For a long time I have been wanting to try out a hex-based rule-set for the Italian Wars from Issue #7 of Battlegames called 'Sans Peur et Sans Reproche' (SPeSR).
Neither John nor I have armies for the Italian Wars but John does have some for the Tudor period and we opted pit his Scots, commanded by me, against his English in a battle a little bit like Flodden? The set-up below shows the Scottish army to the right atop a steep hill, with the English army, arrayed facing them, to the left.
The armies consisted of[1]:
|
Unit Type
|
Order
|
Scottish
|
English
|
|
Pike Blocks
|
Close
|
4 (Large)
|
2
|
|
Missile Foot
|
Open
|
3
|
5 (Longbow)
|
|
Gendarmes
|
Close
|
1 (Poor)
|
3 (1 Elite)
|
|
Light Horse
|
Open
|
1
|
1
|
|
Missile Horse
|
Open
|
1
|
1
|
|
Artillery
|
Open
|
2
|
2
|
The Scots pike blocks, like the one below, and had Panic and Disperse[2] levels set as if elite to represent their large size, but they were not elite in any other way.
For 28mm figures, the Hexon terrain tiles are quite small so, we allowed units to spill over into an adjacent hex and enforced a unit separation (between units on the same side) of 1 hex to allow space to do this.
Not wanting to change the rules too much, and create a new 'Bill unit' type, we gave the English just 2 pike blocks, but allowed their Longbow units, like that below, to move and shoot without penalty and increased their shooting range by one hex.
So, without further ado, both armies got underway[3], the English advancing their Bowmen towards the centre and their more numerous cavalry against both wings, while the Scots advanced towards the edge of the steep slope.
As expected, there was little action in this turn except for some fairly ineffectual shooting.
The following turn things got underway with English gendarmes charging some missile horse who neatly evaded[4].
At this stage the Scottish pike remained content to sit as the 'king of the castle'.
The Scottish missile horse then came bounding back to shoot at the gendarmes that had chased them off, while the artillery and missile foot tried to shoot down the next English gendarme unit. Also, just visible at the bottom of the image below are the lances of the 'poor' Scottish gendarmes coming out of reserve to prop up the flank.
On the opposite flank the Scottish light horse (Borderers) charged their opposite numbers, supported by some missile foot and another artillery unit.
In the centre the Scottish pike remained steady despite the clothyard shafts raining down on them.
But the King was beginning to have second thoughts about desirability of just sitting there as such a large, static target.
Clearly, with the wheels coming off his battle-plan, the Scottish King was fully absorbed in deciding what to do next and as a result forgot to take photos.
So, we rejoin the fight after the Scots have decided to come off the hill and break the English centre before their wings get overwhelmed.
As can be seen in the above image the Scottish right flank has gone pear-shaped. The missile horse have been chased off table (and will not return), the artillery is bout to be overrun and the Scottish gendarmes are losing their fight against their opposite numbers.
On the Scottish left flank things are not a great deal better, their light horse have been beaten back and the missile foot are in grave danger of being run down by the English gendarmes
And just to put a cherry on the top, in the centre the Scots lost one pike press and only drew the other.
And that's pretty much how the rest of the fight played out. On the Scottish right it ended with the last unit being chased off by the English missile horse.
On their left, their light horse, after a brief rally, was chased off by the English light horse, but at least in this case the English Border Horse pursued them off-table and did not return - no doubt both came to an agreement to join up and loot everyone's baggage.
In the centre the pike slugged it out ...
... but the first to break was a Scots block.
While it took three Scottish pike blocks ganging up to break the other English block.
We then hit the agreed turn limit and with the English army now twice the strength of the Scots the Sassenachs took the win.
Post Mortem
Trying to hold a strong position against a foe that outmatched one in both shooting and cavalry (to turn the flanks) was a very poor decision. Then when the Scottish pikes were let off the leash, they immediately took some disorder for having to descend the steep slope. What's worse, is that units cannot rally while moving so, that disorder plus all that from shooting that they had picked up and received advancing to the attack saw them enter combat in a rather ragged state.
As for the rules, we both enjoyed the game and the rather different mechanisms used and will try them again, albeit I am not sure it gives a better game than other rule-sets. That said the simultaneous movement did make a nice change from I-Go-U-Go.
Notes:
[1.] I'll stick with using the unit type names as in the rules.
[2.] Units acquire Fatigue Points (FPs) from shooting, combat, routing/retreating and moving across difficult terrain. These can be rallied off but when the FP total hits the Panic level the unit must take a Morale Test, and if it ever reaches the Disperse level the unit disbands and flees the field.
[3.] Movement is simultaneous in the rules and wherever there is a conflict ("if you do that, I'll do this") then the conflicting moves are sequenced by the unit with the highest priority, or failing that the higher quality, and finally by a D6 roll.
[4.] Evading is compulsory for open order (OO) troops charged by close order (CO) troops unless in difficult terrain or behind an obstacle.