From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).
Showing posts with label Reniassance. Show all posts
Showing posts with label Reniassance. Show all posts

The Armada Has Landed!

Someone must've invented time travel and messed up the history books[1] as, with the English fleet prevented from sailing by a contrary wind, the Armada has put ashore a force under Don Alonso to try and take Portsmouth from the rear.  John, Lord Bawdesley has rounded up a scratch force and occupied a blocking position to save the fleet.  

The armies faced off against each other, the Spanish convinced their greater military experience and expertise would triumph, and the English confident that pluck and patriotism would be enough to see off the Dons.


The armies were broadly similar:

The English Army:
4x Battles with pike, bill, musket, arquebus and bow
2x squadrons of demi-lance with lance
2x troops of border staves (light horse)
2x medium guns (dug-in behind earthworks)

The Spanish Army:
1x large, veteran Tercio with pike, sword & buckler, musket and arquebus
3x Tercios with pike, musket and arquebus
2x squadrons of cuirassier (mercenary)
2x troops of petronels (arquebus) 
2x medium guns
  
The veteran Tercio should give the Spanish the edge, and they were clearly going to use it, aiming it at the English centre.


The English Battles facing them, while the equal of the non-veteran Tercios, were clearly up against it.


Both sides had deployed most of their horse at the eastern end of their lines: the English with both demi-lance squadrons and a troop of border horse; and the Spanish (shown below) with two troops of petronels and one of mercenary cuirassiers.


With deployment complete we rolled average dice to determine our generals' ratings.  The English ended up with two level-3 generals and one level-2 ...

John, Lord Bawdesley the English C-in-C (level-3)

 .. the Spanish did slightly worse with only one level-3 and two level-1 generals. 

Don Alonso the Spanish C-in-C (level-3) aghast at the quality of his subordinates!

Both C-in-C's took command of the main body in the centre, leaving their subordinates to command the wings.  And so, let the game begin.

Turn 1: and the English won the D6 roll-off for initiative, but chose to let the Spanish take the first activation[2].  The Spanish started quite conventionally, with their artillery bombarding the opposition, a move followed by the English.

After this, ineffective, preliminary bombardment the Spanish Tercios advanced at the run, first with their centre ...


... and then on their right towards Windmill Hill.


The English infantry contented themselves with advancing their foot to the forward slopes of the occupied hills.  Then they launched both demi-lance units on their right flank in a charge at the Spanish horse who, unfortunately had not, as the English anticipated, advanced and the demi-lances' charge came up short.


To rub in their misfortune the Spanish petronel units reacted by firing at them but without effect.

Turn 2: the English won the initiative, and again ceded the first turn to the Spanish.  The Spanish led off by activating a petronel unit to fire again at the demi-lances before they could charge again.  But again, the firing dice did not live up to expectation.


The demi-lances were unamused and promptly charged the offending petronels, soundly beating them 2-0 (hits or 'wear' inflicted - red markers) in the mêlée but didn't break them.  The petronels forced to fall-back ('disengage') were unable to complete their recoil owing to the cuirassiers behind, taking another point of wear in consequence.  They also became weary (yellow marker) as they had the maximum level of wear ('stamina' level) they could take before having to test for routing ('break check').


The cavalry battle then petered out with nothing more of consequence occurring in this turn.  

But elsewhere, the Spanish centre continued their rush to engage the English infantry as quickly as possible, the English only responding with some ineffective long-range archery.


The Spanish had left one Tercio behind on their left flank, by the wood at the top-left of the above image.  This was intended as reserve cum flank guard until the intent of the English cavalry and rightmost Battle were clearer.  They are also safe from artillery fire behind a small hill.

Turn 3: and the English, having won the initiative, chose to take the first activation.  Their focus was on the cavalry fight on their right but this was a dice disaster with units failing activate (owing to wear taken) and suffering more wear from the Petronels' firing.


As ever the Spanish main effort was to get their Tercios into combat, the first to charge being the large, veteran Tercio.  To their discomfort the English held them to a draw!  The Spanish then invoked the 'Bad War' rule that allows another round of combat in the event of draw between pike-armed units, they also gain an advantage in a second round from their sword and buckler armed troops.  The second round saw the English shamefully defeated and forced to retreat.


The next Spanish Tercio didn't need two chances, defeating their opponents in the first round.  The English centre seemed to be falling apart with two battles in full retreat from the victorious Tercios.


On Windmill Hill, on the eastern flank, there was finally some good news for the English as their battle charged down the hill to defeat the Tercio on that flank, but not decisively.

An overview at the end of Turn 3 is shown below.


Turn 4: and the English with the initiative took the first activation, ordering their victorious Battle to try and finish off the defeated Tercio.


But once again the dice desert the English and the Tercio wins outright, driving off the English in a shameful retreat, although they managed to survive the 'Break Test'[3] from their excess wear (above their 'stamina' level, 4).


The cavalry fight remained indecisive, but the English moved their border stave troop towards their beleaguered centre, where the last two unengaged foot units were now closing on each other.


In the centre the victorious Tercios advanced at the run to get to grips with the defeated English Battles before they could reform and recover.


Turn 5: and the Spanish finally manage to win the initiative.  They put it to work in the cavalry combat, but the petronel shooting proves indecisive.  The English response sees a demi-lance squadron charge the petronels who evade leaving the demi-lances to collide with the cuirassiers in the Spanish second line.  Both units are broken in this combat as they both fail 'break tests'[4] - the cuirassiers, unlike the demi-lances, have for some reason not been posed as routing in the photo below.


This saw the eastern flank considerably thinned out, prompting the English to move the border horse back to support the remaining demi-lance squadron (see top-left of photo below).


Beyond the cavalry fight the latest clash between Tercio and Battle had again gone decisively in favour of the invaders - the English can be seen retreating in the top-left of the image below.


Elsewhere in the centre the veteran Tercio stumbled and was defeated and forced to disengage by the rallied English Battle.


On the western flank the Tercio followed up the retreating English Battle. 


Also seen in the above are the Spanish cuirassiers and border horse who skirmished ineffectively with each other throughout the battle, hence have been largely ignored in this report.

Turn 6: and the Spanish had the initiative which they put into immediate effect by rallying most of the wear from the veteran Tercio.  The English had assumed the opposing English Battle was about to be charged by this Tercio so had given it 'Assault' orders that would allow it to counter-charge.  This unfortunately meant the 'weary' English Battle was now committed to charge in against a nearly fresh veteran Tercio.  The result was disaster as the Battle broke and fled the field.


The Spanish then charged right flank Tercio up Windmill Hill and broke the Battle there as well.


Although the other two Battles survived this turn, one even defeating the opposing Tercio, and the demi-lances finally managed to destroy a petronel troop ...  ...


... 
it was too little, too late and the balance sheet of losses at the end of the turn showed the Spanish had scored a Decisive victory.

History had been turned on its head!



Notes:

[1.]  Actually, this was just a throw down game using John's Spanish and English renaissance armies to allow him to try out the Liber Militum Tercios rules which he had not played before.

[2.]  Activation of units alternates between the two side until all units with orders have been activated.  All units are assigned a face-down order card at the beginning of the turn, these are one of the following: 'Run', 'Assault', 'Shoot', 'Ready' or 'Resist'.

[3.]  If a unite receives more 'wear' (hits) than its 'stamina' level it must test to see if routs (removed from the table as lost).

[4.]  Actually, the cuirassiers are a 'mercenary' unit and thus never take break tests as they automatically leave the field if their wear ever exceeds their 'stamina' level.

Sleepwalking through MeG & ADLG

This is just a very quick post, more of a 'diary entry', on a weekend spent trying out new rules, namely Mortem et Gloriam (MeG[1]) and Art de la Guerre (ADLG).  I also intended to try out another homebrew set but more on that later.

After a largely sleepless night on Thursday, it was down to Martin's in Brighton for a Friday evening in the pub together with Steve who'd also driven over for a gaming weekend.  A different pub this time, but still Harveys Sussex Best and beautifully kept into the bargain - went down a treat.


Probably not the best start, as I never sleep well after a beer session or in a strange bed.  The result, another largely sleepless night.

So, the Saturday dawned and Martin's friend John arrived with his delightful Italian Wars collection and his experience playing MeG to help us through a bath-tubbed refight of the Battle of Pavia, 1525.

Mortem et Gloriam

I took the Imperialist left wing with some Jinetes and Landsknechts (two pike blocks with attached light guns and two units of skirmishers).


Facing off against me was Martin with some Swiss (eek!), Genitors and cannon.


While outnumbered, Martin had the possibility of another Swiss pike block arriving later in the game - spoiler alert, they didn't.

My men took one look at the opposition ...


... and promptly stepped out towards them to try and finish them off before any more arrived.  Meanwhile, our respective cavalry units crashed commenced what was to be a long-drawn out mêlée.  Martin's cavalry, with their spears had an edge to start with but things evened up after the initial impact - luckily, they were not as fearsome as the Ottoman Dellis who were standing in for them.


A few turns later the first of my Landsknecht blocks finally got stuck in, the other was lagging behind, delayed by the Swiss cannon fire.


The cavalry mêlée rumbled on, but only Genitors were taking losses ...


... as my second Landsknecht unit came up and ...


... joined in the Swiss-bashing session.


And then suddenly it was all over; first my Jinetes, still at full strength, routed what was left of their opponents ...


... then, as they came up alongside my Landsknechts the Swiss were gone[2] ...


...and all that was left was for Martin to ride over and surrender.


While all this had been going there had been plenty of frenetic cavalry action taking place to my right.


But I had taken little of this in so, just a couple of photos will have to suffice.  Firstly, the swirling cavalry fight which went to the French ...


... and finally, the arrival of the Spanish infantry whose firepower finally decided the battle.



Art de la Guerre

I was already starting to fade as John packed his Italian Wars armies and departed.  Then Martin readied his 15mm armies on table for a game based on the Battle of Kleidion, 1014, between the Byzantine Basil II the 'Bulgar Slayer' and the Bulgarian Tsar Samuel.  We went for a fairly basic set up as time was short and as ADLG 'newbies'[3] we wanted to keep it simple.


This was played as a 'chit game'[4] so we had each picked a personal identity from among the commanders in the field and during the game took it in turns to pull out a name of a commander to play during each game turn.

I only took a few photos during this game as:
1. I wasn't enjoying it, this is not an indictment of ADLG, as I often dislike rule sets on my encounter with them; and,
2. I just couldn't stay awake and had to sack it early.

So, just a couple of choice pictures of Martin's nicely painted troops.


The Cancelled Game

The following day I was to run a game with my home-brewed rules for 6mm Napoleonics, albeit heavily based on a set of Napoleonic Rules for Large Scale Wargaming.


Unfortunately, worrying over whether the rules were really ready for a play-test kept me awake most of the night.  Now seriously sleep-deprived I had to apologise to my friends, take some Nurofen and go and lie down in a dark room.  

While I 'wimped out', Steve and Martin, like true gamers, broke out a Thirty Years War game using Liber Militum Tercios[5], with the French taking on the Spanish.  As I didn't play in this game, I won't attempt to describe how it played out and will just post a few photos I took later in the day when I was feeling a bit better.

The French infantry dares to take on the Spanish Tercios, and wins!


The Musketeers run away!


And finally, Martin's desperate attempt to get two '6's on just three dice to stop the Cardinal's Guard from breaking and fleeing the field.  He threw '6's on all three dice!  A 1-in-216 chance!!!



Post Mortem?

So, what did I learn from the weekend?  First and foremost, a need to manage my sleep better.  But with regard to the rules, both MeG and ADLG are similar to the DBx series of games but have tried to steer them in different ways: MeG with multiple elements/bases formed as units and a more sophisticated approach to unit activation, actions and costs; and, ADLG with the slow attrition of unit strength ('cohesion') in place of just recoiling or killing units.  From my limited sampling of these, I don't feel either adds much to a game, yet both, for me, seemed to increase complexity.  

In particular I felt that the way MeG breaks down the fighting to individual bases negated any benefit from multi-element units.  Also, the rigidity of the battlelines in ADLG, due to units not moving while in combat as they grind each other down, felt (for me) too mechanical.  That said I enjoyed the MeG game and will have to try ADLG again as my first impressions are often short-lived.



Notes:

[1.]  To be honest I had tried a small game of MeG before, as you might've spotted in a previous post (link), really hadn't got much of a feel for it,but I was a complete virgin when it came to ADLG - is there such a thing as an incomplete virgin?

[2.]  Actually, there are still a couple of Swiss in the top right of the frame.  These are marking where their reinforcements were due to arrive, only fate determined otherwise.

[3.]  Martin had played a small club game of ADLG once before and had a copy of the rules, Steve and I had never even read them, let alone played them.

[4.]  A previous post (link) describes the 'chit game' concept developed as a way to cope with uneven numbers of players and/or players arriving late or leaving early. 

[5.]  We're all familiar with these rules having played them often e.g. (link).