on to the fourth and last game of the day…

TTS AAR: Godentag Game Two: Early Imperial Romans vs Middle Imperial Romans

Battered after my loss to Mark’s Middle Imperial Romans (Eastern variety) I bounced straight into fighting Colin’s Middle Imperial Romans (Western variety). That’s an awful lot of Romans in only two games!

This is a picture taken just after I had made my first move. My plan was to defeat his cavalry with my superior horse, giving Colin a headache on his left flank, then temp his line forward so that I can get my light cavalry (you can just see a horse’s head by the trees, far left) around his right flank to either take his large and undefended camp or just generally harrass the rear of his veteran legionaries.

You can see that I wasn’t mucking around in this encounter: my line has advanced towards his and, in an exciting and perhaps foolhardy rush of blood to the head, my equites have charged straight into contact!

Unfortunately I had failed to consider Fortuna’s baleful influence, and the glorious charge of my lancers achieved a big fat zero as all three of my attacks (I had a hero present) missed by a zillion miles!

I was also now vulnerable to Colin’s infantry trying to swamp my cavalry column, but managed to at least counter that threat…but my plan for the right flank was definitely now in tatters!

Meanwhile, in the centre of the field, the two battle lines had drawn together, although I had initially refused my left flank in order to allow my light horsement to get past the advancing enemy legionaries.

The lights were now threatening the enemy camp, forcing Colin to take one of his infantry units out of the main line to protect against them, and in a perfect position to flank charge the unit of enemy legionaries on the far right of Colin’s line.

The light horse, however, were not keen!

Meanwhile, on the other side of the table, the confused situation with the cavalry had sorted itself out with a series of clashes that left my lancers withdrawing to recover, Colin’s cavalry doing the same, and one unit of Equites Alares finding themselves alone and facing the deserted enemy camp.

Unfortunately, much like the lights on the left, the cavalry just wouldn’t move into the camp: failing the necessary activation on two consecutive turns before being forced to withdraw as Colin threatened them with infantry taken, again, from his main line. How frustrating, particularly as there were nine coins on offer if I’d taken all three enemy camps: enough to finish the game!

Now, however, my luck seemed to turn. My veteran infantry forced the enemy veteran infantry back, assisted by the flank attacks of the lights who had finally decided/been bribed/threatened/all of the above to attack, and my regular infantry, much to everyone’s surprise, had also been successful.

I was on the cusp of a glorious victory, but we were almost out of time. If I didn’t finish the enemy Romans off in my next activation, I would have to settle for a winnign draw rather than an outright victory.

Fortunately things fell my way: the enemy infantry were sent reeling back, and an opportunity to hit some cavalry in their flank after they had killed one of my units proved final, with my Romans taking the day with a glorious 191-18 victory.

That had been a great way to recover from my loss in the first game. Now I had to do it all again in my third clash…

TTS AAR: Godentag Game One: Early Imperial Romans vs Middle Imperial Romans

I’m just back from another excellent Godentag (Welsh Open) To The Strongest tournament held, as ever, at Firestorm Games in Cardiff.

I cannot recomend these tournaments enough: a whole day of super-friendly wargaming at an excellent venue, lunch included!

I travelled to Wales on the Friday, stopping off at a very windy Uffington Castle and White Horse en route as I hadn’t been there for many years, and enjoying a very convivial evening of beer, wine, curry and conversation with Peter, Tim and Si starting at the City Arms and ending at The Spice Quarter, highly recommended.

I was thus refereshed and ready for my first game on Saturday morning: my opponent being Mark Freeth and his Middle Imperial Romans.

view from behind the early imperial lines

We were tied on scouting points, so when I drew a ‘9’ for the scouting itself, I was fairly confident of winning, only to see Mark promptly draw a ‘10’.

This was unfortunately a harbinger of what was to come, especially as I then realised that I had perhaps not constructed a very good army list as I think I was the only player with his troops grouped into three as opposed to four commands: it seemed that I had sacrificed manoeuvrability to max out on strength!

The game began with Mark advancing his horse on the wings, so I sent out my veteran legionaries on the left, and my veteran equites on the right to deal with them. On the left, my General there had a narrow escape when it looked as if he had been killed in the very first clash, being saved only by the Patroculus strategum card that I had drawn before the game.

A narrow escape for the man in purple

Mark, bit between his teeth, then assaulted my main line with a couple of units of is legionaries, but the fall of the cards meant that both his units arrived right in front of mine but without being able to charge me.

This meant that I could get the drop on his troops: attacking first and with a three vs two advantage.

Unfortunately not. Fortuna had, as all too often, decided to kick me firmly in the fork and delivered the first pair of Aces of my game…meaning my men just stood there and looked at the enemy rather than dishing out a good shoe-ing!

ace…ace

Worse, his attack next turn smashed the legionaries aside, leaving the way to my camp open!

surely a flank charge will KO the enemy threatening my camp!

Meanwhile, the rest of the battlefield looked like this:

overview

In the foreground are my camps with, as described above, his legionaries in combat with what was left of my ‘standard’ legionary command. I wouldn’t even get to flank charge the unit that has burst through my line: more aces for activation!

On the right at the back, I had managed to destroy one of his cavalry units with one of mine, and get the drop and disorder another two of his units. Unfortunately, try as I might, I just couldn’t get through the two disordered units, and even became disordered myself as a result of a poorly drawn card or two.

On the right in the foreground, my other two cavalry units are locked in combat with more of his horse, but I couldn’t win this fight either, despite a two on one advantage. I had managed to see off his light cavalry, but they were merely off table rather than destroyed, and I knew they would return as soon as they were able to do so.

Just left of centre, two of my veteran legionary units are in melee with more enemy infantry. Again I had the advantage on paper, but lost the fight. I couldn’t draw a hit or a save to, er, save my life.

Finally, on the left, my other veteran legionaries were battling two enemy horse units for control of that flank, but, as you can see in the picture below, were rapidly becoming overwhelmed despite the help of my equites sagittarii horse archers who, having achieved the enemy’s flank, seemingly dropped their weapons and assaulted their foe with, as the saying goes, mango slices!

this is not looking good!

Back to the right flank, and I was still trying to kill his cavalry, along with his light horse who had made their way back onto the field.

just die will you!

All the disorders inflicted on me now came back to haunt me with a vengeance. In rapid succession, I lost two veteran legionary units, the auxilia on the hill in front of my camp (although, to be fair, they had withstood three charges whilst disordered), and the cavalry at the other end of the table.

I had one coin left, which I then promptly threw away, thinking to retreat the legionaries on the other hill in front of my camp, rally them and then return. Yes, they retreated. Yes, they rallied. No, they didn’t manage to get back on the hill despite having an officer present. This let enemy infantry slip into my camp and take my last remaining medal: a silly mistake on which to end the game!

A careless mistake on my part ends the game

This had been a very frustrating game: the cards refusing to let me hit or save anything. Even Mark, as he celebrated his 168-35 total victory, agreed that luck had not been on my side.

Not a very good start, but there were still three games to go, so all was still to play for…!

WW2 AAR: Undaunted Normandy

Friend Neil suggested we play a game I hadn’t encountered before: Undaunted Normandy.

Undaunted Normandy from Osprey

Published by Osprey, this is a board game where the playing surface is constructed of different tiles showing terrain that are put together in different combinations in order to represent different battlefields. Specially printed cards are then used to generate the force you will use, represented by counters on the tiles, with a significant part of the game being resource allocation. Dice are then used to determine movement and combat, with different squads (Recon, Rifle, MMG etc) having different attributes.

By adding 6mm figures and terrain, Neil had rather brilliantly converted the 2D printed tiles and counters into 3D pieces that looked more like a wargame than a board game:

From 2D to 3D: how gooD is that!

We played one of the starter scenarios involving the Germans counter-attacking an American advance. The mechanics are easy to pick up, and before long I was playing without really having to ask any questions.

As noted above, combat is determined by rolling dice, and as I have vast numbers of various-sided dice and couldn’t be bothered with passing things backwards and forwards between Neil and myself, I asked him what sort of dice were used and how many you needed. Four 8-sided dice, he replied: so off I went to my storage bucket of dice and found four eight-sided dice.

We began the game, and it was only after a few turns that I realised that it’s actually four 10-sided dice that are used in the game: it being quite hard to get a ‘10’ on an eight-sided dice when Neil said that that was what I needed to roll!

Most amusing, especially as I can now claim that that was the only reason I lost the game rather than the real reason that Neil outmanoeuvred me!

How many sides on those dice? Does the man have no shame!

I enjoyed the game: not something I would necessarily want to play all the time - my bent is for large, multi-figure, tabletop games - but I can see the appeal, and it does fit into a very small area. It’s the sort of game you could take on holiday, provided you could fit the stuff in the car!

There’s a much better review of the game here: https://www.wargamer.com/undaunted-normandy/review and I’d certainly recommend having a read and giving the game a go if you get the chance.

TTS AAR: Early Imperial Romans versus Anglo-Normans

A second run out for my Romans in the same weekend, this time against Peter playing Anglo-Normans.

The Romans won the scouting, achieving a rather nice right flank overlap in the deployment that followed.

My strategy was simple: hammer down the right hand side of the field, then curl round to take the AN’s in their left flank.

I had the plan, I had the men: what could possibly go wrong?

Things began well, with my advance in the centre moving forward strongly.

In response, Peter’s plan was to hold his left flank with a deep unit of Fyrd forming orbis on a convenient hill, whilst the rest of his men defeated the veteran legionaries in front of them. If he could then use his heavy Norman cavalry to outflank my line on the left, then so much the better.

Let’s look at my out-flanking manoeuvre first.

Although the initial advance into an outflanking position had gone well, I just couldn’t quite get into actual combat before Peter had time to stabilise his line.

The situation wasn’t helped by the fact that the unit of Auxilia with the blue shields refused to charge the orbis on the hill three times in a row, despite having an officer present, meaning that the whole infantry command there was effectively moribund, meaning that I had to send in the cavalry before the enemy infantry line was properly softened up.

Despite this, the situation on the right ended up generally positive…but a far cry from the sweeping victory I needed to win the game before anything could go wrong on the left.

Meanwhile, on the left, Peter had advanced forward strongly, intending to beat me there with his knights and foot knights before I had a chance to win on the right.

Although I managed to use the terrain to anchor my veteran legionaries in place, a small but significant gap in my line allowed a unit Norman Knights, accompanied by some Lights, to sneak through and threaten my flanks.

This was a bit of a problem but, meanwhile, there was some very good news from the flank: a unit of eastern auxiliary light horse archers managed to shoot down a unit of veteran Norman knights - and it’s not often that that happens!

The Equites Sagittarii would go on to almost taking out another unit of Norman Knights with their bows, only failing because they ran out of ammo, having used every arrow in the camp as well!

More good news in that a good run of the cards allowed me to stabilise the situation on that flank. I was still outnumbered, but had formed a rough defensive circle as I waited for the game to be won on the right!

Unfortunately my luck then visciously rebounded, with a couple of Aces at critical moments effectively losing me the battle, even if it wasn’t immediately obvious. Firstly, the Legionaries in the centre of the picture above failed to make an easy turn to take two Norman units in the flank. Secondly, a unit of veteran Legionaries failed to activate when in the midst of fighting more Norman knights. To put that in perspective, the two Aces appear like that only 1% of the time!

Then I made a bad tactical error…or at least a tactical error as far as the To The Strongest rules are concerned.

Worried about the disordered Legionaries in the right-hand picture, above, I retreated them back into a square containing another unit of Legionaries, but facing the other way: the idea being that the Romans would fight bravely back-to-back. What I hadn’t realised was that the way that the Zone of Control rules work meant that if Peter was able to get a unit onto the flank of the back-to-backers, the back-to-backers would then be effectively pinned in place unable to rotate to face their aggressors.

I had never encountered this situation before, and it was a bit of a hard lesson to learn, as my Legionaries had to just sit there and be hit in the flank, unable to fight back, until one of the units died!

It’s a quirk in the rules, to be sure, but not one that breaks To The Strongest (I could argue it’s “realism” either way if I needed to!) but is something to be aware of and watch out for. As I said: a hard lesson to learn!

Meanwhile, back on the right flank, my winning situation had been reversed by the fact that my failures on the left had freed up a couple of units of Norman Knights to use their internal lines to rescue the situation: as you can see in the picture below, I went from an “about to take the two Anglo-Norman camps” situation to a “hit in the flank and rear” situation!

All was not lost, however, as high casualties on both sides meant that the game could still be mine. All I really needed was for my infantry on the right to finish off the Fyrd that were in orbis. The Fyrd had already been disordered, and I had two strong units ready to attack them. Surely the Fyrd would now die or, if that attack failed, there were some disordered Knights to kill instead.

All was looking good as I prepared to start my turn…

The bad news continued as we resolved the back-to-back situation, leading to a debate about whther I was actually just unlucky or, given that I had had some luck in the game, just unlucky at the wrong times in a game: is an Ace just an Ace, or is it an ACE!

And unfortunately I didn’t get another chance, as on Peter’s subsequent turn he managed to break one more of my units sending my troops reeling into retreat.

A roller coaster of game that both sides could easily have won. I was glad that I’d learnt about the back-to-back quirk in the rules: something to watch out for in future games.

So my losing streak continues: five games of To The Strongest in a row now. Hopefully this means that I’ll have got all the losses out of my system before the Wales tournament in a week’s time!

TTS AAR: Early Imperial Romans vs Medieval Irish

Time for a bit of training before the first tournament of the year: a friendly game involving my Early imperial Romans taking on Peter’s Medieval Irish.

The Romans leave their box for the first time in twelve months

Outscouting me, Peter had tried his usual trick of weighting his troops on the side of the table (my left) opposite to where my command of veteran legionaries had deployed: the idea being that he would win the battle on my left without the vets having had the chance to properly take part in the game.

To counter this cunning tactic, I refused my left flank cavalry command and began moving the veteran legionaries over to the left as fast as they could march. This left my right flank open and, sure enough, Peter had light cavalry on the way there to exploit the gap.

The situation was compounded by a lucky shot from Irish light bowmen that took out my Equites Sagittarrii light horse, leaving that flank even more vulnerable!

I wasn’t too worried on my left, as even my standard legionaries are a pretty tough bunch, with the Roman cavalry all being veterans as well.

This was good, as battle there was joined very quickly, with both sides rapidly being drawn into a grinding melee.

Meanwhile, on my right, I had been forced to deploy to contain the Irish lights and the troops Peter had moved up to support them.

This, of course, meant that he had achieved exactly what he had set out to do, although not as successfully as he migth have hoped as, on the far right (picture bottom left in the gallery above) it had taken him abiut 20 points of lights to occupy 20 points of legionaries/auxiliaries.

Meanwhile, back on the left, the grinding melee had not gone my way. We both thought that this was to do with Peter having had the cards when he needed them (i.e. luck) as on paper the two sides were evenly matched with five decent fighting units apiece. Whatever the reason, I had decidedly lost the fight there and was on the point of being wiped out!

The game ended when, on the right/centre of the field, the Irish lights finally slipped through my cordon of legionaries and auxiliaries and managed to take one of my camps. A rather ignominious 4-11 defeat for the Romans!

Some valuable lessons re-learned after the Christmas break: and not just “don’t play Peter if you want to win”!

I understand that Irish armies are this year’s “thing”, and one can see why given how they performed in this game. We Romans are, however, a resilient lot, so it’s just a matter of time before even the Irish will be conjugating their Latin just like the Gauls, Germans, Spaniards etc!

TTS AAR: Anglo-Normans versus Hittites

Time for the re-match: swapping sides so this time I would take the Anglo-Normans and Neil would play the Hittites.

As the game began, I made a bold move down the left flank: sending William the B, Bishop Odo and half my Milites thundering forward to curl round and take the Hittites in the rear.

The Hittites were obviously quick to react, threatening to flank my outflankers. No problem, I thought, it’s my turn and I’ll just move forward out of reach.

This was a bit annoying, to say the least, but the Norman knights are good troops, and I managed to extract them from the mess and even hurt the pesky Syrian light chariots who had tried to rear-end them in the process.

More chariot versus knights fighting followed, with disaster striking the Anglo-Normans as although we killed some more Hittite chariots, William the B was struck down in his prime.

This had serious consequences, as although Bishop Odo had broken through and was riding down the final unit of Hittite chariots on the left, being out-of-command meant that what would usually have been the best ‘pursuit’ card to draw ended up being a failure to move forward, and exposed the Bishop’s rear to more Hittite attacks.

Meanwhile, in the centre, the two infantry lines had come to together and a grinding melee developed.

The Hittites had more chariots, however, and they now burst round my right flank to threaten my camps, guarded only by light infantry - easy meat for the rampaging chariots.

Back to the centre, and the Norman and Anglo-Saxon infantry were gaining the advantage…and Bishop Odo was still alive and kicking!

The situation at the camp was critical (early losses meant that I couldn’t afford to lose it) so I threw everything I could into holding it against the Hittite chariot attack.

It was a close run thing, but eventually the situation was stabilised.

Meanwhile, the situation in the centre had taken an unusual turn, with the Hittite foot, at first looking as if they were going to be overwhelmed, managing to extricate themselves from the danger, leading to a situation that I don’t think I’ve ever seen before:

If you look closely, you will see that the Hittites have the advantage: they have managed to rush back chariots to gain the flank of one of my infantry units, and damage one of the Fyrd units almost to the point of destruction.

Both sides had been haemorrhaging victory medals at a rapid rate of knots, so as the melee resumed, it was a case of sudden death: whoever lost two units would lose the game.

Unfortunately, as luck would have it, it was the Hittites who drew the required blood first, with the Anglo-Normans carrying William the B’s body off with them as they retreated from the field!

So a narrow defeat for the Anglo-Normans, but a great game overall. Much excitement as the fortunes of war swung backwards and forwards, with many desperate moments for both sides!

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…

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!

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!

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.