Two More Games of TTS

It’s back to the living room for another couple of games of To The Strongest against K.: daughter #1’s boyfriend, trapped with us for the duration of lockdown. K. is becoming a seasoned wargamer now: into double figures with battles over the lockdown period and, as we began our games, victor in three out of our last four encounters.

“How is your Sarmatian coming along?”

In fact, so veteran is he that for this game, rather than just saying that he didn’t mind which army he played, K. very emphatically said that he’s like to play the Sarmatians again: the army he’d had so much success with last time. That was fine by me: I proxie my Sassanid Persians as Sarmatians, with the cataphracts representing veteran Sarmations and the Clibinarii standing in for the regular chaps.

A solid wall of lancers!

I, on the other hand, would take my beloved Ancient Britons, now quite a different army since the list changed the chariot force from being lights to being normal troops…it was time for the Ancient British Panzer Division to take to the field once more!

Four of my six warbands

I did still have some lights, javelin-armed horsemen and slingers, and was determined to try and use them as well as some of my other opponents i.e. manoeuvring around the battlefield like Billy Whiz, constantly nipping at flanks and rear.

“Come and have a go if you think you’re hard enough!”

Our first game was the sort of grinding encounter that typicalises battles where one or both sides are full of deep units. I couldn’t kill his veteran lancers, he was having difficulty breaking my deep warbands. I did manage to get my light horse attacking the flanks and rear of various Sarmatian units, but to no effect whatsoever!

The Ancient Britons head for the rough ground

Chariots kept back as a mobile reserve/exploitation force

In the end, however, it was lights that won the day for me. A unit of light infantry slingers found themselves out of ammunition and in the middle of the battlefield. They spent a bit of time desperately trying not to be noticed by the Sarmatians, a tactic that succeeded to the extent that one lancer unit, already disordered, strayed within flank charge range. In went the slingers and KO’d the Sarmatian cavalry. This left them a few squares from the rear of another Sarmatian cavalry unit. Their blood was obviously up, as a couple of high activation cards allowed me to charge them as well…and then take them out, relieving K. of the last of his victory coins. The slingers had won the day!

Game 2

As the distaff side of things had taken the evil pooch (squatter in my wargames room!) out for a walk, we swapped sides for a second battle.

One thing I noticed immediately was what a lot of Ancient Britons there were: ‘fousands of them to be inexact!

From the other side: there are an awful lot of hairy-arsed barbarians to kill!

This turned out, however, not to matter at all, as the game ended up being very much a walkover in my favour. The Ancient Brits came on in a slightly crooked line, which allowed me to target individual units with my bow fire. This was, as usual, quite ineffectual, but the odd Disorders I did achieve gave me an extra advantage in the melees that followed.

I did have a scare early on when one of my non-Veteran brigade generals was killed by a slingshot, but, once battle was joined in the centre, my veteran units killed the warbands in front of them, punching a huge hole in the British line.

The British line begins to crumble

Not only did this cost K. a lot of victory coins, but it also left the way open to his camp: worth another three coins. In the end, however, I didn’t even need that: I had kept my left and right flanks back whilst my centre went in, now I sent them forward as well, aiming all the time at his weaker units. This tactic proved successful, and suddenly K. had no coins left. Looking at the tabletop, we both realised that I hadn’t actually lost a unit: just one very unfortunate general. Total victory was mine.

Big Hole in the middle of the Ancient British line

Aftermath

A great afternoon’s gaming, and a chance for me to pull two games back against K. Tomorrow is Father’s Day, so I’ve booked another couple of games for then, but more on that in a future post…

Robert Avery

Two Games of TTS...

…which almost never happened?

Why? I hear you ask. What could keep the man from his beloved wargaming?

An intruder, that’s what: an alien beast that has taken up residence in my wargaming room.

When I agreed that the family could get a dog, I made it clear that I wanted a good-sized, rough ‘n’ ready working dog. As you can see, I got exactly what I wanted. She’s a pedigree too, and one who delights in the name Irma Daydream Belle-ever, or Bella for short.

But back to wargaming…and with the space where my tables go filled with all sorts of doggy paraphernalia, I had to de-camp to the sitting room and go To The Strongest rather than my intended I Ain’t Been Shot, Mum.

With everything having to be shipped into the room as opposed to being immediately available , I decided to try my reconstructed 100YW English army: mounted knights, dismounted knights, longbows and billmen. K. would take the Sarmatians: neatly proxied by the Sassanid Persians.

For the first game, I made the classic “new army” mistake and forgot to consider how the army acted historically. As I’d rather foolishly put my cannon into the same brigade as the mounted knights, I placed them in the centre of the table, with battles consisting of a mix of dismounted knights, longbows and billmen on the flanks.

The Sarmatians took the initiative, swept forward, and basically defeated each battle as three separate encounters. Yes, I had plenty of missile-armed troops, but I just couldn’t get the concentration of fire I needed to halt the enemy heavy cavalry, who then swept in and lance-d my troops to death.

A foolish deployment!

I had learnt my lesson for game two, and set up in the traditional “Agincourt” fashion: archers in the middle, with the two battles next to each other for mutual support, with the melee troops on the flanks, and my mounted knights grouped on one side for a decisive flank attack.

This worked much better. As the Sarmatians advanced somewhat unevenly, I was able to target each unit in turn, hammering them with bow and cannon fire. By the time they had reached my line, they were already down three units, and natural attrition in melee, even on a one-for-one basis, gave me the victory, especially as the cannon had neatly taken the head off one of his generals!

A couple of good games (despite the change of location!) and a valuable lesson re-learnt: go historical with your tactics!

Two Games of To The Strongest

Another two lockdown games of To The Strongest with Daughter#1’s boyfriend, who is staying with us for the duration.

This time we ditched any pretense of involving the distaff side of the family: leaving them to watch The Queen’s Corgis on Netflix or Amazon or one of the other multiple streaming services that we seem to have adopted over the past few months, as we men got down to some serious gaming.

As this was our third session of TTS, I wanted K. to experience something a little different to the largely “deep units on both sides” games that we’d been playing so far. I therefore mocked up a Sarmatian army from my Sassanid Persians: four units of veteran heavy cavalry with lance and bow represented by cataphracts (represented by, not counting as!) and four units of standard heavy cavalry with lance and bow represented by clibinarii. There was also a unit of horse archers in there somewhere too.

K would take a Syracusan army: a core of four Hoplite units, one bodyguard; a mercenary command with a couple of units of Celts; and then a sprinkling of light infantry and raw cavalry to add flavour. It was, I explained, the first time that the Cretan Archers (see post from a couple of days ago) had been on the tabletop, so he was to expect them to perform extremely badly indeed!

“Why are all your men on that side of the battlefield?”

We deployed our troops, and K immediately noticed that I had heavily weighted my left flank, leaving many of his units with an open battlefield in front of them. He queried why I had done so, and I kindly explained that he would find out in a few minutes.

The reason, of course, was that I was going to try and smash his weak right flank to pieces and then wheel round and roll up his line like a yoga mat before his slow, left-flank units could get in on the action.

The first phase of my plan went, well, according to plan: one command of veterans and one command of standard cavalry did indeed clear K’s right flank from the table, leaving things looking like this:

Tough love!

Some of you might suggest that it was perhaps a little harsh of me to take advantage of the lad’s inexperience in this way, but I did explain exactly what I had planned and what I thought was going to happen as I did it: making sure that he would understand what was going on and be able to either counter or employ the same tactic in the future.

Back to the battle.

As a command of clibinarii duly held off his rampaging Celtic mercenaries, my cavalry duly wheeled round and, in text book fashion, slammed into his flank and, in one unit’s case, went for his camp.

Cretan Archers fulfilling their first-game destiny

Syracuse has fallen!

K began shedding victory coins right, left and centre, and the day was soon mine.

Game Two

As that game hadn’t taken very long, we swapped sides and prepared to do battle again.

I was expecting K to try and copy my refused flank tactic of last time, so determined that I would use an advance in echelon tactic to try and disrupt his plans. As it happened, K deployed his men evenly over his side of the table, so after I had made my first move, the battlefield looked like this:

On his right flank, K advanced his cavalry forward to meet the two units of Celts coming towards him over the hill. This left his horse archers to hold off the mercenary Greek cavalry coming through the pass.

This turned out to be a bit of a mistake as, admittedly with a bit of luck, my cavalry rapidly dispersed his light horse and found themselves in a fantastic position on the flank of one of his commands.

By rights, his horse should have been able to turn to face me, and then a normal face-to-face combat would have occurred, but K managed to draw not one, not two, but three Aces in succession for activation: his horse weren’t moving anywhere!

By rights, I should then have been able to crash into his flank and roll up both units rather pleasingly before going on to sack his camp: seven of his nine victory coins should have been mine. Again, however, a weird series of cards meant that his cavalry, although they wouldn’t turn to face me, were able to hold me off for the duration of all his Aces. I did eventually destroy both units, but not before events on the rest of the field decided the day.

Battle was then generally joined across the rest of both lines, with K’s lance armed cavalry attacks compensating for the depth of my foot units.

the first cut is always the deepest!

I kept expecting my horse to roll up his cavalry and win the game but, as I said above, it kept failing to happen, and gradually my foot units began to lose the day. A lost general sealed my fate, and the turn after my horse had finally rolled up those cavalry at the back, I lost one victory coin too many and the day was K’s: a grinding triumph for the Sarmations.

K was naturally chuffed to bits to get his first victory. The only thing that now puzzles me is where he’s going to sleep tonight…