Thursday, 30 June 2016

Rebasing Napoleonics








There is a grand plan to refight Waterloo in 2021 (mine and Nick's 60th), and having enjoyed the couple of 20mm SLS games in the spring on a Hexon terrain I've bitten the bullet and started rebasing all my old plastic 20mm from 6x4 on 4cm bases to 6x3 on 3cm bases. Some of the figures at the back are almost 40 years old!

Mind you my brother has drawn the short straw and is painting up the whole of the Prussian Army from scratch!




- Posted using BlogPress from my iPhone

Tuesday, 28 June 2016

British Battle Stats


Went to an interesting talk for work today at the Digital Humanities Hub at the University of Birmingham. It was by a guy doing his PhD (name to follow) who was doing spatial statistical analysis on all the battles fought on British soil. The graph above shows for each century the average difference in heights across the battlefields, and the columns at right shows the average across all locations in the UK. The simple message being that most British battles were fought on relatively flat ground!

Europe Rallies Round


In a show of solidarity battalions from across Europe rally around Britain in defiance of the BREXIT vote!

Monday, 27 June 2016

Shire Publications Rulesets - My First Wargame Rules


My brother (also a wargamer) let me have back my first two wargaming rule books which he'd kindly been looking after in his vast wargame books collection (even bigger than mine) for the last couple of decades.

The books were published in 1969 (reprinted 1971) and 1971. I've written class 1C in the back, so that means 1972, which is about right as I think I had my first wargame in 1970/71 just before leaving primary school. For those not familiar with Shire Publications there usual books were on things like old pub signs and toll houses of Britain, but they did quite a few military books. The books are 60-70 pages and a bit smaller than A5 in size.

Discovering Wargames by John Tunstill is very much an overview, but gives a very good summary of a lot of key wargaming ideas and example rules for Ancient, Medieval and Horse & Musket, and pointers for later periods.

Rules for Wargames by Arthur Taylor is the one I think we used the most. It has rules for ECW, Lace Wars, Napoleonic, ACW, Mechanised, C18 Naval, Modern Naval (really WW2, pre Exocet), and WW1 Aerial.

The rules certainly gave a good game back in the day, and very tempted to give a few of them a try again for old times sake.

Thursday, 23 June 2016

Battle of Bosworth - Battle Report


Norfolk's van advances up to the lane and weakens De Vere's Van

Turns 1-2

Richard goes straight into the advance. Initially it looks like carnage as his archers score 4 hits against a Lancastrian archer unit in the first round, wiping it out, but then I remember that you have to cross reference hits with troop quality to get a result - just a flee (2 hex), disruption and single stand (25%) loss.

The next two turns see exchanges of missile fire up and down the line as Richard marches forward. No penalty for moving and firing in the same turn. The fact that fire happens for both sides on both sides's phases (so twice a turn) take some getting used to - but the results all look OK now with several units falling back, disrupted but no lasting damage. You certainly notice the difference between the 8+ of the hand-gunners and the 6+ of retinue archers - at least against soft targets (like levy archers). Time to pull the handgunners back and save them for men-at-arms!

The artillery on both sides is exchanging long and short range fire but with little effect - again about par for the course.

The movement mechanism works well and is almost identical to Steady Lads Steady, so penetration is OK and units can exchange positions with other units as part of their move. The command and control model (3 hex range) is good to, and far easier to manage with hexes than say a 9" radius. Both Oxford and Norfolk can keep to the middle of their lines and control them - and certainly stops you over-extending. Twice though Henry has been disrupted due to fleeing (really retreating) units coming back though him - something that would certainly cause issues for a General when actively engaged.


On the East flank the French contingent is putting on pressure but taking disruption

Turns 3-6

De Vere's archers try to hold off the Ricardian advance
Welsh spearmen on their flank



The firing on Richards left flank has left a Lancastrian archer unit stranded by the marsh. The concentrated fire of two Yorkist archer units manages to inflict 3 damage (not just hits) and sends it into oblivion - the first whole unit lost. This clears the way for Norfolk to shuffle the whole of the van to the right to better deal with the French creeping up on that flank, and perhaps clear the way for Richard to charge through as it seems he did in reality to try and take Henry on in personal combat.


Henry's forces taking a battering, a unit of archers flees in the foreground
Smoke puff = stand lost, red marker = disrupted


In the West Norfolk continues to keep the French at bay, and even push them back. However the front is now too wide for him to manage so Richard has to come forward to take control of the right wing, leaving his own battle standing behind under Northumberland. It highlights that at least for the 1st line you need two generals not one in order to maintain full control - and in a pick up battle there would be an interesting choice between points on generals to give flexibility vs points on troops.

Milanese handgunners and Norfolk's archers push forward


In the centre Norfolk's push forward continues, with more of Henry's units being forced to recoil, and take the odd stand lost. Getting real damage on units from missile fire is hard, and even when you get disruption its removed before the enemy gets their next fire - which seems a bit too soon. Eventually though Norfolk's men-at-arms get to within melee range of some of De Vere's archers (I keep having to remember they only need to be adjacent, not move onto the enemy hex). At first it looks like its a complete destruction of the archers, but then I remember that since De Vere is with them they get an extra D6, which is enough to reduce the annihilation to a recoil (a bit of a big swing, and only rolled a 3!).

Burgundian Pike/Spear men on the W flank await Richard's assault


After 6 turns (2 hours? No explicit time conversion is given but since we're at the same basic scale as SLS this seems reasonable), it looks like the opening phase is over and we're getting ready for the main match. De Vere has now been pushed back hard against Henry's Main battle, so that needs to get involved now in the fight. For Richard Norfolk's troops have gained ground, but not inflicted too much damage, but are now to spread out and out of puff themselves to destroy De Vere's Van, and certainly not Henry's Main. So time for Richard to pull back from the W flank enough to bring his Main forward.

End of Turn 6 - Norfolk's MAA in centre having not followed up to keep the line



Turns 7- 11

Norfolk's forces pushed relentlessly forwards, inflicting recoils but few stand losses, but enough to keep pushing Henry's line back. On the West flank a unit of French pike (4 melee+4 impact!) caused havoc within the missile units of Richard's flank, and Richards need to be there to control units stopped him from taking the lead in the centre - a job left to Norfolk.

Forces come to blows in the centre, but the French push forward at left


As Richard's archers and handgunners inflict and push back Henry's mounted MAA Richard sees his chance, and just like the real battle calls his own mounted MAA to push forward alongside the marsh and engage their opposite numbers. The melee stalemates in the first round, Henry's personal presence (2D6 not 1D6) not enough to swing the melee.

With both main battles engaged Henry takes the chance to call on the Stanleys. Henry is one down in lost units so rolls at -1, a 5 is rolled, modified gives a 4 - so Stanley stays put.

In the next turn Norfolk decides to through his dismounted MAA into the melee against Henry. Now 2 units to 1 and a General's 2D6 on both sides the Yorkists inflict a push back, but not enough to damage Henry.

Norfolk joins the melee against Henry and his men-at-arms

Henry makes another call to the Stanleys. The rampaging pike have taken another scalp, but Richard's archers have evened the score, so its still a -1 roll. This time the roll is 2, modified to 1, so the Stanley's reckon that Henry's number is up and begin to mobilise for Richard.

Henry fights for his life in the bottom right

Richard's own position is looking perilous though. Floating free on the west flank he suddenly finds the French pike bearing down on him as they rout some Yorkist archers. It's not too clear from the rules whether Richard can escape/disengage from them next turn or has to fight a personal melee (not good as they roll on 12+D6 against his 2D6!).

Richard's looking at risk as French pike bear down on him


However before it can come to that the next round of the main MAA melee happens and Norfolk finally rolls high, eliminating Henry's men-at-arms, and with them Henry. It's Henry who gets to cry for his horse as the blows of the Yorkist swords and maces reign down on him.

The victorious Yorkist men-at-arms

Aftermath

With Henry dead and Stanley already declared for Richard (just in time), and Northumberland still standing by for orders Richard is in a strong position. Both sides had lost 3 units (excepting the final MAA), and had similar damage elsewhere. Richard would no doubt have spent the next few weeks mopping up the remaining Lancastrians before returning in triumph. The Tudor era would not have been, no Stuarts, and possibly no Civil War. And a certain car park in Leicester would have remained totally unremarkable.

A long shot looking to the West of the final positions
Northumberland and Stanley still in place
Considering the battle Henry probably defended too far back, and when he was pushed back should have immediately thrown his main battle into the fight to try and bring Stanley in. As it was he ended up with just no room to manoeuvre.

A View on the Rules

Overall I really liked the rules. Quite simple and straightforward, quick to play but giving a good game that felt realistic. It was interesting how many even minor bits are the same as I have in SLS, even down too things like interpenetration and retreat moves being +1 on a normal move to stop the victor chasing you straight down.

There were a few bits I think I'd be tempted to tweak though:
  • Melees happen when a unit tries moves onto the hex of another unit - as often it was not to clear if adjacent units were in melee
  • Disruption appears to have a very minor effect. I think it should last to the end of the unit's next turn, not til after the move phase, and it should have an effect on melee - amazed it doesn't - perhaps the same 1/2 stand number as firing.
  • Odd that armour class effects firing but not melee - think I'd be tempted to apply a -1 for A1, -2 for A2 on the opposition.

The command and control worked really nicely though. Certainly my medieval rule set of choice though, and its next outing may be in some form of medieval campaign later in the year.

Scenario Mechanic

I also liked the scenario mechanic for what happens to Northumberland and the Stanleys. The fact that the two leaders can choose the right moment to call them forward when the casualty difference is in their favour certainly means that the decision becomes a tactical one, rather than a purely random one, and also hints at the bigger strategic picture. Not sure the mechanism would work well for Napoleonics (except Saxons or recalcitrant Austrians) or ECW (not much on field treachery), but ideal for Medieval. In a campaign setting you could even have loyalty ratings/DMs for each faction, and maybe even make the points value of uncertain troops cheaper - so a small army of dedicated fighters or a large force that might fall apart or even turn on you if you don't keep winning.



Wednesday, 22 June 2016

Battle of Bosworth - Troops on the Table

Mike Ingram's book presents the following deployment for each of the battles and artillery for either side.

Bosworth Deployment Zones
And with the troops on the table it looks like this:

The broad view looking North

A birds-eye view look West

Henry Tudor looking towards the Ricardian line

Burgundian crossbowmen with Richard behind

De Vere's billmen have a good view of the advancing Yorkists beyond Fenn Lane Farm


Well, there's nothing for it now but to play the battle - game on!

Battle of Bosworth - Deployment and OOB

Bosworth - Possible Deployments for Richard's Army

Deployments


Even though the location of the battle is now known there is still no certainty about how the forces were deployed. Richard was coming from the NE, and Henry from the SW. Most of the finds (cannon and handgun balls) have been found around the area of Fen Hole Marsh, in a rough lozenge running SW and NE from the marsh - so we know the troops fought around here.

Foard and Curry's Bosworth 1485: Battlefield Revisited gives Richard deployments as either A (facing W) or B (facing SE). Their preference is for A as although B is anchored on its R flank by the Fowlismere lake (just off the table to the N), it probably doesn't give Richard enough room to deploy his battles - although it does keep his guns on the low ground where the ball can bounce further.

Mike Ingram's Battle Story:Bosworth 1485 suggests C (facing S) where Richard is stopped from taking the ridge by Stanley's men already there, and so goes past the marsh and then swing S to face Henry. Since as mentioned Mike provides a better overall battle narrative than Foard and Curry I'm going to go with Mike's option.

Size and Composition

For battles of this period we tend to have no accurate records of troop numbers and orbats. Indeed for Bosworth and other battles estimates can vary by as much as x2 to x6! Generally current estimates are a lot lower than the figures that were historically taken as correct, and Bosworth is no exception. Both books agree that the rough strengths were around:

  • Henry Tudor: 5500 (including about 1000 French, plus some Scots, and loads of Welsh)
  • Stanley: 1500
  • Richard: 8500
These are down even on some of the first estimates I was looking at a year ago, so I have more than enough figures in hand at 1 unit = 500 men (15500 men total, 31 units in total).

In terms of composition the following is my reading of the two sources:
  • Men-at-arms: About 1 in 5 units, with Richard having more than Henry, but about the same as Henry+Stanley. Some of them must have been mounted so that Richard could make his charge (and cry "My horse, my horse" etc).
  • Billmen: A good number on both sides
  • Archers: More proportionally on Henry's side, but even so possibly he has less than Richard given his smaller army
  • Cross-Bow: On both sides, and dominant weapon of Henry's French contingent
  • Hand Gunners: Some on both sides, a lot of the archaeological evidence is handgun shot. More on Richard's side than Henry.
  • Spearmen: A lot on both sides. Henry had Welsh and Scots levies, Richard put his more uncertain troops (more Levies) with Northumberland in the Rear Battle.
  • Pike: It sounds like the French contingent on Henry's side may have had Pike to support the cross-bows
  • Hobilars: There was some Scottish horse on Henry's side
  • Artillery: Large calibre guns on both sides, and good archaeological finds of cannon balls.
Several statements (even in the same book) seem contradictory, so rather than spend forever trying to be "right" it's best to just make a sensible choice that balances historical record and gameability and go for it!

Order of Battle

Given the numbers and composition notes above, and a rough 1 unit = 500 men, in the end I decided to go with:

  • Henry Tudor
    • Van (De Vere)
      • 1 x Bill
      • 3 x Longbow
      • 1 x Spear
    • Main (Henry)
      • 1 x MMAA
      • 1 x DMAA
      • 1 x Bill
      • 1 x Longbow
    • Left Flank (French)
      • 1 x Crossbow
      • 1 x Pike
      • 1 x Spear (Scots)
      • 1 x Hobilar (Scots)
  • Stanley
    • 1 x DMAA
    • 1 x Bill
    • 1 x Longbow
  • Richard
    • Van (Norfolk)
      • 1 x DMAA
      • 1 x Bill
      • 3 x Longbow
      • 2 x Crossbow
      • 1 x Hand-gun
    • Main (Richard)
      • 1 x MMAA
      • 1 x DMAA
      • 2 x Bill
      • 2 x Longbow
    • Rear (Northumberland)
      • 1 x Bill
      • 2 x Spear
Both sides have 2 guns.

For comparison there are some other wargaming OOBs at:

Special Rules

The final piece is some special rules for what happens to Northumberland (who did not get involved in reality) and Staley (who did, on Henry's side). Daffy Doug in the TMP thread above had some nice rules which I've developed as follows:

Northumberland - Richard cannot call him forward until at least one unit of Richard's Main battle is engaged in melee. When Richard does call him forward Northumberland must role 4+ on D6 to join Richard, else he leaves the field. DM of +1 for each of Henry's units eliminated, and -1 for each of Richard's eliminated. Always leaves on a natural roll of 1 and always joins on a natural roll of 6.
Stanleys - Neither side can call him forward until at least one unit of Richard and Henry's Main battles are engaged in melee (not necessarily with each other). When called forward Stanley must roll D6 and modifies with a DM of +1 for each of Richard's units eliminated, and -1 for each of Henry's eliminated. DM+1 if Northumberland has left the field, -2 if he's joined Richard.

Joins Richard on a natural roll of 1 and joins Henry on a natural roll of 6. Otherwise for the modified roll:
  • 1 or less: Joins Richard
  • 2, 3 or 4: Stays put, may test again next turn
  • 5 or more: Joins Henry
All these rolls must be made the beginning of the calling side's command phase.