Wars of the Roses – Battle of Mortimers Cross – Battle Report

The fifth battle of our Wars of the Roses campaign took us to Mortimers Cross. This would be our first straight up fight when compared to previous battles from the campaign. The Yorkists were 2-1 up in the campaign with a draw making up the forth battle. For the battle I took command of the Yorkist Left under the Duke of York with Andy acting as Lord Ferrers my second in command. On the Lancastrian side Stephen took command as Owen Tudor with Tony F second as Sir John Throckmorton. Both sides had 800 points for the Battle and as throughout the campaign we used the rules Sword & Spear 2nd edition.

Battle of Mortimers Cross
Historians don’t really know the exact location of the battle so we went for an open field with steep hills to one side and a river to the other. There was of course one historical event recorded for this battle and that was the three suns in the sky phenomenon. History records the Duke of York declaring this a good omen, but for the battle we decided this could have gone either way. To represent this we rolled randomly at the start of the battle to see which side had the omen, the omen would allow one dice reroll in the game. Unlike history the roll saw the Lancastrians claim the good omen.

The two armies drew up in standard formation, I took the Yorkist left flank with Andy having the right, Andy also had a few units starting on the far right in a flanking position (apparently the Yorkists did this in the battle so we allowed it during deployment). I decided not to have too many cavalry units for this battle, I wanted to build in a good core strength to the army. For this I had some freshly painted militia billmen and archers. Stephen for the Lancastrians had twice as much cavalry and a more varied force with crossbows and some Irish Kerns.

As expected the battle started with an archery duel in the centre, because I had a camp I was able to add additional dice for greater range and took a chance at some long ranged fire. it didn’t have the desired result but as the Lancastrian archers commanded by Tony got closer my archers started to score more hits. Rather surprisingly it was at this point Tony and Stephen decided to use their reroll ability. Admittedly this was to save a unit that would otherwise have routed but I thought it was early in the battle to use the ability.

The Yorkists didn’t have it all their own way and a unit sized gap soon appeared in the front line. Over on the Yorkist right flank Andy was also advancing archers but they would be facing cavalry rather than infantry units. Stephen swiftly advanced the cavalry to within charge distance in a bold move not unlike what was witnessed in the last battle.

The charge proved devastating wiping out two of Andy’s archer units and suffering no loses themselves. Even though it was very early on in the battle this had the potential of destroying the Yorkist right flank and separating the far Yorkist units from the main force.

Andy quickly countered the threat by advancing up some billmen and men at arms. Following suit over the cavalry charge I tried the same on the other side of the field. Tony had advanced some Irish Kerns on the Lancastrian right flank, so I charged them with my mounted men at arms.

I was expecting a walkover but the dice were not on my side and all the cavalry managed was one hit against the Irish but suffered two hits in return. I therefore decided to withdraw the cavalry rather than risk leaving them in locked in the melee.

Having failed to sweep aside the Lancastrian right flank I turned my attention back to the centre. The archery battle was going the Yorkists way so I spent time bringing up the rest of my infantry. Tony matched this by bringing up some men at arms.

My spearmen were the ones facing the men at arms but I didn’t hold back and charged in. At the same time Stephen charged again on the Lancastrian left flank, this time against Andy’s billmen.

The Lancastrian charge hit a solid wall with the Yorkist billmen holding their ground, locking the cavalry into a prolonged melee. Feeling emboldened I charged again with my cavalry against the Irish, this time making sure I had some bonus dice to add a little extra to the combat. It proved decisive and the Irish were routed from the table.

Back to the centre and the Yorkist spearmen were slowing being defeated by the Lancastrian men at arms. With the introduction of a second unit of men at arms the spearmen were routed.

With the Lancastrian cavalry still fighting the Yorkist billmen, Stephen brought up the mounted men at arms and destroyed the remaining archers under Andy’s command. But Andy now had fresh men at arms ready to join the fray.

With the Lancastrian loses mounting up I felt able to take more risks. The Yorkists had won the archery duel in the centre and the Lancastrian cavalry were facing a tougher challenge against the Yorkist infantry. So I continued the advance of my cavalry against Tony’s billmen.

Things started to go badly for the Lancastrian cavalry. The Yorkist infantry started to score hits and soon a unit of Currours and mounted men at arms were destroyed for no loses on the Yorkist side.

The battle in the centre started to draw in more units. With the destruction of my spearmen, I managed to get a unit of men at arms and billmen into the melee. Ultimately I’d lose the men at arms to this fight and a unit of mounted men at arms over on the left of the Yorkist line. Which pushed the casualty right up alarmingly.

Feeling they had nothing to lose the Lancastrians threw caution to the wind and charged in. Starting with their mounted men at arms against Andy’s billmen. But with the presence of the Yorkist camp Andy was able to add additional dice to give the billmen the best chance. This proved a wise move and ended with the cavalry locked in combat.

In the centre Tony threw the remaining Lancastrian billmen against the Yorkist archers, but I’d had time to bring up some billmen of my own in support.

At this point the Lancastrians were rapidly reaching their break point and just didn’t have enough units in combat to make enough difference. The last gasp came with the outflanking of the last unit of Lancastrian mounted men at arms by Andy’s dismounted men at arms. This was too much for the Lancastrian cavalry and their loss pushed them to breaking point, handing victory to the Yorkists.

As mentioned this was the first straight up fight in the campaign so far. Neither side had the advantage and so the battle was down to each sides order of battle and how it was deployed. For the Yorkists I decided to include a larger number of militia units to effectively add some fodder to the ranks and hopefully keep the army in the field longer. I also reduced the amount of cavalry units, mainly because I also didn’t want to spend too many points on commanders. The Lancastrian order of battle was fairly similar but two factors were different, the Lancastrians were spread thinner and additional points reduced the overall break point of the army. At the point the Lancastrians broke the Yorkists were still half a dozen units away from breaking themselves.

This battle put the Yorkists in a commanding position in the campaign, it’s the second battle of St Albans next and the Lancastrians are going to have to up their game.

Yorkist Loses
5 Units of Longbows (15 points)
1 Unit of Militia Longbows (3 points)
1 Unit of Spearmen (4 points)
1 Unit of Dismounted Men at Arms (4 points)
1 Unit of Mounted Men at Arms (4 points)
Total loses 30 points (Army break point 48)

Lancastrian Loses
2 Units of Dismounted Men at Arms (8 points)
2 Units of Currours (8 points)
2 Units of Billmen (8 points)
4 Units of Longbows (12 points)
2 Units of Kerns (6 points)
Total loses 42 points (Army break point 39)

Yorkist Victory

Five Parsecs From Home – The Pi Campaign

Marcus takes off into deep space with his crew of ne’er-do-wells in the start of a new solo campaign.

According to the strapline, Five Parsecs from Home is “A solo adventure wargame of galactic trailblazing!”. Originally published amongst a host of other products from Nordic Weasel Games, I bought the original some years ago but never got it to the table as I often don’t with electronic products (but you can get it from Drive Thru RPG here). When Modiphius produced a lovely, updated physical version in 2021 I had to give it a try.

The game relies heavily on tables to generate characters and events each turn. It is hardly surprising that rolling up my characters was an activity redolent with memories of half-forgotten episodes of ‘80’s role playing.

Having had a couple of games which went well in terms of understanding, but very much not so in if judged by any standard of success, I regretfully decided to roll up a new crew and record the results for general edification.

Firstly, the Captain: Veyon Ostrova (human). While Veyon grew up on a Research Outpost which gave her some technical background, her family were artists. She has as a result a bit of savy and a slice of luck. She is motivated by wealth.

Veyon and Pascal

Pascal Xavier (human “bio-up”). Pascal is an unusual character. From a wealthy background he is bio-adjusted with cybernetics, (including the ability to avoid a stun on a D6 roll of 5+). Pascal has a political motivation (which I suspect gives him some revolutionary leanings) and a mysterious patron, a private organization with some as yet unspecified objectives. Nevertheless, he is also quite savvy. He is not short of a bit of cash and generated a story point, which can adjust matters in the player’s favour; a lucky break or perhaps a dramatic twist in the story…

San Holo (humanoid alien). San is particularly notable for his blueish skin tone and has innate engineering skills. Brought up on a space station, he is not as tough as the others, but he is fast. He is a bit of a scoundrel but is motivated by romance. Is he looking for a lost love? San also generated a story point.

Holo and Tigg

Nira Tigg (human) grew up in with a ganger background. Whatever happened on that mining colony she grew up on, she is out for blood! She is motivated by revenge. As a result she is tough (+1), has two experience points and faster reactions (+1) than the norm, but also has a rival. Somebody is gunning for her too!

Kel Wyre. Not unlike Nira, Kel has an unhappy background. Escaping from some war-torn hell-hole of a planet with two experience points and (+1) quick reactions, he values his freedom above anything else. And what way to assure that than a ready supply of cash? Kel is a scavenger who has his ear to the ground (+1 rumour) and has managed to acquire a sniper rifle.

Finally, Wellington Duo (human) grew up in a wealthy merchant family and perhaps not surprisingly he is motivated by the acquisition of wealth himself. He has some experience in corporate espionage and a corporate patron who has provided the crew with their first job. He has a handy way with tech (he has a repair bot and knows how to use it with +1 to repairs)

Their ship is a lowly rust-bucket of a freighter. Its registration ends with the digits …31.4. San remarked on this and Veyon replied “Then it will be Pi in the Sky” and the name stuck.

Wyre and Duo

Next time we’ll get stuck into some action…

What a (Christmas) Tanker !

Marcus takes us through this year’s Christmas shenanigans, as we all turned into complete tankers…

I think I first suggested having a game of “What A Tanker” (WAT) as a club Christmas game in early 2020. We all know what happened next. This year we finally got a Christmas outing for this Lardy game at the club, with ten participants. Thanks to Phil and Tony, we were able to choose from a wide variety of tanks, from recently painted Pz 35’s and FCM-36’s to Phil’s scratch-built Maus. (“No Phil, there are no stats for a Maus!”) No-one even noticed that I didn’t complete my ESCI Jagd. Pz. IV, or finish re-conditioning my Jagd. Panther, as Phil had managed to recondition his with a generous helping of agrax earthshade, nuln oil or some such alchemy

Between Alan and Tony, we were provided with a couple of great tables (perhaps too great…) with plenty of cover representing western European towns with villages, woods and crossroads etc. Plenty of cover…

The idea was that we would have two tables; late war and early war. If you got knocked out you would simply join the other table, not necessarily on the same side. However, while you were on a table, you would be either German or Allied; no “own goals” to boost your scoring as it were.

We also generated a simple system of scoring. If you got a kill you divided the points value of the target as listed in the WAT rulebook by the firer (TV/FV * 10 = score). Tony produced a nice table to cross reference the values easily.

Late War Table

I started on the late war table driving a Stuart, with Steve and “Baggins” (my youngest) driving Shermans. Our initial nasty Nazi opponents were Andy and Alan, both with Pz.IV’s.
While Steve and Baggins drove up the flanks, I ventured through the outskirts of a village to find Alan’s Pz.IV on the road more or less blocking my advance. Both Steve and I struggled to manoeuvre with our dice, which can be a frustration with the rules. Many modifications were suggested, and I took notes with a view to my own Grav Tanker variant. As I tried to extricate myself from the built-up area and with Steve attempt to outflank him on our left, Baggins moved up on the right all guns blazing at Andy. These two ended up in a protracted fire fight with Baggins in position behind a wall and Andy, IIRC, initially behind some hedges and the traversing between the woods and hedges as a result of a series of non-damaging hits. Eventually Andy paid a heavy penalty and brewed up and Boaz picked up the “Impressive Bush” camouflage card. Meanwhile, first Steve and then I joined in pumping rounds into Alan, with Steve finishing him off and earning a “Hell Driver” card.

Jeremy joined us having suffered brutally on the early war table, and boosted the axis forces with Andy’s departure. Baggins traded shots with a returning Alan as Jeremy moved up. Baggins then got his come-uppance and while attempting to get up close and personal with Jeremy (talk of ramming was heard) suffered a kill at Jeremy’s hands and promptly left for the early war table. Steve and I again poured fire into the luckless Alan, whose dice rolls deserted him. Somewhere amongst the melee (as it was very much close quarters stuff) my Stuart went BOOM and it was Steve again who got the kill, then promptly had to leave the game early. Meanwhile Baggins had got a kill on the early war table where Andy had suffered more ill-fortune!

Between us, we took a grand total of two photos of the late war table – a bit of an oversight when it came to writing up the game here ! Here’s Andy’s view of the table(Ed)

Early War Table
Marcus didn’t make it onto the 1940 table, so Tony F outlines what happened over there

The early war table was slightly larger with less cover than the late war one, which probably made for a more open game. We also ruled early on that the flimsy wooden fences didn’t count as obstacles – we allowed tankers to see and drive through them without penalty. There were plenty of tanks to choose from – 9 French (FCM-36, R-35, H-35, H-39/40, FT-17, AMC-35, Char D2, Char B1 bis and SOMUA S-35), 5 British (Mk.IVc, A-9, A-10, A-13 and Matilda), 10 German (Pz.IIC, Pz.IIE, Pz.IIIF, Pz.IVA. Pz.IVD. Pz.35(t), Pz.38(t), PzJg.I, StuG IIIA and a Neubaufahrzeug!), and even some Belgians (T.13B3, T.15 and ACG-1). Not all of these are in the rulebook, but coming up with stats for them was pretty straightforward – I drew up a chart for easy reference.

All tankers started the game with a Level 1 tank, and we allowed upgrades to better vehicles as the game went on. The Germans, Brian, Jeremey and Pete, started out with a Pz.35(t), Pz.IVA and Pz.Jg I respectively. Dave and Chris both chose British Cruisers (A10 and A9), while I took a French Hotchkiss H-35. All we can say is that if the Allies had performed on the battlefield like they did on our table, WW2 would have been over in June 1940 ! Chris took up a firing position looking straight down the road and proceeded to ping away at anything that moved with his trusty 2pdr, while Dave and I ‘raced’ up the flanks (in our slow tanks). Details are hazy, but we wiped out the first wave of Germans without loss, including Jeremey’s brave Pz.IVA that advanced across the fields to challenge Chris at point blank. The duel at the abandoned farm between Pete’s PzJg.I and my H.35 was a contest between his powerful Czech-made 47mm gun and my thicker-than-average armour, offset by his tin plate defence and my short 37mm popgun. In the end, unlike in 1940, it went the way of the French. As we wore down the Germans various tank commanders switched tables – Andy turned up in a StuG.IIIA and Boaz a late model Pz.38(t), but they were seen off in equally short order, although there were some interesting cat-and-mouse chases around the village. Dave and Chris both eventually lost their original mounts (Dave swapped his for a shiny new Matilda.II) but my Hotchkiss led a charmed life and survived the day with just the permanent loss of one dice (and a lot of dents in the armour).

In the end we didn’t keep an accurate tally of the overall scoring, but Dave seems to have emerged as Top Tanker with four kills set against a single loss, followed by my plucky H-35 with four kills and no losses (Dave’s kills were of higher value targets which offset the loss of his A10). Kills seemed to be harder to come by on the late war table.

Society Meetings 24th September and 8th October 2022

A photo round up of a couple of recent(ish) Society meetings- August 27th and September 10th

Here’s the second of our catch up posts for a couple of our recent meetings.

24th September

A good turn-out for this meeting with 5 games in progress.

We start with Pete’s 10mm Vietnam “Charlie Don’t Surf” game.

A quiet hamlet in Vietnam
US Infantry
NVA troops advance
M113 ACAVs

Then on to some 3D printed and scratch-built Galleys & Galleons, part of the Mediterranean Galley Campaign being run by John.

Galleys advance
Fleets engage
The battle continues

Then on to a 6mm Napoleonic game, Poles and Saxons vs Austrians 1809 using Mark’s Home rules. (Forgive any errors in troop attribution).

Russian Cavalry advance
Russian Infantry and Artillery
Polish Infantry
Polish Lancers

Andy and Steve had another SAGA Crusades bash:

Andy’s Crusaders
Stephen’s Mounted Saracens
Stephen’s Assassins
SAGA Warriors, foot and mounted

And finally for this meeting, Alan ran a 28mm WW1 Blood & Valor game:

French Infantry
German Infantry
German A7V tank
French infantry storm a ruined house
French Infantry

8th October

More games but fewer periods for this meeting.

We start with a BattleTech game, a bit of an introduction for thee rules at the Society, only a couple of photos of these I’m afraid.

Six members contested the Trevor Pearless Memorial DBA Tournament, we managed to run five rounds of three games. There’s be a write up of this in due course, but for now here’s a few photos.

Trojans vs Anglo Danes
Trojans vs Anglo Danes
Trojans, complete with Horse, vs Anglo Norman
Anglo Normans vs Caledones

And finally, some 6mm Filed of Glory action

Light cavalry surrounding the heavies
Light Infantry clash
Elephants!

Society meetings- August 27th and September 10th

We’ve been remiss and not posted a photo round up of several of our meetings held over the last three months. Here’s the first of these covering the first two of the missing meetings.

August 27th

Three games ran at the meeting, first up a 6mm Ancients game using Field of Glory rules.

Alan ran an Eastern Front WWI game in 15mm using “Battles with Brusilov” rules.

 

And finally for this meeting, Stephen ran a very wet Stargrave game, Waterworld. We should have a more detailed write up of this game soon, but you can find an article about the boat building endeavours of our members here.

Andy’s crew approach a tower block
Tony’s crew encounter a Kraken
The view from orbit

September 10th

We had another three games at this meeting, firstly a 2mm Strength & Honour game.

Stephen and Jeremey ran another game in their refight of the War of the Roses, using Sword & Spear rules. There’s a full account of this battle (written by the victor, of course) here.

Lancastrian defensive position
Yorkist right flank
Yorkists advance

And finally, Eric ran a series of Gaslands races.

We’ll round off the other two missing meetings, September 24th & October 8th in the not-too-distant future.

Wars of the Roses – Battle of Wakefield – Battle Report

The fourth battle in our long standing campaign to re-fight the Wars of the Roses (details can be found on the campaign page) brought us to Wakefield. Going into this battle the Yorkists were 2-1 up but with Wakefield being a historical disaster for the Yorkist cause there was every chance that lead was about to end.

Stephen takes us through the battle from the Lancastrian point of view with additional details from Jeremey for the Yorkists.

Battle of Wakefield
Wakefield was a decisive battle in the Wars of the Roses – Richard of York would be killed, thus blunting the Yorkist pretensions to the crown. Well, it would, wouldn’t it.
It was a very decisive victory for the Lancastrians, whose army greatly outnumbered that of York. Richard of York found himself encamped in and around Sandal castle, just outside Wakefield.

Queen Margaret led the Lancastrian army and as they approached the castle the Duke of York led his men out to meet them in battle. Estimates have the army of York at around 5,000 and the Lancastrians at about 12,000, with the Lancastrians fully surrounding the Yorkists. The inevitable happened.
Arguably, given that situation, it might not make much of a game, so to give the Yorkists a fighting chance we increased the ratio – the Lancastrians had 925 points and the Yorkists had 750.
Turns out they didn’t need them!

Let’s say it right at the beginning – the shame of this one lies on my shoulders. No excuses.

Anyway.
Since the Lancastrians had a numerical superiority we split them up into three commands – myself with the Duke of Somerset and all the cavalry – 4 bases of mounted men-at-arms, 2 bases of currours, and 2 bases of border horsemen. The flanks were split between the Earl of Wiltshire (Andy) and Lord Roos (Tim). Wiltshire and Roos had the same: 1 dismounted men-at-arms, 3 retinue billmen, 4 retinue archers, 2 militia archers.
Jeremey would take sole command of the Yorkists.

Jeremey deployed his troops in a very orderly U shape. I deployed the cavalry in the middle, with Wiltshire and Roos on one flank each. The plan was simple – the classic Zulu battle tactic of the horns of the bull attacking first, followed by the bull’s charge in the middle.

Seeing how surrounded he was, Jeremey immediately tried to re-deploy some of his troops, notably his currours swinging to face Wiltshire with the hope of driving off the archers.
(Jeremey – at the start of the battle I panicked, I was already facing an enemy on three sides and had screwed up my deployment, I started deploying my units as a block decending from the centre line but a quick check of the ambush deployment scenario in Sword and Spear said all of my units had to be closer to the centre line. I hadn’t even put my archers facing the flanks or front! So thinking the battle already lost I thought I might as well see if I could catch out the archers on my right flank by surprise).

I’d strung my cavalry out, directly facing Jeremey’s men-at-arms. Both the Yorkist and Lancastrian mounted men-at-arms are equal in ability, so realising that any contact between the two of us would be a 50/50 chance of winning, and since I had twice as many mounted men-at-arms, I started moving my cavalry into a double line – thinking that if he broke through one line, the chances are he wouldn’t break through the next. I could take the loses, he couldn’t.
(Jeremey – seeing I would be outnumbered if Stephen charged down the middle of the field, especially now that I’d moved some of my cavalry out to the flanks, I tried to move up some infantry units to support the centre).

Out on the flank, the archers moved forward and sure enough engaged Richard’s army. First blood went to the Lancastrians!
Jeremey continued to sort out his deployment, realising (quite naturally) that he had multiple fronts to deal with. He seemed to have a few commanders in the army, which would help since an attached commander means a unit can manoeuvre with a lower activation dice. It still looked very messy in the ranks of Richard’s army.
(Jeremey – It was a mess, I wasn’t getting the activation dice I needed and my initial deployment was looking like a fatal mistake. I had a general and two captains and started attatching them to units to reduce the activation score needed to get my units moving).

Wiltshire and Roos seemed to be falling into the trap of giving too much attention to those units engaged, and not enough attention to moving up their second line. I think there’s a good reason for that, and I’ll address that at the end. This could prove crucial, because at some point the Yorkists would have to charge the Lancastrian archers rather than just take the arrows, and without that crucial second line of billmen, the archers could suffer.

That said, at this point, it wasn’t looking too bad. I felt confident of a victory – we had the numbers and the position.
(Jeremey – my initial cavalry charge out to the flanks did not prove as successful as I’d hoped for, trying up some of my cavalry in a protracted melee. But the fight was also drawing in other Lancastrian units which meant they were not attacking my disorganised flanks).

I think Jeremey could see I was preparing for a cavalry charge. Truth is, I wasn’t. Like I said, our plan was for the flanks to hamstring his army and then the cavalry to charge in. But I think I made them look too threatening. So he swung some archers around who started to shoot at the mounted men-at-arms. It was tempting to launch my charge at that point but, like I say, that wasn’t the plan. So instead I moved up the border horsemen, who were quicker, and perfectly capable of dealing with that threat.
He was obviously unconvinced.
(Jeremey – I honestly didn’t know what Stephen was doing, my greatest fear was facing a cavalry charge at the same time as an attack against the flanks. I just didn’t have the units to cope with that).

My first mistake – I’d moved my cavalry just within charge range. I didn’t mean to do that. So on his turn he decided to take matters into his own hands and, with the impact bonus, launched his mounted men-at-arms at mine. Can’t say I blame him.
I was secretly happy about that – let’s get it over with sooner than later, I thought. I was fairly confident my multiple lines would stop him and if he lost his mounted men-at-arms then that would probably be it for the rest of his army, having lost their back bone.
(Jeremey – this was my first lucky break in the battle, with Stephen’s command divided into three it meant his cavalry were often left with few activation dice being drawn compared to mine. As such I found myself facing his cavalry without any activation dice. So I loaded up my cavalry with dice and charged).

Now, at this point it’s worth saying that I truly don’t think I’d done too much wrong with the Lancastrian tactics. Yeah there’s always one or two things that could have gone better. But, as any commander will tell you, no military plan lasts longer than the first contact with the enemy.
There was one other, very important, factor to this game. Jeremey seemed incapable of rolling anything other than 6s. He could roll four dice and three of them would come up 6 with the other one a 5 or 4. No matter how good the plans, how many troops you have, it’s hard to fight against that. That’s not an excuse (like I said at the start – I take responsibility for what happened, and I will address that at the end), but it is a simple fact that I am sure Jeremey will be gracious enough to admit.
(Jeremey – to be fair I did have a good dice game, but I wasn’t having it all my own way. After all my initial cavalry charge against the archers failed, I had suffered the lost of most of my own archers at this point and if I hadn’t retreated some of my billmen units I’d have lost those as well.  Part of what led to the idea I was getting lucky with the dice was due to the destruction of Stephen’s cavalry. But when you consider I was able to place activation dice on my units giving them a bonus, plus getting the charge in first and against enemy units with no activation dice. The result was truly in my favour).

So, the cavalry charge.
It didn’t go well for the Lancastrians.
He hammered through the first line, pulverised the second line, and was finally stopped (somehow) by the third line. Although on the next turn the third line would also go!
There, I’ve said it.
The entire Lancastrian cavalry wing destroyed, without taking any of the enemy with it. Even as I type this I’m still not sure how that happened. Two units of Yorkist mounted men-at-arms, took out 8 units of Lancastrian cavalry, without loss.
Such are the fortunes of war and the stories that history is made of.
(Jeremey – see my above point. Having played a fair number of games of Sword and Spear, the golden rule is to get your cavalry charge in first. Preferably with a bonus dice as well. My cavalry charge was as good as it could have been in game terms). 

So let’s turn to the flanks, because that was the end of the centre.
Both Roos and Wiltshire continued their pressure. Andy had realised it was time to move up his second line, and put Wiltshire in direct command of them to get them moving. Tim succumbed to the temptation of allowing himself to funnel too many men (and activation dice) into small scraps, so I sent the Duke of Somerset (who had miraculously survived the Yorkist cavalry) over to him to lend some command and control initiative.
(Jeremey – on my flanks I’d lost my archers and so while the cavalry battle raged, I had started to try and consolidate my infantry units. This didn’t work as planned but actually led to a similar situation as the cavalry. Some Lancastrian units got close enough to charge and therefore I again decided to act boldly and charge).

Jeremey had tried to charge Wiltshire’s archers, but Andy had supported his line with billmen and dismounted men-at-arms, and Jeremey’s currours were bounced off (one unit routed and the other ‘re-deploying to the rear’). It was looking strong on Wiltshire’s flank and, so long as no more serious loses were incurred by the Lancastrians, they could still scrounge a slight victory. Then something surprising happened – Jeremey advanced a unit of dismounted men-at-arms against Roos’ militia archers. OK, so that sounds like a good match for York, but the Yorkists had little support for this charge and the militia had other archers, billmen, and men-at-arms, in the immediate area who could help bolster them. Not sure what Jeremey was thinking – was it hubris, was it spontaneity, was it something else? No idea.
(Jeremey – I spent most of this battle just waiting to lose, I was fighting for pride and the chance to give a good account of myself given the points difference, and poor deployment. As it was the lack of coordinated attacks from the Lancastrians gave me the opportunity to take some risky moves).

What did happen is that the militia manage to stop the charge (Jeremey – I thought I was only rolling 6’s?). This would prove vital, because now both sides started funnelling units in to this fight to offer support. What had started as a whimsical charge, a simple fight between two units, promptly escalated into a fight for that wing! With Somerset now lending Roos a hand, Tim managed to push some archers and bills forward, slowing down the Yorkist cavalry that had destroyed the Lancastrian cavalry, from charging into that flank.
(Jeremey – this is the point that the battle started to turn against me. Despite winning the cavalry fight I now needed the activation dice for the melee on the flanks. Which left my surviving cavalry strung out across the battlefield and out of this crucial fight).

With some relief, the Yorkist casualties started mounting up. However, so did the Lancastrians. In fact, the Lancastrians were the first to reach their morale point – an army wide morale roll was needed. But only a turn or two later, this was also the case for the Yorkists.
Over with the Earl of Wiltshire, and Andy could see the Yorkist mounted men-at-arms making their way over to him, so he started to straighten his lines, ready for a charge.
(Jeremey – I’d managed to recall some of my cavalry and the battle had reached the end stages. Despite their loses the Lancastrians still outnumbered me and so I decided I’d done enough to leave with my pride intact. As a last gesture I tried another charge but this time I was checked by my opponent).

Meanwhile, over on the other flank, the fight between the Yorkists and Roos’ men reached a climax – a unit of Lancastrian bills charged into the flanks of the Yorkists, finally routing them. This had been a desperate fight indeed and the loses that Richard of York’s army took helped prevent a humiliating Lancastrian defeat.

It was now more or less over. On the same turn both sides had reached their broken level.
We sat back and it was declared a draw!
Well, a tactical draw it may have been, but in reality it was an overwhelming moral victory for the Yorkists.

So what went wrong?
Two things really.
Firstly, Jeremey was doing some cracking dice rolling. There’s not much anyone can do about that. It’s simply the case that he was just rolling 6s all the time, and we weren’t!
(Jeremey – as I’ve mentioned the Yorkist ‘good’ rolls have disguised a fairly even fight in other areas).
Secondly, I must take responsibility for not thinking about command and control. I gave the Lancastrian army just three commanders – three generals. Each command had one general to take full responsibility for command and control. Now, that was actually adequate for the cavalry, the smallest command, and closely deployed in supported lines. But the two flanks would be more strung out, meaning it was hard to keep them all in command range (actually, both flanks often had troops out of command). This made it difficult (nigh on impossible) for the Lancastrian flanks to keep their second line of billmen up with the archers to respond to any Yorkist charges. Ideally, each flank needed two commanders – a general and captain. This would have meant the Lancastrian battleline would have been stronger to repel Yorkist charges, meaning fewer loses.
I have to take full responsibility for that. Any successes the Lancastrian army had to force a draw rather than utter defeat are to the credit of Andy and Tim, not me.

Anyway, a draw it was.
(Jeremey – I was expecting an early bath on this one. My initial deployment stiffled any attempt to take the battle to the enemy. Archers in the wrong place, slow moving infantry stuck in the middle and an initial cavalry charge that went no where. But the Lancastrians just didn’t press the attacks on the flanks. Maybe by splitting their command into three meant each commander was trying to preserve their own small force? Whatever the reason I’m glad I didn’t look a gift horse in the mouth and took some very bold moves and effectively won a draw).

Yorkist Loses
4 Units of Longbows (12 points)
2 Units of Militia Longbows (6 points)
3 Units of Billmen (12 points)
3 Units of Currours (12 points)
Total loses 42 points (Army break point 39)

Lancastrian Loses
4 Units of mounted men-at-arms (16 points)
2 Units of currours (8 points)
2 Units of border horsemen (6 points)
1 Unit of dismounted men-at-arms (4 points)
3 Units of retinue archers (9 points)
3 Units of militia archers (9 points)
Total loses 52 points (Army break point 49)

Battle Declared a Draw

Society Meeting, October 22nd

It’s been a while since we posted any pictures of society meetings, but here are some from our latest meeting, which had a good turn out with five games in progress and around 20 members present.

First up we have a 2mm Ancients game using Strength and Honour rules, Republican Romans vs Germans.

Marcomanni & Suebi Warbands clash with the Auxilia
Same clash, different angle
Close up of the Suebi Warband
Line of battle

Our second game was a clash between a 100 Year’s War English army and some Ottoman Turks, this time in 6mm using Field of Glory rules

Archers flanking Men at Arms
Close up of Archers
Archers holding the hill
Cavalry charge the Men at Arms
Men at arms punch a hole through the line of Archers

Slightly later historically we turn to the War of the Roses, and a game based on the Battle of Wakefield, this time in 15mm using Sword and Spear rules.

Battle of Wakefield, starting positions. Jeremey feeling somewhat surrounded.

In the background you can see Stephen’s representation of Sandal Castle, you can see an article on its construction here.

Close up of the Yorkist right flank.
Lancastrian Left Flanking force
Yorkist Archers, the small dice show the remaining strength
Uneven archery duel, all units started at strength 3.

Our fourth game, chronologically, takes us to the East End of London, where things go bump in the night. A Victorian Gothic Horror game using “A Fist Full of Lead” rules in 28mm.

Just another day in the East End
A bit of a barney
Hello, hello, hello, what’s going on here aaarghh
It’s not even safe indoors
A Hansom Cab
Police raid a house of ill repute
They’s big n hairy & I be afraid of ’em

And finally, we go to Vietnam, with a 1:600 scale Air game using Thud Ridge rules.  Only a couple of photos of this game unfortunately.

SAM-2 site protecting a vital bridge as a Skyhawk attacks.
Close up of the Skyhawk, pursued by MiG-15s

 

Ill Met At Woodfell Hall

Stephen reports on a solo game using Song of Blades and Heroes
Apologies from the editorial team, we messed up the publishing schedule.

It is the year 1266. The Baron’s War, led by Simon de Montfort, is at an end – de Montfort and his supporters were beaten decisively at Evesham the previous year.

Since then, not all has been lost. Many of those still devoted to the cause, though dispersed and leaderless, still resist King Henry’s rule.

We find ourselves somewhere in the hills overlooking the Wye valley, early autumn, 1266. A young and idealistic knight, Sir Hugh Bolton, a loyal follower of de Montfort’s, has been lying low on the Welsh border, as have so many of the rebels.

Sir Hugh has received word that another rebel knight, Sir William le Bleu, is also in the area.

Together, they have decided to meet at an isolated traveller’s inn – Woodfell Hall – high above the Wye valley. As night falls, the two knights and their accomplices make their way to their secret rendezvous.

However, what Sir Hugh does not know is that Sir William is not all he seems. His real name is Sir Peter of the Wash, and he is a loyal retainer of Prince Edward! Sir Peter has been sent on a mission by the prince to seek out rebels hiding in the marches and either arrest them or, better still, kill them!

With Sir Hugh is a knight companion, Sir Aymer, plus four experienced men at arms and another four archers – all veterans of Evesham. Sir William/Peter is also not alone. Prince Edward has sent with him two other knights, Sir Fulkes and Sir Gilbert, plus a troop of five spearmen led by a man at arms, and three crossbow-armed sergeants.

Sir Peter’s Men Arrive On The Scene

The first couple of turns were quite quick, with each side only managing to activate one or two models. Sir Peter gave an order to the crossbows to advance up the road, but then the spearmen (presumably tripping over something in the dark) failed. Similarly, Sir Hugh attempted to get his retinue to head down the road toward Woodfell Hall, but only the archers made it.

Sir Hugh With Archers Up Front

It was a slow initial advance.

Things changed for Sir Peter though – he made a group activation of the crossbows again, and they rolled three successes, meaning they could take three actions. They double-timed down the road, coming up to Woodfell Hall, and seeing Sir Hugh and his men further down the road, raised their crossbows and let fly!

The Spearmen Start To Move

This obviously took Sir Hugh by surprise. But fortunately for him (well, those who had been targeted) the shots had no effect. Two can play at that game, thought Sir Hugh, and he ordered his archers to return the gesture. But since the archers, like the crossbows, had been shooting at long range the effect was the same – no hits.

A Volley Of Arrows

The pace soon picked up.

One of the crossbowmen climbed up the side of the inn to take position on a veranda where he could snipe.

Mmm…Wonder If I Can Climb Up That

Meanwhile Sir Peter tried to give more group orders to the spearmen to bring them up in support – his encouragements worked this time.

Sir Hugh’s men also started pouring into the battle. The archers came up to the road junction, formed a line, and let loose. This was a much better tactic – one of Sir Peter’s crossbowmen was struck, and not only struck, but hit with a gruesome shot! Down he went with blood shooting all over the place from the arrow that had severed his jugular. This caused a morale check amongst Sir Peter’s men. The knights held firm, but the tardy spearmen all fell back a little, not wishing to be the next ones to suffer such a terrible fate.

Lying In A Pool Of Blood With An Arrow In The Neck

The remaining crossbowmen showed they could do just as well. Raising their weapons, they took aim at two of Sir Hugh’s men at arms. Both bolts hit home – one of the men at arms fell down dead, and the other was knocked down with a bolt sticking out of his thigh.

One Knocked Down (face down) One Killed (face up)

Sir Hugh got the rest of his men going, urging them to advance through the scrub and bushes that ran alongside the road. The archers drew their arrows again and had another go.

And the same thing happened!

Down went the crossbowman hiding on the veranda, another gruesome kill! This left the remaining crossbowman feeling nervous and, with his morale faltering, he made a run for the rear before an arrow found him and left him a messy, bloody, heap like his friends.

Blood Drips Into The Water Trough

All this missile fire was well enough, but both sides were keen to get stuck in with sword and shield and sort this out the honourable way. Sir Hugh and one of his men at arms had been using Woodfell Hall for cover as they advanced, and the others had moved through the bushes, which meant they had the drop on Sir Peter, whose retinue had stalled under the effectiveness of the longbows.

By the horse troughs outside the inn is where the two sides finally came to blows.

The Melee Starts

The archers tried to stand back and get in a shot where they could, but in the darkness it would be reckless to shoot into the melee. Sir Peter barked out his orders to the spearmen to urge them forward into the melee, and his knight companions also came into the fight.

It was turning into quite a mess. Sir Hugh’s force was split into three – Sir Hugh with one of the men at arms coming down the road, Sir Aymer with another man at arms coming through the bushes, and the archers waiting to take a shot at any target that presented itself.

More Knocked Down Than Killed

Meanwhile Sir Peter’s troops were more consolidated, though this had been more by accident than design. But what this meant was that one of Sir Peter’s men knocked down one of Sir Hugh’s men whilst another was able to come up and finish them off as they rolled around on the ground.

More Killed Than Knocked Down

Then the telling blow happened. Sir Hugh and Sir Peter faced off against each other, and in only a brief exchange Sir Hugh was knocked to the ground and then Sir Fulkes came up and struck Sir Hugh the killing blow!

The fight continued for another couple of rounds, but it was obvious the rebels had been beaten. Realising their cause was lost the remaining rebels made a break and ran.

Sir Peter and his retinue had come out the winners. They had earned their blood money.

An Englishman’s Home

Stephen guides us through a big build.

This building project is something I’ve been meaning to do for a while but never got around to it.

That’s mainly because I didn’t know what I wanted for this model, how much effort to put into it (in relation to how often it would be used), or how to go about building it with the above restrictions in mind.

But recently two events occurred that focussed my mind – I achieved painting backlog nirvana (I had nothing outstanding to paint!) plus, in our War of the Roses refights, we had the battle of Wakefield coming – the backdrop to which is Sandal castle.

With hobby time and motivation on my side, I decided now was the time to commit!

With any terrain building project the first thing to think about is storage. It’s easy to get carried away on a big build, but where are you going to store it? I made up my mind the model would have a footprint no bigger than A4 so I could store it in a box a ream of A4 paper came in (at this point I should add that it’s going to be used with 15mm miniatures!).

Right, decision made on that one.

Now for the actual build, and construction decisions that need to be made. I knew I didn’t want this to be just a tower, I wanted the bailey included. That’s going to be a potentially fiddly build, because I need to think about all that brick work. I thought about the Wills Scenics embossed sheets, but they’re really scaled for HO/OO railway models, so would be too big, plus the cost of buying all those sheets would make the model expensive for how often it would get used. I thought about a paper model, because all the other 15mm buildings I use are paper models so it would fit in stylistically. But the paper models I found on the internet were either too basic or too complicated.

However, after my recent build of lots of skyscrapers for a Stargrave game where I used simple boxes covered in printed textures, I thought that’s what I would do.

So, I scoured the internet for stone textures I liked the look of. I re-sized them, so the stones looked about right for 15mm miniatures and printed out loads of sheets. I also used MS Paint to put some arrow slits on them as well, and some sheets had doors, of various sizes printed as well.

First thing was to lay out the design of the castle. A piece of A4 modelling ply was cut and on that I drew the design of the castle – a keep on a mound, plus walls and towers. A classic (later) motte and bailey castle.

The best laid plans.

I cut a piece of expanded polystyrene for the motte and stuck that down. When that was dry (and PVA takes a while to set when gluing EPA) I carved the mound, keeping in mind that I had to leave enough space on top for the keep.

I started with the keep. I wanted to make it a round keep, but I couldn’t find a tube the right diameter. Oh well, this particular castle would have to have been originally built in the 12th century – square it would be.

Foamboard keep walls.

Construction proved remarkably simple and remarkably quick. The main structures were built from foamboard and then lagged with the printed sheets. Once that dried it was a matter of cutting out the battlements.

Keep and gatehouse in place.

I was keen to get the first bit done so I could get an idea of how effective the printed textures would look on the model. It was hard to say when I saw it, and I think this was because it was just the tower in isolation with the rest of the model completed to give it context. When I looked up-close I was impressed with the effect, so I decided that once complete, en masse, it should look alright.

The Keep and the steps to the keep door.

The rest went up a lot quicker than expected. This was mainly due to simple shapes and also because once up, they would be done – there would be no painting required (beyond the edges of the battlements where the foamboard and white cut edges of the paper showed).

The walls start to go up.

To give the model some semblance of being an organic structure that would have been built over time with improvements and changes, I made the towers slightly different sizes. You will also notice that one of them is round (a toilet roll insert!) – perhaps early in the castle’s history it was attacked and a tower was brought down, only to be re-built in latest round style? (Ed: Shades of Rochester Castle?

The assembled castle

Yes, using printed textures was a good idea because, at scale, it looked like stone, but also because there would be no painting required which meant the model was finished much quicker than if I’d made other modelling decisions.

The round tower

To finish the base was given a coat of khaki paint and then covered with model railway ballast. And when that was dry some static grass was added – I didn’t put so much in the castle yard since that’s where it would have been trammelled by feet.

Adding the flock.

And that was the model complete, ready for Wakefield, and ready for any other games to be a backdrop for a proper medieval setting.

The finished article

Wars of the Roses – Battle of Northampton – Battle Report

This is the third battle report in our long standing campaign to re-fight the Wars of the Roses. Details can be found on the campaign page. Three battles into the campaign it’s become a tradition for the winner to write up the battle report. Which is why Jeremey takes us through the battle of Northampton (spoiler!)

Battle of Northampton
History tells us this was clearly a defensive battle for the Lancastrians, however history also tells us that due to the treachery of Lord Grey the battle apparently only lasted about half an hour. So we dispensed with that aspect and went for the Lancastrians taking up a defensive position. The Lancastrians were allowed enough stakes to cover their front line at no extra costs, but to provide the attackers with a chance this battle was our first game of unequal sides.

Given the Lancastrians static defence Stephen decided to take on full responsibility of command. I as the Yorkists had originally divided up my force to accommodate a guest commander but ended up dividing the army in to three battles to accommodate an additional commander!
Therefore for this battle both Andy and Tim joined my Yorkist forces.  For this battle the Lancastrians had 520 points to the Yorkist 700 and we played using the Sword and Spear 2nd edition rules.

The start of the battle saw the Lancastrians in their defensive position with a front line of archers and two artillery units. Andy took command of the Yorkist left with Tim in the centre, I took the Yorkist right near the abbey.

The first couple of turns were all about the Yorkists getting their units moving. The initiative system in Sword and Spear makes it tricky to get everyone moving at a steady pace. You can do a group move of units but that is still dependent on drawning activation dice from the bag and rolling enough to start the group move. It was soon clear some units were being left behind.

Meanwhile the Lancastrians had little to do but wait for the enemy to come within range of their guns and archers. The Lancastrians also had a camp which would allow them to increase the reach and potency of their missile fire through the Resupply strategy.

I advanced my force at a break neck speed outdistancing my subordinate commanders and setting a fine example of how a real commander should lead. Although a pause was required to allow some of my units to catch up. While I did this Tim also managed to advance in the centre, but Andy had the furthest to travel so was somewhat behind.

Realising you can’t make an omelette without breaking any eggs I advanced my archers within range of the Lancastrians taking the chance that they could withstand a volley (or two!) and return the complement, to try and create some holes in the Lancastrian line.

However it was not to be. Some good dice from Stephen and poor dice from me saw both my archer units wiped out before they could even loose an arrow! This made me pause in my advance fearing that I’d have no chance of reaching the Lancastrians with my slow moving billmen and men at arms.

In the centre Tim decided to just go for it and continued his advance. Stephen thought it was worth trying a few ranging shots, but didn’t quite have the distance.

A turn later and Tim and Stephen were able to exchange fire. Tim’s forward units of billmen and spearmen took a bit of damage from the Lancastrians but in return they managed to destroy some of the Lancastrian guns and open up a hole in their defensive line.

Spurred on by this Tim adavanced his units even further. Unfortunately this proved costly with the spearmen succumbing to more artillery fire. Luckily Tim’s captain attached to the unit survived to be able to support the remaining units in the continued attack.

Tim’s bold advance saw the first of the Yorkists units reach the Lancastrian defences. For Tim this was his dismounted men at arms. Unfortunately Stephen had plugged the gap left by the loss of his artillery with some dismounted men at arms of his own. With a supporting unit for the Lancastrians and their sharp stakes taking away the Yorkist impetus, this turned out to be a tough fight that would last for a few turns.

Being slightly embarrassed by one of my subordinate commanders getting into melee first, I decided I’d spent enough time regrouping and launched an attack with my billmen. I had some rather useless cavalry and so I put them out front as cannon fodder to at least take some of the incoming missile fire away from my heavy infantry.

On the Yorkist left flank Andy had finally got his forces in range and was able to start making holes in the Lancastrian defence thanks to some good archery. This forced Stephen to think about plugging more gaps, but he held off this time fearing Andy could just stand off and continue firing on the defensive line.

Meanwhile in the centre Tim had managed to get a unit of billmen into melee to continue the assault. This added much needed support to his hard pressed men at arms.

Following this change in momentum, and thankfully because I rolled some good activaton dice. I managed to get my men at arms and billmen into melee against the Lancastrian archers. Even with the stakes taking way my impetus, the archers were no match for my heavy infantry. These Lancastrian loses pushed them over their Morale threshold forcing Stephen to make tests for each unit. Unfortunately for the Lancastrians this resulted in the loss of a few more units.

Andy was still causing trouble on the Lancastrian right flank, forcing Stephen to move up his billmen to prepare for an assault from Andy’s infantry.

With the Lancastrian line crumbling and more Yorkists arriving the battle reached a final stage. Although the Yorkists were at this point only one unit away from their own morale test point.

But there was to be no last minute Lancastrian revival, Tim’s billmen broke through the Lancastrian defensive line and engaged a unit of militia archers. The blue dice shown are Tim’s Yorkist scores against Stephens black Lancastrian ones. This lost unit pushed the Lancastrians over their break point with the remainder of the turn seeing enough other Lancatrian loses to make the battlefield look like a resounding Yorkist victory. Truth be told there was a moment it was clearly in the balance.

That leaves the campaign at 2-1 to the Yorkists, but Wakefield is up next.

Yorkist Loses
3 Units of Longbows (9 points)
1 Unit of Spearmen (4 points)
2 Units of Billmen (8 points)
Total loses 21 points (Army break point 35)

Lancastrian Loses
2 Units of Dismounted Men at Arms (8 points)
1 Unit of Billmen (4 points)
5 Units of Longbows (15 points)
4 Units Militia Longbows (12 points)
2 Units of Artillery (4 points)
Total loses 43 points (Army break point 31)

Yorkist Victory