Wars of the Roses – Battle of Towton – Battle Report

Battle number seven in our campaign was the bloody field of Towton. The size of the armies who fought this battle is often questioned but it’s clear it was a big battle. To represent this we went for a 1000 points per side and also ended up with each command split across three players. The Lancastrians were commanded by Stephen as Somerset supported by Andy as the Earl of Northumberland and Tong G as the Earl of Wiltshire. I commanded the Yorkists as the rightful King Edward IV with Tony F as Warwick and newcommer to the campaign (and rules) Pete M as Lord Falconberg.

Battle of Towton
Apart from the increase in army size the only historical event we decided to include was the weather. Neither side was allowed artillery and we rolled at the start of the battle to see which direction the strong winds were blowing. Unlike history the wind ended up blowing towards the east and as such played little or no part in the battle.

I was expecting this battle to be a straight up archery duel followed by a clash of infantry. This was reflected in my army choice and how the deployment phase went. I placed Lord Falconberg’s force of cavalry, infantry and militia archers under Pete M on the Yorkist left flank, with a similar force for Warwick under Tony F on the right. I took the main bulk of the infantry to create a strong centre.

To my surprise the Lancastrians deployed with Northumberland’s forces under Andy in the centre with an even mix of infantry and archers, while Wiltshires similar forces under Tony G on the Lancastrian left. Tony G also had some Irish Kerns. The Lancastrian right was formed by Somerset’s own command under Stephen made up entirely of cavalry, four units of Mounted Men at Arms, two Currours and two Northern Boarder Horse. The Lancastrians had also brought stakes for their archers which led me to believe they would fight a stationary battle behind their defences.

Having won the initiative I kept to the battle plan and started to advance my archers. I gave each of my other commanders orders to just hold the flanks. Not to go charging off but to use their cavalry as a threat, and keep my flanks covered as I advanced.

Following the plan Tony F pushed up the cavalry and archers, the militia billmen got left behind given their poor discipline rating.

Pete M did the same on the left flank, creating two lines, with the archers out front, but Stephen immediately began moving the Mounted Men at Arms forward. I panicked a bit at this knowing Pete’s forces where not that strong and so I moved some billmen units towards the left flank in case they were needed.

Over on the Lancastrian left Tony G was having trouble getting units to advance off the hill. This was the first stage in what would see the front of the battle twist with the Lancastrians advancing on the right but barely moving on the left.

The Lancastrians got to within striking distance and then paused, this may have been to wait for the rest of the cavalry to catch up. Pete moved some archers within range and tried taking a hasty shot, this was rewarded with a hit and Stephen giving the Mounted Men at Arms activation dice in preperation to charge.

Seeing the danger from the archers Stephen in a bold move charged in a unit of boarder horse destroying the archers completely. Pete’s respond was to send in some billmen who made short work of the light horse with their charge spent.

In the centre the Andy’s Lancastrian archers had advanced off the hill and into range of my archers beginning the archery duel. The Yorkists managed to score a few hits but were outnumbered four longbow units to four enemy longbows and two crossbows.

The Yorkists had won initiative and after much debate Pete decided the best option was to charge in first. Despite being out numbered Pete’s cavalry managed to hold in the initial fight and the follow up, causing some damage to the Lancastrians. This set the tone for the conflict of the Lancastrians failing to get any clear advantage in combat.

Out on the Lancastrian left Tony G started to advance the Kerns but then realised facing off against the Yorkist cavalry wouldn’t be in their favour. As per my instructions Tony F had not advance the cavalry too far, keeping out of range of the Lancastrian archers.

Back to the Yorkist left flank and Pete M had managed to get another cavalry unit to support the Mounted Men at Arms. Giving the men at arms a bonus dice for good measure Pete M took the fight to the Lancastrians.

In the centre my Yorkist archers had got the better of the Lancastrians. This was down to a number of factors, I sacrificed the good activation dice I rolled to ensure my archers got some good shots in (this did leave my infantry lagging behind), I’d also been able to cause some hits as the Lancastrians were getting into range. With the loss of the archers Andy started to bring up some infantry. I matched this with some Men at Arms in support.

After a hard fight Pete’s Men at Arms managed to dispatch some of Stephens cavalry. With more Men at Arms in support I still felt Pete was in danger of the flank collasping, so continued to move infantry off in support.

Up until this point the Lancastrians had made no use of their stakes. But having failed to get off the hill Tony G decided to deploy them to ensure the cavalry couldn’t threaten them. But this clearly meant Tony G was not going to advance and as such not pose a threat either.

Because the Yorkists had won the archery duel in the centre, were holding out on the left flank against the concentrated Lancastrian cavalry and with them nailing their left flank to the hill, I decided to let Tony F get into the fight, their cavalry moved to engage the Kerns.

With the casualties piling up Stephen decided to move up more cavalry to dislodge Pete’s cavalry that had been holding out for most of the battle. This was enough to finally destroy Pete’s Mounted Men at Arms. To help plug the gap Pete moved up some billmen almost destroying the Lancastrain cavalry.

The infantry I’d moved in support of the Yorkist left flank were finally in position and seeing the threat Stephen moved the Currours to get their charges in. However they would be facing two Dismounted Men at Arms and some billmen. The resulting battle saw the destruction of the Lancastrian Currours.

Some favourable dice rolling saw two of Stephens Mounted Men at Arms destroyed with the Yorkist gaps filled by more Currours and billmen.

Following a successful charge seeing both Irish Kern units destroyed by the cavalry, Tony F moved up their archers to engage with the Lancastrians, but lost a unit in the exchange.

With an abundance of threes for my activation dice I decided to just go for it and get my Men at Arms into melee with Andy’s archers and crossbows. Unfortunately for the Lancatrians, Andy’s counter attack failed utterly. Throwing three ones was probably the best indicator as to how the battle was going for the Lancastrians.

On the Yorkist right flank Tony F had continued the attack by moving onto the enemy bill men after dispatching the Kerns. The cavalry didn’t do as well as expected, infact it did aswell as the Lancastrians cavalry had been up to that point.

It was at this point that Stephens cavalry finally broke through the Yorkist left flank, but it was a real case of too little too late. The Lancastrians had reached their breaking point and all that was let was to play out the remainder of the turn.

The final blow coming from the exhausted Yorkist archers facing off against Andy’s poor Men at Arms advancing under fire.

As so ended the battle of Towton with a decisive win for the Yorkist forces.

This battle did not go as planned for either side. I’d created an army with a strong core of infantry and expected to get bogged down in a big fight in the centre. This was the first time I’d deployed a large mercenary pike unit for just that type of battle. But my archers won the archery duel in the centre and because both flanks had held out there was no threat to the centre. As to the flanks Pete getting a charge in first was a pivotal moment and kept the Lancastrians from overwhelming that flank. As to the Yorkist right flank, with no threat coming from the Lancastrians this allowed some breathing space, the Yorkists were able to see how the centre and left flank faired before committing any additional forces to those battles.

I don’t know what the Lancastrian battle plan was but by putting all the cavalry on one flank that meant it became a make or break. There were no archers or infantry as back up should the cavalry fail to make a break through, which is exactly what happened. The Lancastrian centre and left flank were also unclear, having declared they had stakes seemed to announce they would stay put and expect the Yorkists to advance. But the Centre moved off the hill and engaged in the archery duel giving the advantage to the Yorkists and never deployed their stakes. While the left flank struggled to get moving and then achored themselves to the hill giving the Yorkist the choice of ignoring them and even redistribute any uncommitted units.

The Yorkists are now 5-1 up in the campaign after 7 battles (one was a draw), with 6 battles remaining. The Lancastrians must win at our next battle of Hedgeley Moor. Not a great place to be given historically most of the Lancastrian forces fled from the field before the main fighting started.

Yorkist Loses
2 Units of Militia Longbows (6 points)
1 Unit of Longbows (3 points)
1 Unit of Mounted Men at Arms (4 points)
2 Units of Currours (8 points)
Total loses 21 points (Army break point 58)

Lancastrian Loses
2 Units of Currours (8 points)
3 Units of Mounted Men at Arms (12 points)
1 Unit of Billmen (4 points)
5 Units of Longbows (15 points)
2 Units of Border Horse (6 points)
2 Units of Kerns (6 points)
2 Units of Crossbows (6 points)
Total loses 57 points (Army break point 51)

Yorkist Victory

Work in Progress Wednesday

We start this week with Eric and some Romans, apparently Eric only has 18 of these to paint, but does have 40 celts as opponents to go!

Next up Andy has made more progress on some Pilgrims and the Salute Viking.

John L has made a start on a new river section, there’s been a bit of debate about how to make good river sections, will be interesting to see how these turn out.

And lastly for this week Marcus has been busy with some more Frostgrave terrain, this time some interesting magical circles.

See you next Wednesday.

Society Meeting 13th May 2023

A short round up of games played at our last meeting.

The usual FOG suspects staged a 6mm game, Mid Republican Roman vs Later Selucid.

Mark ran a 28mm Judge Dredd game, with virulent scenery, you may need your sunglasses.

Close up of the tower block

Jeremey and Stephen continued their refight of the War of the Roses, this time recreating Towton.

Each were “assisted” by two sub commanders this time, on the Lancastrian side with Stephen were Andy and Tony G, with Tony F and Peter joining the Yorkist commander, Jeremey.

Andy & Tony F both switched sides since the last campaign game (not unusual in the War of the Roses). There will be a full report on this game written up by the victorious commander.

Armies deployed, Yorkist on the left, Lancastrian on the right
Yorkist Centre
More Yorkists
Stephen’s victorious Border Horse.
A truly dismal roll by the Lancastrian’s French crossbowmen, three 1s
Lancastrian centre, what’s left of it.
The Lancastrian dead. Units with red dice were Andy’s, blue dice were Tony G’s and black dice were Stephen’s

 

Work in Progress Wednesday

Just a few things for this week, I wonder if the improved weather is having an impact on production …

First up Stephen has finished a unit of Romano-British cavalry they are calling King Arthur’s knights.

Next up Phil has decided to paint more orcs  for the upcoming battle in the first age Lord of the Rings game for the Open Day.

Let’s hope we also see the big beast in the game as well.

Now we move onto Paul L who’s been putting together some 3mm paper buildings.

Hat’s off to Paul here, 3mm paper models can be quite the fiddly challenge.

And last for this week, I’ve been painting up the supporting rods for my Balloon game for the Open Day.

I’m trying to get them to blend in a bit by dry brushing a sky blue colour with white. Might need some more work.

See you next Wedneday.

Work in Progress Wednesday

We star this week with Tony F and more Elves for the coming Lord of the Rings battle of the first age at this years society Open Day.

Next up and Andy has continued work on the pilgrims and Salute 50 miniature.

Good to see Andy also uses a grey primer the same as me. I never mastered painting with a black primer.

Next up and I’ve made some progress with my Napoleonic Balloon game, also for this years Open Day.

The French balloon crews are all done and I’ve added flags and a name to all of the balloons. I also decided to sculpt some sand bags to hang on the baskets.

And lastly for this week, Marcus has done another miniature for the growing Frostgrave collection.

That’s it for this week, see you at the next one.

Five Parsecs: The First Mission

Marcus begins his solo adventures across the Five Parsecs from Home universe…

Having rolled up a world, Palacco, which wasn’t entirely conducive to operations, there wasn’t much I could do in the campaign turn or ”world” phase. Palacco is tightly restricted, which means only one crew member can explore each turn. I may have misunderstood this as I thought this term limited other options too, but perhaps I was wrong. And in the end, I didn’t bother, which was probably an error as I might have gained something out of this phase. In addition, crew subsistence costs are doubled due to the high cost of living. The crew also had to pay four credits (Cr) for an operating licence.

Wellington had initially rolled up a corporate contact although the danger pay amounted to only an additional credit. It was also urgent; must be completed this turn or lost. I rolled up a sweep mission; move across and exit the table (right to left in the photos). The corporation want to clear out some rival group from the area. Maybe there has been a mineral find in the area. Who cares? A jobs a job. I rolled up a randomized layout having set out a table for this myself. Possibly there wasn’t enough cover…

The opposition looked quite tough but limited: Three “unknown mercs” whose characteristics made them faster, tougher and better in combat (+1) than any of the crew of the Pi. However, being mercs, they were more likely to bug out in good order if things got tough. One was a mysterious hooded specialist armed with a sniper rifle. The two grunts, the rotund (or perhaps muscled) Dinohed and Redd, who looked to have a more military bearing, were armed with colony rifles. These are simple, robust weapons favoured on the frontier.

The deployment conditions specified that it would be a surprise encounter in which the enemy could not move in the first round. In addition, there was a “peculiar item” located on the table which would give 2 XP if collected.

Turn 1:
During turn one the crew moved in from the right edge but observed no targets. Kel took up an initial sniping position in cover. Their opponents, caught by surprise, didn’t move.

Turn 2:
A terrible roll meant that only one of the crew would get to act before their opponents. I say terrible; in Five Parsecs, I roll a D6 for each character in the crew at the start of each turn. For each character, if I can allocate them a dice equal to or under their reaction stat., they act in the “quick action” phase. Or they can defer. Their opponents act after this in the “enemy action” phase. Finally, any character that did not act earlier may act in the “slow action” phase. Given their reaction stats are even split between 1 and 2, few if any were ever going to move in the quick action phase. In fact only Kel did, and got in a shot at long range and hit. However, this caused no damage only a stun which pushed back Dinohed 1”. After the mercs moved up to the cover of the ruin, Veyon got a shot off and hit. Rolling a 6 on damage she immediately killed Redd outright! Wellington moved in cover on the nearside/bottom of the board in an attempt to make an outflanking movement.

At the end of turn 2 the rules provide for a random battle event. My experience previously has been that these could be quite nasty for all. Let’s just say I have seen some nasty indigenous wildlife…However, what I got this time was “A desperate plan”. One random figure doesn’t move but one other character of the players choice gets two actions; one in quick time and one in slow. In the event, Pascal and Veyon both moved in the quick round. Pascal advanced and got in close for a quick shot at the already stunned Dinohed.

Hit and a damage roll of 6! Another quick kill. At this point the leader would probably have tried to withdraw and fight another day, but this might have prejudiced the crew’s post battle circumstances. Veyon immediately went for a shot at the leader. Hit with one shot from her Blast-rifle. And a damage roll of…another 6!

Given that I have previously alluded to my earlier crew’s travails, the result of this mission was a surprise. I’ve got into all sorts of scrapes and suffered various wounds previously resulting in turns spent in med bay and out of action. Treatment has also caused me to literally bleed credits. So, this very short game was unexpectedly smooth. Subsequent conversations have suggested to me that you should expect the occasional “easier” experience. To take a phrase completely out of context; “It’s life Jim, but not as we know it.” You can have hard days (which I most certainly had) but some days are just easier. However, it also turned out to lack in fringe benefits. While Pascal picked up the item of interest for 2 XP, we got no battlefield finds. Very disappointing. Post-game we did pick up some loot, a “shock attachment” which imparts the “impact” trait to a firearm. Everyone picked up XP, especially Pascal (7 – including one in the after the battle phase because the local food was so good!) and Veyon as a result of her two kills. We also picked up a new patron.

But otherwise, I really think it is time to get off this unpromising rock. The crew took a gamble, paid 5 Cr for fuel and the Pi blasted out of Palacco spaceport looking for opportunities elsewhere…

Open Day of the Maidstone Wargames Society 2023

Our Open Day will be on the 24th June this year. We’re open to the public from 11am – 4pm on the day.

This is a great day to come and see the society in action and maybe throw some dice at one of the various games we will have on the day.

This year we have a nice selection of periods and scales on offer, which might just be the incentive you need to either get back into the hobby or to find a new home for your own armies and games.

Name Scale Period
Strength & Honour 2mm Ancients
Field of Glory 15mm ECW
Lord of the Rings First Age 28mm Fantasy
Road to Damascus 28mm Medieval/Crusades
Napoleonic Balloons 10mm Napoleonic – Alternative History
The Battle of Spicheren 6mm Franco-Prussian

Pictures of the games will be appearing on our blog as we get them.

Details of where the club meets and location of the Open Day can be found here:
https://www.brigademodels.co.uk/mws/directions.html

 

Work in Progress Wednesday

It’s another Wednesday and despite the bank holiday the membership have made some progress on their various projects.

First up Mark J has some more Vietnam era US soldiers.

I’m not entirely sure how many squads are in the pipeline on this project.

Next up and Stephen has created a spaceship from a toy on a magazine. Getting Stingray vibes from this one.

Now we have Eric turning from the usual chaos thugs of some kind to a bit of terrain. This time with some rocky outcrops.

And last for this week, Andy picked up some medieval pilgrims from Salute so these are next in line for some paint along with the Salute freebie Viking Warlord figure.

See you next Wednesday.

MWS at Salute 50

A small contingent from the society braved the roads (and rails) to Excel last weekend to stage Peter’s Fallujah 2004 game at Salute 50.

A view from one end of the Salute 50 hall to the other, MWS were at the far right end in this photo.

The premise of the game is that a USMC platoon have been tasked with clearing an area of Fallujah, sweeping through buildings to clear them of insurgents. The three participants each control one of the platoon’s squads, and depending on the draw of Fog of War cards may have additional assets to aid them in their mission, for example, helicopters, an M1 Abrams tank, a LAV-25 APC, a sniper team or a Navy Corpsman.

Games are intended to last an hour to an hour and fifteen minutes, and use a simplified version of Ambush Alley’s Force on Force rules. Figures are from Elhiem Figures Modern range, civilian vehicles from Matchbox or similar and buildings and terrain scratch-built by Society member Peter.

Peter and John explaining the finer points of the rules to the three volunteers.

Here are a few more photos of the game in action:

We were very pleased to be awarded a prize by the South London Warlords: “Best 10 – 18mm game”.

The game’s mastermind, Peter, receiving the award.

The trophy

Congratulations to Peter for creating an award winning game, and thanks to all members who have helped run the game at shows this year.

The game’s next appearance is at Broadside on June 10th.

Work in Progress Wednesday

It’s Wednesday and we have a couple of things this week. Above is the progress I’ve made on the Napoleonic French crews for my balloon game.

Next up Marcus has been painting up some terrain for a game of Frostgrave.

And some miniatures for the game as well.

And last but not least for this week, David P has made more progress on some 1806 Saxons.

Dave’s set himself a big task, this is just a selection of the miniatures on the work desk.

See you next weekend for some more progress.