TTA AAR: Venetians Abroad versus Ayyubid Egyptian

My third game at Roll Call 2024 was against Andy’s Ayyubid Egyptians: another beautifully painted army.

Neither side was particularly interested in doing anything excapt having straight at the enemy, although I did make a point of maintaining my line as much as possible.

The game quickly split into two sectors: the centre/right and left.

On the centre/right, my Knights and Lights worked together to drive back his quality cavalry and infantry. As usual, half my Knights rode straight over their opposition without difficulty and half failed to achieve anything at all…but, generally, the action in this sector went in my favour.

On the left, however, my infantry didn’t do as well as I had hoped, and soon the Ayyubid’s were threatening my camp.

The game looked in the balance at this point but, fortunately, my troops on the right were now in a position to hammer their wavering opponents. They duly did so, and the collapse of the Ayyubid left gave me a 12-6 victory before Andy did to me on my left what I had just done to him on his left.

So a loss, two wins, and one more game to go!

TTS AAR: Venice Abroad vs Almoravid Berber (Roll Call Game Two)

My second game at Medieval Mayhem at Roll Call this year was against Matt’s Almoravid Berbers.

This was a beautifully painted army consisting of a unit of Black Guard veteran cavalry, a unit of Mercenary Knights, some Shieldwall (including more veteran Black Guard types) and then lots of light horse with javelins.

As the Berbers won the scouting, you’ll see from the montage, below, that my Knights faced off against his cavalry and infantry, with my foot deployed slightly to the right and mainly facing the light horse. Methinks I might get outflanked on the right!

Both sides opened the game with an advance and, with a bit of help from the cards, I was lucky enough to be able to extend my line out to the right before the Berber light horse had a chance to lap around it. Okay, so I only had raw crossbowmen and light crossbowmen out there on the flank, but that was better than nothing at all.

My plan, for those interested in that sort of thing, was to hold his infantry and light horse in the centre and right respectively whilst my Knights and Later Knights punched through his cavalry on the left, took his camp, and then the rest of his line in the rear.

The action began on the right, when Matt’s light cavalry came forward to harrass my advancing infantry. Crossbow bolts headed their way and, much to Matt’s dismay, one of his units was shot off the table. The other made no impression on my infantry, who continued to advance remorselessly.

By this time battle had also been joined on the left, with the Christian mercenary caballeros being blasted from the table by my Knights in one glorious impact whilst my Later Knights attacked the mounted Black Guard.

Unlike the Knights, the Later Knights bounced off the Black Guard and ended up very vulnerable to a counter-attack.

Up to now the plan had worked perfectly, but the cards just wouldn’t let me get the rest of my Knights stuck in on the left. Instead an uneasy stalemate occurred with neither side able to make any headway against the other.

This meant that I had to bring up my infantry before my left was overwhelmed by troops moved to reinforce Matt’s right and, fortunately, my Alabardieri and Lancieri were on tip top form and proceeded to convincingly win the centre.

My Knights on the left still weren’t managing to make any headway…

…so it was up to the Alabardieri to force the last of the Berber light cavalry off the table and win the game.

So having lost the first game 5-12, a 12-5 victory in the second game put me back to even-stevens and all ready for game three.

TTS AAR: Venice Abroad vs Later Swiss (Roll Call Game One)

My first game at this year’s Medieval Madness competition at Roll Call was against a very testing opponent: Dillon’s Later Swiss with their veteran, extra-deep and, in some cases, fanatical pike blocks!

I wasn’t sure what I was going to do against these beasts: stay away from the front and attack the flanks seemed to be the best course of action, but unfortunately the table we were on didn’t have a huge amount of terrain in place to slow the Swiss down.

Worse, the Swiss were also mounted infantry, so the game began with his pike blocks already one extra square towards me:

Dillon had outscouted, so took his turn first, with a very good run of cards getting the pike unit in front of my camp (the pike block top left in the picture, above) into contact immediately.

No matter, I had troops either side who could advance forward and swing into his flank. Then I pulled my first card of the game:

This was not good, to say the last, but no need to panic: the pike blocks on the other side of the field hadn’t got to me yet, so a decent run of cards there would help out:

Fortunately this was only a temporary set back, and my troops soon surrounded two of the Swiss pike blocks and began thumping at their flanks:

And meanwhile a unit of Knights had snuck through and taken half the Swiss camp:

This was all well and good, but the pike blocks in the centre were just refusing to die. Flank charge after flank charge, rear charge after rear charge, I just couldn’t get the four hits I needed to kill them, and the Swiss light infantry was doing a good job in distracting my men as well.

You can also see that the Swiss pike block facing my camp has chewed its way through one unit of Venetian Spearmen and is now right up against the camp itself: unfortunately defended only by some raw militia types.

This meant that both my camps soon fell, taking the last of my victory medals with them, for a 5-12 loss.

Not a very good start, but not a disaster, and three more games to go!

TTS AAR: Venetians Abroad vs Timurid

A practice game for the forthcoming Medieval Mayhem competition at Roll Call saw my Venetians travelling Abroad to fight Peter’s Timurids. This was the first time I had used the Venetians using the Venice Abroad list rather than the Later Italian Condotteri list, so I was interested to see how they would do.

First up, the Venetians were outscouted (a distinct lack of canals on the Steppes!), with the result that the two battle lines ended up as below: both sides overlapping only in the middle of the field.

I suspected that Peter planned to lap around my left flank with his cavalry, so quickly moved my Knights across to face his horsemen. My infantry also began to move diagonally forward in order to get into th action as soon as possible.

I was aware that I ran the risk of “wasting” my troops in the centre of the field against scythed chariots and driven slaves - neither of which, if destroyed, would cost Peter any victory medals - but, as I said, this was a test game just to see what the army could do.

My plan, therefore, was to hold the left, or at least achieve like-for-like losses, whilst my centre chewed through the Timurid “disposables” and then pivot my line so we fought each other perpendicular to our start points.

As expected, Timurid light horse lapped around my left, but my Knights largely ignored their presence, getting stuck in to the enemy heavy cavalry as soon as they could.

All seemed to be going nicely to plan when fortune kicked me firmly in the fork!

If you look at the picture below, you will see three of my units of Knights in action. Two are engaged with the enemy heavies (one winning their encounter, the other even-stevens) whilst another (the one in the foreground) has got behind Timurid cataphracts and is presumably about to drive them from the field.

At this point, the unit of enemy light cavalry that you can see bottom right turned and attacked my Knights from the flank. No problem, I hear you cry, these are Knights, Later Knights at that, they laugh at the efforts of lights to inconvenience them.

Not so today. Two successful activations followed by a great (from the Timurid point of view) run of cards saw my Knights first disordered then sent fleeing from the field!

Leaving aside the activations, that’s two successful 30% chances to hit followed by two 40% chances of failing a save: or a 1.44% chance of the cards falling as they did.

The Timurids naturally took full advantage of the situation, and soon my Knights on the left were under attack from all sides.

Meanwhile, in the centre, my troops were having a hard time disposing of the Timurid ‘disposables’: they just wouldn’t die!

That changed very rapidly, however, when my veteran Later Knights, with General and Army Standard, intevened and, after a slight hiccup in round one of their attempt, swept both units of Driven Slaves from the field in two glorious charges. It was just a pity they weren’t worth any victory medals!

As one unit of my Knights on the left just refused to die, and I kept pushing the Timurid Light Cavalry off table, the overall situation was actually fairly even at this point: I held the right hand side of the field, Peter held the left and with only a slight advantage in terms of victory medals won.

Most of my troops were, however, now disordered, and before I could get my rallies in, the Timurid horse archers managed to do the damage they need to send one unit of my Spearmen from the table. That, combined with eventually losing the last unit of Knights on the left, was enough to lose me my final victory medal, so the game was Peter’s.


So a bit of a damp squib ending to what had been an absolutely cracking encounter. Some would say the battle was effectively over when I unexpectedly lost the Later Knights on the left, but the Venetians almost pulled it back despite that unlucky blow.

THis weekend, the Venetians continue their voyage Abroad with a trip to, of all places, Milton Keynes for Medieval Mayhem at Roll Call. There must be some canals there, surely!

FK&P AAR: Plumleigh Common

Those of you who have been following Rob and I’s play through of the Siege of Norchester campaign will know that so far my Parliamentarian have not been doing very well: I’m currently ten victory medals behind overall, so really needed a decent win at Plumleigh Common to put me back on track.

In this scenario, the Cavaliers are trying another assault on the Roundhead siege lines, but this time the Parliamentarians are ready for them, resulting in an all out battle.

The picture above shows the view from behind the Parliamentarian lines, with Norchester itself being top left. My plan was to advance my Borders Horse on the far right around the flank of the enclosed fields, block any advance of enemy infantry out of the enclosures, and strongly advance in the centre and win the battle there.

The Battle of the Enclosures

The first part of my plan was to drive the enemy horse back on the far right flank. Although our forces numbered the same, my troops were mounted on nags rather than the sleek chargers of the oppositiom, so I knew I needed to win quickly or have my cavalry blown for the rest of the game.

The Royalists helped my cause by attacking piecemeal, and soon I had the advantage:

Unfortunately that didn’t last, and the situation devolved into a back and forwards encounter that neither side seemed likely to win until Rob sent some infantry in to reinforce his cavalry.

This gave him a temporary advantage and, for the moment it looked as if that flank would be lost to me.

Back in the Centre

Meanwhile, back in the centre, I had advanced quickly forward. On the right side, I had no wish to advance against the Royalist infantry safe behind the hedges of the enclosure, so was happy just to block their exit. In the centre centre, I advanced forward quickly in order to gain the initiative. Both sides avoided moving troops into the ground between Norchester and my works: too swept by artillery to be safe!

Battle was soon joined, and a general melee broke out:

All was going well until a squadron of Royalist cavalry threatened the left flank of my line. Fortunately I had a unit of the Puritan Horse there against just such a move, so charged the enemy horse downhill, confident of victory.

Unbelievably, Rob’s cavalry made four saves against the attacks on them, meaning my men swept downhill and literally bounced off the enemy. To add insult to injury, the Royalist cavalry then counter-charged and sent my men fleeing from the field!

Luckily I had reinforcements I could move to protect the flank…well, to be honest, it was a battalia of infantry that had got stuck, unused, behind the main battleline, so it was good to actually have something useful for them to do!

The fighting in the centre was now intense, and I had already had to recyle one of my Scots Battalia: it was all going to be down to whose troops could last the longest.

My left flank was also looking problematic, and even moving some of the pioneers out of the siege works to help didn’t make a huge difference. In the scenario, pioneers are represented by Highlanders: very much a one-shot weapon and useless against the cavalry they were facing!

Endgame

The main line finally shattered in both directions at once: with one of my Puritan Horse units fleeing the field whilst another broke through. At the same time, the Pioneers distracted a squadron of enemy cavalry so much that they were pinned in place, unable to take advantage of their position.

It was still neck and neck but, suddenly, gloriously, my cavalry on the right wing, long forgotten about, decided to intervene and win the day.

Freed from the cavalry melee by the intervention of one of my Borders infantry battalia, who head soundly beaten the enemy infantry that had kept my horse pinned in place, the Scottish lancers crashed into the flank of an already disordered enemy infantry battlaia and smashed them from the field.

This, combined with all the losses taken by each side so far, and the fact that two of the Royalist cavalry squadrons left the field in pursuit, reduced Rob’s pile of victory medals to zero, giving me the victory.

It had been carnage on both sides: checking my pile of coins I saw that I had gained a four-medal victory, so combined we had lost 28 victory medals between us: the equivalent of around nine units or a third of the units depoloyed at the start of the game.

So, after five games, the Parliamentarians now trail by only six victory medals overall, and it’s on to Dick’s Tower for the next encounter!

TTS World Champioships 2024: Game 4: Venetians vs Tang Chinese

My fourth and last game at World’s pitted my Venetians against another Tang Chinese army…and having lost rather badly against Peter’s Tang in Round 2, I was rather hoping to do a bit better against Roger’s Tang in Round 4!

As things hadn’t been going very well so far, I decided to throw caution to the wind and (a) field most of my Later Knights as dismounted and (b) just get stuck in as soon as possible. Tactics, schmactics and all that!

Accordingly, as soon as the whistle went, I sped forward: my foot Knights sprinting up the field towards the opposition:

The sharp-eyed amngst you will have noticed that Roger had sent some horsemen rushing forward towards my right flank, seeking to get behind my advancing Knights or to sack my camps.

Fortunately I had antipated such a move and left a small force to deal with these intruders and, with a little help from the cards, the two enemy horse units were soon destroyed and my flank secured.

Meanwhile, on the left, I had sent some Knights forward to see if they could work their way around Roger’s flank.

Unfortunately, although I did manage to kill a couple of enemy units, it took me some time to do so - winkling lights out of a wood proved more time-consuming than I had anticipated - and, at the end of the game, my troops here were only just starting to break through.

All of which meant that it was centre that would decide things.

My dismounted knights, spear and pike units stormed forward, intent on causing mayhem, but their earlier sprint up the field had obviously exhausted my knights who proved unable to break the enemy in front of them.

My pikemen, however, did much better: driving forward clearing all before them before turning in to threaten the enemy flank.

By this time, however, Time’s winged chariot had hurried near, and the clock had somewhat un-Marvellously run out, the last game of the day being a either a really long one with no time limit or, in this case, a somewhat truncated affair due to needing to end the day on time.

The result? A winning draw 7-3 for my Venetians: not the score I needed to resurrect my fortunes. This meant that, once the scores had been totted up, that I came 14th overall: very disappointing.

Still, it’s all about the playing, not the winning (he said through gritted teeth with his nose visibly lengthening as he did so) and they had been four great games against four worthy and sporting opponents. The day was also superbly organised, so thanks to all involved: Si, Mark, Bevan, Steve, John et al. I really would recommend this event to any TTS player.

Meanwhile, my troops slunk back to their canals for more training: duri ai banchi as we Venetians like to say!

TTS World Championships 2024: Game 3: Venetians vs Ancient British

The story so far: one big win, one big defeat…so it was all to play for in game three of the 2024 To The Strongest World Championships.

This time, my Ventians would face Matt’s Ancient British, and lot’s of them there were too!

The Ancient British outcouted, and before I knew it, I had shed loads of barbarians coming right at me: chariots and cavalry on the wings, infantry in the centre.

There was nothing for it but to get straight back at them and see what happened!

The two lines came together with a mighty crash…

…but honours were fairly even. The Brit infantry were in deep units, but my Knights had better saves, so things pretty much cancelled themselves out.

Cue a grinding melee that swung backwards and forwards between us: before too long, most of Matt’s units were on two disorders and most of mine were on one, but my pikemen and spearmen were having a good day and were pushing forwards towards the British camps: it was all going to be down to who gave way first.

Then disaster struck: one of Matt’s warbands broke through my line and charged towards my camp.

No matter, I thought, I have light infantry handgunners behind fortifications, and whenever I have tried taking a fortified camp packed full of light infantry, I have failed again and again and again.

Not today, however.

With barely a pause to draw breath, the British warband smashed straight through the fortifications into the camp, killing my lights as they did so. Four coins down!

Next thing, the game ended due to time considerations, with the Venetians recording a 4-9 losing draw: actually the first time I have not had a clear “win/lose” result in a competition game.

It had been a great encounter with a tough opponent. Had we continued, I think Matt would have quickly taken the rest of my camp and therefore the game but, on the other hand, there was also a fair possibility that I could have caused a general collapse in his line first, which could just about have given me the win…but I guess we will never know.

Must be an excuse for a return match some time in the future!

TTS World Championships 2024: Game 2: Venetians vs Tang Chinese

The consequence, or course, of having had such a good first game meant that in round two I was once again up against Peter - winner of many, many tournaments and a regular opponent - and his Tang Chinese.

To my shame, I must admit that I did have a minor temper tantrum at the news: but, in my defence, I was very tired after a very long week’s work, and who would want to face Peter in a tournament…charming chap that he is, he does have a tendancy to win!

Anyhoo, tantrum over, it was time to settle down to the game:

As you can see from the picture, above, things did not start off very well for me!

Peter’s Tang outscouted my Venetians, and a superb deployment on his part and some good cards to begin saw his light cavalry, soon to be followed by heavier cavalry, all over my right flank.

This move to the (his) left, also meant that a third of my army was effectively facing thin air: not a good situation.

Some good manouevring on my part, however, brought the left hand contingent of my heavy knights back into the action and, in fact, got them into a great position to flank charge some of his central units.

Unfortunately, my new specially-bought,Venice-backed playing cards chose that moment to wobble, and my flank charges and moves across the field failed to happen as I had planned: disaster!

This meant that rather than putting the battle on a more even footing with some locally good superior numbers and flank attack possibilities, Peter had the time to turn to face my troops coming at him from his right flank to block my advance there. He was effectively where I had been at the start of the battle on my right, but also in an echelon formation that further prevented me using my superior numbers to advantage.

Meanwhile, of course, he had already achieved superiority of numbers on my right flank, and was able to use them to bash me up there before I had the chance to do the same to him on his right. He was (as ever, some would say) one step ahead of me.

Now it was just a matter of time, and Peter was soon able to start to sending my troops fleeing from the field, meaning that I suffered a very bad 2-12 loss!

A superb example of how to wrong-foot your opponent from deployment, and although I was a trifle unlucky not to be able to at least partly rescue the situation in the middle part of the game, as we all know, a plan that depends on luck is not a plan at all!

TTS World Championships 2024: Game 1: Venetians vs Sengoku Samurai

This year’s To The Strongest World Championships was held at Blewberry in Oxfordshire. It was a superbly organised event that all who took part agreed was good fun.

My first opponent was Colin and his Sengoku Samurai: a nasty combination of Samurai types,both mounted and dismounted, with their longbows and naginata two-handed cutting weapons, and Ashigaru Teppo mixture of spearmen, bowmen and musketeers. This was not going to be easy!

Fortunately I won the deployment, and watched as Colin set up his troops crowded on to the left hand side of the battlefield.

This gave me an excellent opportunity (helped by a suitable stratagem card) to get on to his left flank, and that’s exactly what I did:

Unfortunately, however, his corner unit of veteran Samurai proved tough as old boots (or whatever the Japanese equivalent is) and, to make matters worse, my pike block took not one but two surprising hits from missile fire.

Meanwhile, the rest of my troops had got stuck in to the Japanese main line, with my left hand unit of Knights also managing to see off one unit of Samurai horse and threaten the flank of another.

With my troops now fully committed, it was time to turn from Athena to Mars and hope that my troops were up to the task:

As you can see, although the Samurai centra began to give way, the remaining Samurai horse on the left wing proved very resilient despite the cards giving me every opportunity to best them!

Fortunately most of my frontline troops were Later Knights, and quality began to tell. More and more of Colin’s units were either sent fleeing the field or forced to retreat into his camp, and eventually victory was mine.

A good start to the competition with a 13-1 victory.

FK&P AAR: The Battle of Stour Road

Friend Rob came up from Andover-area for the fourth game in our play-through of the Siege of Norchester scenario book for For King and Parliament. So far, my Parliamentarians have won one game and lost two, so I’m a few medals behind overall.

Today’s game features a Royalist attack on nascent Parliamentarian siege lines. The Royalists have got around the flank of the Roundheads with their cavalry and now prepare to sweep all before them…

The outskirts of Norchester can just be seen top left, parliamentarian siegeworks are top right

Royalist outflanking force

Parliamentarian mobs work the siege lines

As the Royalist infantry and cavalry moved in, the Roundhead Mobs moved into the siegeworks, and the ‘corner’ battalia of Border foot went into hedgehog:

moving in for the kill

moving in for the safety!

The first action involved two of the Royalist cavalry units combining to drive a Parliamentarian battalia from the field.

Unfortunately for the Royalists, as one of their cavalry units followed the fleeing infantry in pursuit, the event triggered the arrival of the Roundhead’s cavalry reserves, who promptly charged them in return, driving them from the table as welll.

roundhead reinforcements arrive: it’s the puritan cavalry brigade

The action then switched to the ‘corner’of the Parliamentarian line, where the battalia of foot were holding their own, unlike the pike-only battalia behind them, who were crumbling fast:

the corner of the parliamentarian line

in hedgehog

The Puritan cavalry had effectivly dealt with one Royalist regiment of Swedish-style horse, but didn’t seem to be able to polish off the other.

Meanehile, the action was hotting up at the ‘corner’ and, in the distance, you can see that Royalist infantry have now engaged and are beating up the Roundhead mobs (armed only with picks and shovels).

Puritan cavalry engaged…

…and in pursuit

The action at the ‘corner’ hots up

As my infantry was now under so much pressure, I really needed the cavalry to intervene.

Unfortunately, although one unit of Puritan horse continued their pursuit and swept the Royalist commander’s small unit of cuirassiers bodyguard from the field, it then disappeared off into the distance, never to be seen again.

Almost worse than that, my other unit of Dutch horse was still trying to deal with almost the last remaining Cavalier Swedish horse regiment: no matter what I did, the enemy horse just woudn’t break, leaving my men pinned in place!

With my cavalry thus neutralised, finally the pressure on my infantry became too much and they began to break.

A last ditch attempt by the chaps who had been digging the siege works failed to achieve anything either - their shovels and picks being no match for pike and musket - and the Parliamentarians were forced to retreat, leaving the Royalists in possession of the field.

A great game but another defeat for Parliament. Rob is now ten coins ahead overall: just about a whole battle in hand!

Onto to Plumleigh common: where we’ll see if these Royalists can stand up to the might of siege gun Titan!

TTS AAR: Timurids vs Vikings

This was the return match from the game reported on Feb 15th: last time my Vikings beat Kavan’s Timurids, now we would swap sides and play again.

As you can see from the pictures above, I won the scouting phase and set off towards my opponent at a rapid rate of knots.

When Kavan moved his Vikings forward to meet me, he accidentally created a gap between his two wings where his longboats were beached…and I thought “ah ha! I can defeat the two halves of his army one at a time and hit him from his inner flank”.

The Left Flank

This was the side where I needed to hold his troops up for long enough for me to defeat the Viking right flank.

I assigned three Turkoman horse archer and three Timurid lancer bases for this task. Facing them were four Viking warbands supported by two light archer units.

As you will see from the pictures, below, things initially went quite well for me: flank charging and destroying a Viking warband and disordering two more.

Unfortunately, that was the high point of my success here: the Vikings recovered well and, with the help of one of their reserve warbands from their camp, managed to finish this phase of the game ahead: two warbands destroyed, three warbands and two light units remaining versus my Timurid force reduced down to two horse archer bases!

So the Vikings slightly ahead, but that was okay, as the idea was just to hold them whilst my right wing went to work.

The Right Wing

Although I initially only assigned one Timurid lancer unit here, they were supported by three bases of Turkoman horse archers, and the Vikings had got themselves pinned up against some impassable ground, meaning I could just focus on one of their bases at a time. I also quickly sent one reserve lancer unit to help finish them off.

This was potentially rich pickings for me, as the not-pinned base had an army standard (so was worth four coins) and the pinned base had King Cnut himself in charge, making the base worth six, or maybe even seven coins. Take out these two, and that was two thirds of the Viking hoard (not horde!) taken care of.

Again things started very well, with the standard-bearing warband destroyed and King Cnut lightly wounded. Go the Timruids!

Unfortunately, rather than debilitating Cnut, his wound seemed to inspire him, and the beggar just wound’t die no matter what I threw at him and his men:

In fact, the game ended with Cnut and his men retreating back towards their longships presumably in need of some refreshing beverages, with far too much of my army in hot pursuit!

The Final Phase

By now we were almost out of time. The Vikings still had just over half their warbands intact, whereas my Timurids were down to only three medals. The result was therefore only slightly in doubt and I was happy to resign the game rather than to flog the proverbial dead horse.

So that was two games of Vikings versus Timurids and two victories for the Vikings: slightly surprising considering how underrated they usually are.

Okay, so their victory in the last game was slightly lucky - King Cnut holding out against extraordinary odds despite being wounded and all that - but that’s presumably why he’s counted as a Brilliant General!

I still haven’t properly got the hang of using Timurids - that combination of missile fire to soften the enemy up then a charge home with lances to finish them off - but that just means more practice needed…

TTS AAR: Vikings vs Timurids

Another game of To The Strongest, this time featuring my Vikings against a Timurid army played by Daughter #1’s boyfriend, Kavan - who hopefully realises that the key to his continued relationship with my offspring is to lose heavily whilst loudly congratulating me on my brilliant play!

A rather empty battlefield: more tundra than fjord!

Beached longships form the Viking camp

The Timurid right wing

As the Vikings are an infantry-only army (no room for horses on those cross-North Sea longship ferries) my big fear was being outflanked and suddenly finding Timurid cavalry in my camp and up my backside!

I therefore put a couple of strong shieldwall units on either flank, rather than concentrating them in the centre and leaving the flanks to the lights as I usually would.

As with many of my more brilliant ideas, this worked well in theory but not in practice, as the cards conspired to prevent my deep shieldwall unit on the left making a very simple diagonal charge to drive two units of horse archers off the table.

This allowed those two units to neatly bypass the shieldwallers, leaving them nicely in a position to turn and either hit me in the rear or to ride for my camps:

“Four or more needed…”

not an ideal outcome

I was also in a bit of trouble on the right, as although I did manage to dispose of his lights there, Kavan had followed up his horsearchers with a couple of meaty heavy cavalry units, who also managed to get around onto my flank and were quickly set to drive at least one shieldwall unit from the field.

Fortunately the top unit in the picture above (the one with the Raven banner) was on fire, and although the bottom unit did indeed get driven from the field, the top unit managed to take out both of the Timurid cavalry units shown, although they did need a bit of luck to do so:

All this action on the flanks did mean that the Timurid centre was a bit weaker than it might have been, and soon another Viking shieldwall unit had broken through towards the Timurid camp, defended only by kharash (driven slaves).

The Timurid camp wasn’t the only one under attack.

Although I had managed to hold off some horse archers, Timurid heavy cavalry charged into one part of my camp, and threatened to take the other, even with two bases of Viking light archers present.

I had started with fifteen victory coins, but was now down to nine, which was about to become six.

Kavan had started with eleven victory coins, but was now down to three. This was unlucky for him, because the Viking unit that threatened his camp had now cleared the kharash off the field, and was able to crash, unopposed, into the Timurid camp.

This was enough, just, to give me the win: a surprise victory for the Norsemen over the more manoeuvrable Timurids.

Here’s the game in longshot…

TTS AAR: Welsh Open, Game 4: Venetians vs Parthians

The stage was now set for my final game of the tournament. With two wins and a draw behind me, I would need a substantial win to have any chance of placing towards the top of the leaderboard.

My opponent for this final clash was the formidable Sid and his equally formidable Parthians:

Things started quite well: Sid’s cataphracts on my left attempted to charge forward, drew an Ace, so over-extended themselves into disorder. Unfortunately, I was unable to capitalise on this, and the veteran heavies quickly re-ordered themselves.

Equally unfortunately, this proved the high point of the game for my Venetians!

On the left, a combination of horse archers and heavy cavalry/cataphracts disposed of my Knights, and began curling into my centre. I had my Schioppettiere handgunners to defend my camps, but that meant I couldn’t use them elsewhere.

On my right, the same combination of lights and heavies overwhelmed my troops, although I did manage to do some damage before the flank crumbled.

I was now beginning to think that the Parthians had been taking lessons from the Zulus, as the horns of the buffalo began to close on my centre…

And it wasn’t long before the final curtain as the Parthians on my left flank broke through and took one of my camps and the last of my victory medals!

Excellent play from Sid, leaving me trounced 5-12!

So what did that mean for my overall ranking? Well, two wins, a draw and a loss left me an unexpectedly high 6th place: disappointing but not a complete disaster. Here are the rankings:

Overall a highly enjoyable event, and Firestorm Games is a fantastic venue. I would highly recomend the TTS Competition Circuit to players of the game. Next up are the World Championships “To the World’s Strongest” at the end of Feb.

IABSM AAR: Kiwis on the Road to Orsogna

Another great battle report from Mark Luther from the Gigabytes Cafe.

This AAR, written in November last year, covers a feint made by a battlegroup of the 18th Armoured Regiment, 22nd Motorised Battalion and some armored cars of the Divisional Cavalry as the 2nd New Zealand Division pushed west towards Orsogna.

Click on the picture below to see all:

TTA AAR: Welsh Open, Game 3: Venetians vs Tang Chinese

One of the problems with winning your first two games in a competition is that the Swiss Chess system usually in place means that you then have to fight someone else who’s won two games i.e. someone a bit good!

And so it was with the Welsh Open, where I found myself up against Peter and his Tang Chinese. Not it’s fair to say that Peter is a very good player. He’s knows all the rules back to front, and has a very tricky way of getting you on the back foot right from the start of the battle. This was a game that was going to be very tough!

The deployment phase was interesting. Rather than being spread out along the baseline, Peter went for a very one-sided deployment, which I then followed. I told you: very tricky…

The grey patches are woods, by the way

As I advanced forward, Peter didn’t come forward to meet me, but started to shift his troops to the right…

This was obviously part of some cunning plan that I needed to counter…so I moved my men to the right as well…whereupon Peter switched back to advancing on the left…so I shuffled my men back that way to match.

This was a period of move and counter-move with neither side prepared to commit.

One interesting point was that I had drawn the “Lost!” card as my strategem for the game: meaning that one of my units had begun the game lost off the table. I could choose when to bring it on, but it would appear at a random location somewhere on the table’s edge.

That meant that I had to wait until Peter had moved his troops forward a bit, as otherwise I would have just been swamped with flank charges rather than the rear charge that I would be hoping to perform. This was important, as I had taken a bit of a risk and it was a unit of Later Knights that I had declared lost i.e. one of my main fighting bases rather than something like a unit of lights or the like. As it happens, the Knights appeared on the right flank of Peter’s line: you can just see them top right in the photograph, above.

Finally Peter seemed to have had enough of all this shilly-shallying around and sent his heavy cavalry forward. On my left, I lost a unit of Later Knight, but managed to tie up the troops that had broken through with my light cavalry.

In the centre, however, things had gone much more my way, and I had pushed forward and knocked one of his decent cavalry units off the table. Honours were even so far.

Unfortunately my ex-lost Knights hadn’t managed to do much,and had retreated back to their hill to rally and re-arm with lances.

You’ll also see the pikemen, disordered, just by my pack of cards. What I really wanted to do now was to re-order them and move forward again. Here are the cards I drew: activation cards behind the unit, rally cards to their right…

The Pikemen are keen to do anything except rally!

Unfortunately at this point we ran out of time: all that tactical manoeuvring at the beginning of the game had soaked up all the fighting time required later on!

Tallying up the points, the game was an absolute draw: five victory medals versus five victory medals.

What would have happened if we had carried on? Who can say? At the point we ended the battle I was perhaps in a very slightly advantageous position, but that means nothing when facing a player of Peter’s calibre. A draw it was and, as someone said at the time, a result that really opened up the overall tournament ranking overall.

One game to go!