TTS AAR: Welsh Open Game Four: Venice Abroad versus WOTR Yorkists

My fourth and last game at the Welsh Open To The Strongest tournament was against Steve’s Wars of the Roses Yorkists: a difficult army to face, packed full of longbows and with infantry armed with two-handed cutting weapons!

Attacking an enemy like that with a frontal advance is suicide: you walk right into a hail of longbow fire. The only way to do it is to attack its flanks and/or wings. I therefore sent the Knights forward, with the infantry pausing just outside longbow range, waiting for their own opportunity to go in.

Unfortunately, on the right, my Knights were wearing their ceremonial cardboard armour, and were soon fleeing the field. The intervention of my Light Mounted Crossbowmen, who had started the game off table and Lost, didn’t achieve anything and, despite huge opportunities for success on that flank, my attack petered out into nothing, with Steve able to bring the infantry that had disposed of my Knights back to counter the strength of my Later Knights.

I did have an opportunity to take the Yorkist camp there, but chose to try and improve the situation overall by sending the Lights into the rear of a Yorkist unit, but that didn’t work, leaving me to regret a potential three coins squandered.

Meanwhile, on the left, my Knights had broken onto the enemy flank, but the units they wer facing were veteran and proving very tough to actually evict from the tabletop, and I had to content myself with killing their general. I also just couldn’t quite get my Knights into the enemy camp: the cards weren’t quite falling for me.

I was now slightly ahead in terms of coins captured, but I needed an outright victory if I was going to make up for the crashing defeat I’d suffered against Peter in the last game. I therefore then made my second mistake of the battle: with the wings tied up but with the potential for my cavalry on either to head in to the centre, I sent my infantry forward to pin the Yorkist troops in place.

This was a mistake, as my poor spearmen and even the Alabardiers promply got cut to pieces by enemy Billmen!

This gave Steve enough coins to draw level and, with the game absolutely in the balance, astutely break through my line with his foot and attack my weakest line unit, the crossbowmen, sending them and my last two coins fleeing from the table for a 10-12 close fought loss!

A great game of To The Strongest despite the result, and very well played by Steve.

Overall, I was surprised to end up in 5th place, a good deal better than I was expecting and probably down to the size of my first two wins. Steve ended up second…which is presumably where I would have been if I’d beaten him!

Cracking tournament: my thanks to Ty for organising and for all four of my opponents on the day.

It’s now on to the delayed 2025 Doubles next weekend…

TTS AAR: Welsh Open Game Three: Venice Abroad versus Pradithra Indians

With two big wins under my belt it, it was inevitable that my next game was against Peter and his Pradithran Indians: lots of heavy cavalry, lance and bow, supported by horse archers…sounds very familar…

I lost the scouting and, despite my best efforts, managed to deploy with half my army facing thin air. It’s a familiar story when playing Peter, and one that usually ends in disaster!

Turn one and forward came the Indians, their pooping camels straight down into the corner!

I counter-advanced whilst frantically rushing my troops over to the right.

The Indian cavalry charged my veteran Later Knights (saving on 4+) and disaster struck: I drew five Aces in the first eight cards and promptly lost the Later Knights and therefore my army standard!

No matter: these things happen and I had more Knights that I could use to recover on the left whilst still trying to shift my army over to the right.

Then disaster struck again: I pulled three consecutive Aces and lost both those Knights and some Handgunners that were in the area!

Words fail me! I had drawn eight Aces in about thirteen cards. At this point even Peter was telling me that he had never seen such appalling luck!

With my left flank now vaporised and my back firmly against the wall, I fought on, desperate to recover the situation.

As you’ll also see in the right hand picture, above, I managed to get my troops that has started the game on the left over into the centre, and began an heroic defence of my position, managing to stretch the game out (playing normally, I hasten to add: no long pauses to deliberate!) until there was only five minutes to go.

At this point I was still on something like six coins, so a losing draw would have been okay. Keen to keep hopes of a good placing alive, I did get a bit gamey (translation: act like an arse!) and tried to claim that we had no time to play another turn - in competition, the organiser can’t afford to let the time spent on a round go too much over the allocated time or you could end up giving out the prizes in the Donmar Warehouse (if you know, you know!) - but Ty consulted the competition pack and declared that even though there were only minutes to go, and any resultant turn could take the game considerably over the limit, the rules said that if a player wanted to start a new turn they could do.

Unsurprisingly, Peter did…and, with some very skillful manoeuvring, managed to infiltrate some light cavalry through the gaping holes in my left flank (which I had denuded to prop up the centre) and take two of my three camps. Game over and a 2-12 loss to the master!

So another shoe-ing from Peter…but I could take some comfort from the fact that this one was down much more to the cards - eight pooping Aces in thirteen pooping cards - than to lack of skill or error on my part.

On to the last game…

TTS AAR: Welsh Open Game Two: Venice Abroad versus Later Romans

After dispatching Colin’s Ikko-Ikki in Game One, my opponent in Game Two was friend Si and his Later Romans: in effect, a repeat of my third battle at last year’s Warfare tournament. I’d won that one (beating Si for the first time in competition ever) so settled down to try and do so again.

Things didn’t start very well, as I lost the scouting and had to watch as significant numbers of Roman heavy cavalry thundered towards my left wing!

At this point I managed to muck up the settings on my camera, so some of the photos are weirdly focused: which is absolutely gutting as this was the key moment of the battle!

I advanced my Knights towards the Roman horse and managed to get the first charge in. Incredibly, a fortuitous run of the cards saw me knock out one of the Roman cavalry units along with their General, with their accompanying lights also fleeing the field in shock. That’s five coins won (about half the Roman total) in one hit!

It was now very much the case of not throwing away this advantage, so I calmed myself down (no easy feat after that bit of good luck) and took stock. A plan quickly evolved: the Knights to finish off his Roman cavalry on the left then advance on his camp; send everything else in against the so-far-untouched Romans on the right.

Romans are really hard to kill, especially when commanded by an experienced general like Si. I threw everything I had available at the enemy on the right, and despite having a considerable numerical advantage and Knights, at the end of the game I still hadn’t fully broken them there!

So it would all be down to what happened on the left.

First task was to polish off the rest of the Roman cavalry…

Again, this took much longer than it should have done, particularly once some Roman infantry got involved…but eventually the last enemy cavalryman fled the field and it was time to break the foot.

Stubborn? That word doesn’t properly encompass how difficult it was to finish them off!

In particular, the Roman legionaries on the hill at the back survived charge after charge in the rear from my light horse, and weren’t even much bothered by my Knights coming in from the front, disordering them the first time they tried it!

In the end, however, the Later Knights managed to break the infantry unit caught out in the open, and the game was mine.

This was another big win (12-2) but, I emphasise, solely down to the luck I had in the first turn in knocking five coins worth of veteran Roman cavalry and their general off the table with my first charge. Without that bit of extreme good fortune, things would have been very different indeed!

TTS AAR: Welsh Open Game One: Venice Abroad versus Ikko-Ikki

My first game proper at this year’s Welsh Open (held at the ever-excellent Firestorm Games in Cardiff) was against Colin’s beautifully-painted Ikko-Ikki.

This is an unusual army consisting of a mix of raw and veteran fanatics wielding naginatas and other polearms, supported by a small contingent of fanatical cavalry and the odd unit of bowmen and handgunners.

I won the scouting, and was pleased to see Colin set up in one corner of the table, ripe for some kind of outflanking manouevre with my Knights on the left!

I knew the Ikko-Ikki would come straight at me - that’s what fanatical monks with big choppers do - but I also knew that they would all be very vulnerable to missile fire. I therefore determined to get forward into missile range, then wait for them to come to me as I pelted them with crossbow bolts and fire from my handgunners.

There was also the matter of their cavalry on my right: that was job for my other command of Knights!

The shooting was also going very well on the right, with a couple of units of raw fanatics neutralised, so I thought it was safe to send the infantry forward to distract Colin’s main line whilst I developed my flank attack on the left.

This worked surprisingly well: with last of the Ikko-Ikki disposed of by the Knights on the right, an attack by Lancieri Spearmen on the side of one unit that had swivelled to face my flank attack was enough to knock their target off the table and give me a 14-2 victory without my left-hand flank attack even going in.

All in all, a succesful start to the tournament. It has to be said that Colin was unlucky with his saves against my missile fire and, as you can probably deduce from the pictures above, did manage to kill my one unit of Later Knights on the right.

Facing a solid wall of polearm-wielding, fanatical infantry and cavalry is terrifying, by the way, and I was pleased I never had to properly close with them throughout!

Welsh Warm-Up: Venice Abroad vs Graeco-Bactrians

It’s late afternoon the Friday before the Welsh Open To The Strongest tournament at Firestorm Games in Cardiff. There’s beer to be drunk and a curry to be eaten later, but now there’s just time for a warm-up game between my Venetians and Mike’s Graeco-Bactrian (GB) successors.

[Mike had obviously heard that I was a VIP player as he had taken the trouble to dress very formally for the occasion. Although not featured in many of the photographs (it’s all about the figures, man) you may note his very natty suit and tie in the background of some of them. My thanks to him for making the effort: much appreciated!]

As the GB’s two pike blocks made the centre of their line a pretty dangerous place to be, my plan was to hold back my infantry there but attack strongly on both wings.

However, as the two armies advanced towards each other, it seemed as if the GB pikemen had decided to do the same thing: his wings advanced towards me whilst his centre stayed put.

This suited me down to the ground and, moments later, my left wing knights were charging into the GB veteran ‘Companion’ cavalry, ably supported by handgunners and the Alabardiers - free to intervene here as the enemy pike were still stationery.

Likewise on the right…although, as now seems customary, the later knights there seemed to have put on their ceremonial cardboard armour rather than the real thing!

My lights were meanwhile clearing the other GB troops from the field with missile fire (Mike was being very unlucky with his cards) and although of the left the knights were now making heavy weather of things, on the right they had recovered and were driving forward nicely.

As for the GBs, they had started to bring their pike forward…gulp!

My veteran later knights on the left (my best unit) were able to rout the companion types in front of them and then, with a glorious charge, sweep sideways and take one of the GB pike phalanxes in the flank, double-disordering them in one go: I told you Mike was being very unlucky with his cards!

At the same time, the advance of the other GB pike block and the fact that missile fire had stripped them of their accompanying/protecting lights meant that it’s flank was vulnerable as well: proving to be a very lovely target for my other unit of later knights, now dressed in proper metal armour rather than the nonsense they had started the game with.

It was all going a bit horribly wrong for the brave (but doomed) GBs, and it wasn’t long before one of the pike blocks gave way giving me Mike’s last three coins and the game!

So a big win for the Venetians in their warm-up game: my thanks to Mike for being such a fun sparring partner even in the face of some appalling cards.

Onwards and outwards for the promised beer and curry, and then the tournament proper tomorrow…

Postscript

Michael Lane reminded me of another incident in the game:

In the practice game that Douglas Baldwin and his Bactrians fought with Robert Avery’s Venetians Abroad on the Friday evening before Godendag, Mike (Douglas - don’t ask!) had the Patroclus Stratagem and he too forgot to use it when his General was turned into a pin cushion by Rob’s Crossbowmen. He didn’t even have the chance to save another General unlike me! It was Rob who reminded him of the lost opportunity when the game ended!

TTS AAR: Venice Abroad versus Northern Dynasties Chinese

Time for a pre-Christmas game of To The Strongest: my Venetians Abroad versus Peter’s Northern Dynasties Chinese.

The Venetians are not know for their scouting, so I was unsurprised when I lost that phase of the game. After deployment, the reltive postions were as follows:

Those of you who have played Peter in the past will know what is going to happen next!

Forced to deploy on a wide frontage to prevent myself being outflanked, Peter has concentrated his army against the left side of my army, meaning that all his force will effectively fight half of mine!

The game began with the Chinese advancing forward and putting their plan into action. The picture below shows exactly what this entails: you’ll see that they have managed to concentrate against my left wing and, with a bit of luck with the cards, even start to outflank me there.

I’ve played against Peter before, however, and so was expecting exactly these tactics. I therefore moved the Venetian (well, mercenary “broken lances”) to match the Chinese veteran heavy cavalry, and my mounted crossbowmen to block the outflanking force.

I now needed to get my right flank force across the table as soon as possible. With luck, I might even be able to hit the flank of the Chinese advance before it has time to deploy its extra numbers.

Unfortunately, the cards weren’t with me, and the right flank force spent two (yes, two!) turns refusing to follow orders!

The toher thing that needs to happen to defend against Peter’s favourite tactics is for the Knighst facing the main thrust to hold their ground as, if they go, the successful Chinese cavalry units will flood sideways into the flank of my main line.

On paper, the Knights should have been able to do exactly what was needed: one unit of veteran knights and one unit of later knights are not insignificant when it comes to melee! Again, unfortunately, the cards punished me for some imagined previous infraction, and the veteran knights were smashed from the table by the first Chinese charge, releasing hordes of enemy cavalry to swing sideways.

All was not lost, however.

The right hand knights finally got moving, and the infantry Alabardiers, with the aid of the handgunners, cut through some enemy lancers to dominate the centre of the field.

The Later Knights on the left were, however, now isolated and were unable to stand up to an assault by three Chinese heavy cavalry units supported by lights.

It was now a race to see whether the Chinese cavalry coming in from the left could kill enough of the Venetian infantry defending their camps before the Venetians in the centre (i.e. coming in from the right) could kill enough Chinese there to take the day.

Unfortunately, it was the Chinese who had the initiative and managed to win the game but, after a shaky start, the Venetians almost managed to snatch back victory: if their knights on the right hadn’t delayed getting across for two turns right at the beginning of the game, then things might have been very different.

But they didn’t…and things weren’t…but I was a lot closer to surviving Peter’s “weight one side” tactic than before!

TTS AAR: Warfare Game Four: Venetians Abroad versus Timurids

My fourth and final game of To The Strongest at the 2025 Warfare tournament was against Peter and his Timurids.

This was one of those frustrating games when I could see exactly what was going to happen…and it did!

Unsurpringly, the Timurids won the scouting, forcing me to deploy in a line to protect my flanks whilst they, as you can see in the picture above, could concentrate their efforts on one side of the battlefield.

With the first move advantage as well, that meant that Peter could get his light cavalry down my right flank before I had a chance to move to counter the manoeuvre: very frustrating and next time we meet under similar circumstances, I think I will ignore his set up and deploy in a block on one side of the field as well, and see what happens!

The first couple of turns were spent with me rushing my troops on the left over to the right, and the Timurids thundering forward, especially down my right flank.

The fighting on the centre-right got intense very quickly as I tried to stop Peter overwhelming my troops there before my reinforcements could arrive from the left.

I lost my veteran later knights and army standard, but managed to take out a unit of Timurid heavy cavalry in return, but by this stage the Timurids had managed to properly get around my right flank and the writing was on the wall!

Meanwhile, although some of the troops from my left had made it over to the centre to bolster my defence there, far too many of them were forced into action to deal with the threat from Peter’s “throwaway” troops: flaming camels, kharash driven slaves etc.

I did manage to get some mounted light crossbowmen out and around Peter’s right flank, but this was too little too late, and eventually my last coins went as the Timurids managed to get some light cavalry into one of my camps.

I rather miserable 2-12 loss to finish off my 2025 competition season, with a 9th place achieved overall at Warfare.

Still, a great day overall, with some goodies bought for future armies, plenty of great chats with people and, of course, fun games of TTS as well. On to 2026 now!

TTS AAR: Warfare Game Three: Venetians Abroad versus Later Romans

My third game at this year’s To The Strongest tournament at Warfare was against Si and his Later Romans.

This was not an encounter I was particularly looking forward to: not because Si isn’t a nice chap, quite the opposite, but because, as he was happy to remind me, although I’d beaten him a few times in friendlies, I’d never beaten him in competition, with these Later Romans often proving my Nemesis!

Looking at the table after deployment, I decided that, as with the last game, my plan had to be to take the fight to the enemy.

Two reasons for this: the first was that the Romans had deployed an isolated command of two legionary and one light units on the right who looked ripe for overwhelming with a combination of Knights and lights of my own; and second that I had to make sure that under no circumstances could I allow his veteran cavalry facing my left, including some lights that had proved very pesky in the past, through to threaten my flanks and rear.

As the game began, I therefore attempted to advance forward strongly on each wing: successfully on the left, less so on the right.

To continue the story of the right flank, I did indeed eventually engage and overwhelm the two enemy legionary units there with my Knights and lights, but the resilience of the Romans meant that even though I eventually knocked out both units, I effectively tied up just about the same amount of points to do so. Plenty of coins in due course: but a lot of time and some of my best troops used to get them!

Back to the rest of the table, where the wide gap I had left between my advancing-quickly left flank and my advancing-slowly centre had given Si an opportunity to shift troops from his centre to threaten the right flank of my left flank force (if you see what I mean!).

This was quite a crisis, only just averted my managing to get my centre forward to ZOC the Romans’ ally-cataphracts.

I then withdrew the Knights on the left flank, pulling them back two squares: something that seemed to surprise Si, presumably because he felt that two units of Knights were sufficient to take on anything he had there, and that I was therefore ceding ground unnecessarily.

Well, yes, technically perhaps so…but I had good reasons for doing so.

Firstly, I knew that I currently had an advantage in the centre and on the right, so I wanted to win those battles, reaping as many coins as possible to set me up nicely for a climactic fight on the left from a position of power.

Secondly, Si is a canny player, and I was a bit overexposed on the left (hence the cataphract crisis), with three of my units facing six of his. I’ve been caught by that before: seemingly winning the battle to suddenly find one of my flanks collapsing and losing the game before I quite realised what was going on!

Finally, I was ceding ground for time - time for my right to wipe out the legionaries there and perhaps get back into the centre to smash the Romans from the right (didn’t happen, as we’ve seen above) - and forcing the situation where, for a short time at any rate, six of his units faced empty air whilst my withdrawing Knights would hopefully contribute to the fight in the centre.

And boy, was I right to do so!

Si slammed his right-centre (facing my left) forward, and I was soon facing a major assault across my left-centre that I only managed to withstand with the help of the Knights from the left that, had I not withdrawn them, would have been stuck embroiled with Si’s veteran light cavalry somewhere up on the far left side of the table.

Luckily, by this stage, my right flank force had eventually beaten the legionaries they had chased back to the Roman baseline, giving me six coins (two units, one general) and bringing me to the edge of victory.

I must confess that I can’t remember what gave me the final coins I needed to win, but I must have broken one more of Si’s units which, combined with coins from Si successfully rallying on an even card (the boot, or rather caligulae, were on the other feet in this game: one of the reasons for my defeat in our last encounter was me losing four coins to rallying…Si lost at least two the same way this game) and the odd light killed gave me the victory.

And, when it came down to it, it was a good victory: 12-2 in my favour but, as you can see from the photos above, it was actually much more of a close-run thing than the result would suggest…at the end here I am effectively fighting with my back against the wall, enough units already disordered that my whole position could have collapsed at any moment.

So an epic game (at least from my point of view!) and one that set me right back into the running for a decent placing in the tournament as a whole.

TTS AAR: Warfare Game Two: Venetians versus Thematic Byzantines

My second game at this year’s Warfare tournament was against Nick and his Thematic Byzantines.

Chatting before we began, Nick mentioned that although he himself was a novice at To The Strongest (this being only his eighth ever game of TTS) his figures were about forty years old and veterans of many a tabletop encounter dating back to the days of WRG 5th or 6th. This made me wish that I’d been using my Early Imperials, also about forty years old, and reflect on all the changes there have been to this hobby of ours since I first started playing as a child, particularly as the Venetians are multi-part plastics less than three years old.

Anyhow, on to the game…

Quite unusually, I won the scouting, so decided to take the fight to the Byzantines, advancing forward strongly right across the battlefield.

My plan was to use my Knights, supported by infantry, to overwhelm the Byzantine cavalry on the left and right whilst avoiding the scutatoi in the centre.

On the right, my initial charge was the usual mix of positive and negative: one unit of Knights doing its job and disordering the enemy, the other getting disordered themselves and needing to be pulled back to recover. What was slightly different about this game, though, was the fact that I had brought my infantry right up with the Knights, so the foot could intervene and make up for the faltering unit of Knights.

On the left, the Knights did exactly what they were supposed to do: smashing a Byzantine cavalry unit from the table and giving me the opportunity to get my lights around behind the Byzantine line.

With the right flank locked into a combat that seemed to be going nowhere, I decided to now focus on the left, where my initial success was beginning to overstretch the Byzantine line, leaving a gap that I could perhaps exploit.

I had a “spare” unit of Knights on the left which I then sent back into the centre, right into the gap that I mentioned above. This worked very nicely, as I had also brought up my crossbow-armed infantry and was peppering the skutatoi with bolts.

With the skutatoi pinned in place, my Knights were able to turn onto their flank: setting the scene for what promised to be a very painful episode for the Byzantine infantry.

Before that could happen, however, the Byzantine right suddenly gave way, leaving the Venetians victorius!

So a 12-2 win that neatly cancelled out my 2-12 loss in the first round. On to game three…

TTS AAR: Warfare Game One: Venetians Abroad versus Parthians

My first game at this year’s Warfare To The Strongest tournament was against Tim’s Parthians.

The action began on the right flank, when two units of my Knights advanced forward to take on a couple of Parthian Cataphracts. Mixed results for this initial clash, with one disorder inflicted and one disorder received despite having the first charge advantage.

I then made a devastatingly stupid decision to ignore “Trevor’s Rule” and decided to try and activate some mounted crossbowmen for a cheeky shot before the main action.

I was duly punished by the cards for my temerity but, in my defence, if the ballistieri had managed to knock out the disordered cataphracts, my veteran Knights would have been able to intervene to help the disordered Later Knights to their left, and there’s only a 10% chance of an Ace appearing…

But a post match analysis does show this to be an incredibly stupid thing to do and, no lie, this probably lost me the game, as you just can’t afford to make a mistake like this against a player of Tim’s calibre: on his next turn he finished off the Later Knights with a unit led by a general (no similar error on his part!), which meant all I could do was try and retreat my veteran Knights before they also were annihilated…

Okay, so that one was down to the cards…but it was still my initial error that caused the situation to arise in the first place!

Meanwhile, on the left hand side of the battlefield, more of my Knights had advanced against similar numbers of enemy cataphracts. Unfortunately, one of those units was a camelry unit that, try as I might, I just couldn’t shift from the field: the smell of these curious beasts making the steeds my Knights rode reluctant to close to melee properly.

I did eventually gain some advantage here, but only by committing my Alabardiers unit in support, and not to a battle-winning degree.

Which meant, of course, that things would be finally decided in the centre.

Here, the defeat of my Knights on the right had freed up a couple of Parthian heavy horse units to attack my Crossbowmen: hardly the best unit to withstand charging cavalry, especially when pulling an Ace to activate the turn before!

Withstand the charge they did, however, and I was even able to slide a unit of spearmen sideways to protect them from future depredations: slightly gamey, I know, but allowed within the rules.

More enemy Cataphracts were on the way in, however, and I was still drawing Aces to activate any defensive shooting!

The Venetians weren’t beaten yet, however, and managed to not only defend their camps against the furious Parthian frontal assault, but even drive their cavalry backwards.

The Venetians might even have knocked a couple of enemy units off the table as well…but the cards intervened again…

Now those of you who have been paying attention will remember that I said that my decision to lead with the mounted crossbowmen on the right, drawing an Ace for activation and thus ending my turn instead of having a possible replay if I had opened the batting with the general-led Knights, had lost me the game…well that moment was now upon us and the chickens firmly came home to roost as unopposed Parthian horse, heavy and light, swarmed down the right flank and hit my camps - the camps that had just repelled a frontal assault - in the flank.

The militia spearmen there just didn’t have the time to turn to face this new threat and, despite the barbed wire (okay, fortifications) protecting them, gave way, costing me five victory medals and the game!

A great performance from Tim and the Parthians, a less than stellar piece of decision-making on my part, and I was the loser 2 points to 12!

So let that be a salutory lesson for all you TTS players out there: obey Trevor’s Rule and always lead with your general’s unit!

TTS AAR: Britcon Game Four: Venice Abroad versus Middle Carthaginians

Three games down: two wins and one loss. Onto the next: more Carthaginians, this time of the Middle rather than the Late variety and led by that thoroughly nice chap, Mark.

Before I start this report I think it only fair to state two things. The first is that Mark was suffering from the after-effects of a rather nasty shoulder dislocation (no, it wasn’t me): not sleeping and largely unable to use his left arm! And, yes, I did make sure I attacked on the right, shame on me!

Secondly, those of you who follow this blog will know that I am usually plagued by terrible cards. Well, not today. All my terrible cards found their way into Mark’s deck: I’ve only ever seen such a collection of Aces before on my side of the table!

Anyway, with those opening statements out of the way, on to the action.

The Carthaginians outscouted and, after deployment, advanced forward confidently.

On the Carthaginian left was their cavalry: a mass of veteran heavies and lights. My first action was to essay a shot at the lead unit of enemy horse with my crossbowmen and light crossbowmen. Quarrels (the word comes from Old French quarrel (from carré, “square”), referring to the bolt’s square-shaped head) flew across the battlefield and, much to both our surprises, slammed into the enemy unit and cut them down to a man, including their general. The shock of seeing their comrades slain was then too much for the surrounding light cavalry units, who fled the field to bring tales of woe and impending disaster to anyone who would listen!

I’d played four cards and taken six coins…all which I would obviously be paying to my mercenary crossbowmen!

Worse, for Mark, was the fact that my Knights then charged forward (“what’s that coming over the hill…is it a monster?” “No, worse: it’s the Venetian knights!”) and thundered into the remaining enemy horse, lances poised for carnage!

Meanwhile, on the other side of the table, my other Knights were watching the enemy elephants stomp slowly forwards accompanied by the Carthaginian heavy infantry.

My plan was now to avoid fighting on the left until my right hand Knights could turn and roll up the enemy line, and I also moved my main infantry force in the centre forward in order to pin some advancing Celtiberians in place until the Knights were ready.

I needed to keep the Carthaginian right focussed forward as opposed to allowing them to turn to reinforce the centre and left, so was forced to make my Knights a threat even if I wanted them nowhere near the advancing enemy nellies.

This led to some dicey moments for the left hand Knights as Mark’s clever use of the Someone has Blundered card along with my only bad luck of the game left them vulnerable but, for once, they had remembered to put on their proper as opposed to cardboard armour, and they were able to retreat out of danger having done exactly what they were supposed to do.

Meanwhile, my Knights on the right had sorted themselves out and proceeded to carry out the other part of the plan: curling round to hit the Carthaginians’ Celtiberian allies in the flank.

Aided by my infantry advancing out from the camp, it took only a turn or two to take Mark’s remaining coins.

Well that had, from the canal-dweller point of view, been a cracking game!

Mark was so unlucky in that first turn to lose half his cavalry like that, and even more so as that perfectly opened up his flank to my Knights. He might have been able to compensate on the right but, again, just didn’t get the cards to get his men forward fast enough.

As for the Venetians: it was on to the final game and, with three wins out of four, the same as the other leading contenders, a chance for overall victory!

TTS AAR: Britcon Game Three: Venice Abroad versus Later Carthaginians

My final game of day one of this year’s Britcon To The Strongest tournament was against Howard and his Later Carthaginians.

I’d faced these lads before, and they have always been a tough nut to crack, especially with Howard’s propensity to put loads of steep hills onto the tabletop and then hide his light infantry on them: very difficult to winkle out!

I lost the scouting again, so set up in a tight formation weighted towards my left flank, but a slow Carthaginian start gave me the time to readjust for their deployment and establish a more central position as the game began. My plan was to defeat the Carthaginians on the left with most of my army, before turning right to finish off the remainder.

The action duly began on my left flank, where I had rapidly advanced my Knights in an attempt to knock out the Carthaginian and Numidian cavalty there before heading into the centre behind the enemy line.

My first charges were very successful: knocking the Numidians and a unit of cavalry off the table. Unfortunately, I didn’t manage to exploit this initial success, and the Carthaginians were able to bring across reinforcements and stabilise the situation.

This pattern then repeated itself as again my Knights successfully charged forward only to fail to finish the job and let the Carthaginians back into the game…so much so that it looked as if I was about to lose that flank entirely.

Fortunately I managed to bring some reinforcements of my own across and, by the end of the game, the left flank was very much in a tied position, both sides too exhausted to do much more than glare at each other!

Note that that initial unit of veteran Carthaginian legionaries was still standing, as were my Knights on that side: some units prove just impossible to kill!

Meanwhile, on the other side of the table, fearsome amounts of Carthaginians were heading towards my lone command there.

Very quickly, the Carthagians managed to get their cavalry right down onto my baseline, and I now faced the classic problem of trying to defend both front and flank at the same time.

The Venetian Knights are, however, very tough (when, that is, they remember not to put on their cardboard armour!) and that initial flanking position was defended successfully and all seemed to be stabilised on the right, especially as the main body of Carthaginian infantry (nasty veteran javelinmen types) hung back in relative safety on the steep hills that scattered that side of the table.

This couldn’t last for long and, as Howard realised that his right wasn’t going to win the battle on its own, he send the infantry forward, and the situation on my left suddenly got a whole lot more critical.

Althoug helped by a bit of bad luck on Howard’s part, my troops on the right soon found themselves pushed right back to my camp and under extreme potentially game-losing pressure!

All was not lost, however: fighting from behind the walls of my fortified camps (the rather infamous barbed wire!) gives you a major advantage, and my camps remained inviolate.

Both sides were now on their last legs, but the cards were smiling on me for a change and, as both Howard and I ruefully checked how many coins we each had left, my veteran Later Knights (with two heroes from the Tonight We Dine In Hell card I’d played earlier) swung into action and, with a cry of “Venice Forever, whilst they keep paying my wages” they charged forward against the two units of Carthaginian cavalry in front of them.

It’s the Knights on the right that you need to be looking at!

It was, quite frankly, glorious: with both enemy units being dashed from the table along with their accompanying general to give me victory!

These ones!

Well that had been a very close run thing!

If the Knights hadn’t charged when they did, and if my cards hadn’t been good and Howard’s bad, then I doubt that I could have held my camp for that much longer. But they did, and they were, so the game was mine - just!

All my games with Howard were good, but this was particularly so, and a great way of finishing day one of the tournament.

Figures packed away, we headed out to sample the delights of Leicester’s nightlife…

TTS AAR: Britcon Game Two: Venice Abroad versus Imperial Macedonian

My second game at this year’s Britcon tournament was against Adrian’s Imperial Macedonians: not the ideal army for me to face as I didn’t have much that could beat the pikes head-on, and those Companion cavalry are very nasty!

As is now becoming usual, I lost the scouting, so set up traditionally with my knights on the wings and my infantry in the centre.

Looking at the Macedonian deployment, it looked very weighted towards my left flank, so I determined to refuse my troops there and try and hit the left end of his line (i.e. on my right) as hard and fast as possible, hoping to get around the side of his Pike and Hoplites before they connected with my Spearmen in the centre.

That meant wending my way Knights through the rough ground in front of my right whilst I kept his Companions (already in wedge formation) at bay in the centre.

The cards really helped me out here, as Adrian’s men advanced forward then stopped dead, letting me take the initiative. The Companions also failed to make any real headway against the Venetian Spearmen they had charged, allowing the infantry to retreat back to the comparative safety of the hill in front of their camp.

This let my Knights on the right charge home secure in the knowledge that the line behind them was secure, sending some veteran Macedonian infantry fleeing from the field before turning to face the enemy flank.

It has to be said that Adrian was suffering from the same sort of luck that I usually enjoy: he couldn’t pull an activation or save card to, er, save his life!

Back to the action…in the centre, the Macedonian Pike had finally got moving again, only to be disordered by handgun fire from my Armati di schioppo and then double-disordered as the Alabardieri (halberdiers) joined in the fun.

Meanwhile, on my left, my other Knights had calmly been waiting for the right moment to get stuck into the battle. This came as the Macedonian right flank finally got its act together and advanced forward.

Before the Macedonian right could properly make their presence felt, however, a series of good activation cards for me and poor saves for Adrian saw the Macedonian left flank collapse: large amounts of coins lost as the Venetian Knights and Alabardiers really got stuck in to the cavalry and pikemen in front of them.

The end came quickly after that. My outflanking Knights chased the last bit of Macedonian cavalry across the field before riding them down as they turned to fight and, at the same time, more Knights finished off some Hoplites from the flank, despite being disordered themselves.

It had been a glorious victory for the Venetians: I had only lost two coins (both units of mounted light crossbowmen) so scored a great 14-2 win. As mentioned above, however, Adrian suffered from the most appalling luck throughout the game, so I’m not sure that much of my triumph was down to superior tactics or suchlike on my part!

On to game three…

Reinforcements for the Venetians

Friend Nigel often fields some kind of Condotta army at the tournaments we both attend, and one troop type that usually causes his opponents all sorts of annoyance are the Rotularii or “sword & buckler men”.

I’ve faced these a couple of times, and can attest to their effectiveness, so I thought it was about time I reinforced my 28mm Venetians with some Rotularii of my own.

Now I finished the Venetians as a project some time ago so, aside from wanting to make a couple of coolio camps (canals, piazzas, gondoliers or something like that!), up to now I’ve had no intention of adding more units…which meant that if I wanted to field some more infantry, they were going to have to come from the bits box as I wasn’t going to buy any new figures just to get four light infantry types onto the table.

Not sure how historically accurate they are, and they are a real Frankinstein collection of odd bits and pieces (knights, foot soldiers, even light cavalry) but they look suitably ferocious to me!

And talking of finishing projects, here’s the last of the Arabs that I’m planning to add to the collection: a couple of units of Javelinmen just in case the ground is very rough!

These are 3D Breed sculpts of 15mm Moorish Warriors printed by Geek Villain. They are very nicely detailed figures that take the paint very well.

Again, however, there were some problems in getting the models to stand up without support: not as bad as the Moorish cavalry from the same source, but not as good as the Red Copper prints I’ve been using previously.

I particularly like the way the shields have turned out.

So that’s hopefully the last of the Arabs I’ll need to paint: a quick look at the my Painting Challenge gallery for 2025 shows that Arabs are almost all that I’ve painted this year. Not sure what’s next, but they won’t be wearing mostly white!

TTS AAR: Britcon Game One: Venice Abroad versus Bretons

My first game proper at this year’s Britcon tournament was against Chris’ Bretons i.e. lots of cavalry and light cavalry!

Unsurprisingly, I lost the scouting, so set up in a largely defensive position in the centre of the table. I did have one unit of Knights off-table to begin with: they were carrying out a flank march on the right and were designed to be my battle-winning trump card, arriving just in time to roll up the Breton flank!

Unfortunately, Chris got some pretty decent cards on his first turn and, almost before I knew what was going on, the Bretons were all over me, especially on my left flank, the one that was weakened by the absence of the flanking Knights.

Worse, the Later Knights who were on that side of the table seemed to have put their ceremonial cardboard armour on that morning, so that rather than runnng rough-shod over the opposition, any initial success that they had was soon wiped out as the Bretons in front of them evaded and those to the side flank-charged them off the table!

That’s what happens when you pull six Aces in one turn, two of them doubles!

In a tournament as well!

I was now pretty beleagured on the left side of my camps, and it looked as if the game could be over very quickly.

Fortunately, my off-table flanking force chose that moment to arrive, and did exactly what they were supposed to do: driving into the left flank of the Bretons and starting to roll them up.

At the same time, the troops on the left of my line suddenly remembered how to fight, and the situation around that end of my camps stabilised.

The game could now go either way. We each had eight coins remaining, but whilst I had begun on 14 coins, Chris had begun on 11, so all I needed to do to win the game was to take out 1½ of his units…and I could see two clear opportunities to do so.

Unfortunately, both these opportunities slipped through my fingers - a combination of more poor cards and some excellently slippery tactics from Chris - and the initiative passed to the Bretons without me having been able to firmly put them to bed!

Chris, too, could see an opportunity to take the last of my coins and, without hesitation, he swept a unit of light cavalry into two of my now undefended camps (we were busy trying to stabilise the other end!) taking the last six of my coins and the game for a 14-8 victory!

Excellently played by Chris, but highly annoying for the Venetians. If you look at the picture above, you can see a unit of light infantry handgunners on the flank of some Breton horse. If those handgunners had managed to step back into the camp (anything but an Ace!) then Chris would only have been able to take one camp and I’d have had another chance to win myself.

So that was two defeats in a row for the Venetians (the warm up game and game one) and with a result that somewhat belied the actual situation on the tabletop. All credit to Chris for taking full advantage of the opportunity on my left and his super evading tactics (which made it very difficult to kill the Bretons as they retreated and were then recycled back into the action) and I had better pull my finger out for the next four games if I was to have any chance of holding on to my title!

TTS AAR: Britcon Warm-Up Game: Venice Abroad versus Later Achaemenid Persians

Friday late afternoon at this year’s Britcon saw an opportunity for a warm-up game where my Venetians (Abroad) would flex their muscles against Richard’s Later Achaemenid Persians.

The Venetians lost the scouting, with the Persians taking full advantage to load their cavalry onto my open right flank whilst countering the Knights on my left with their mercenary Hoplites.

A Potentially Unfortunate Deployment for the Venetians

As the game began, I advanced forward rapidly on the flanks, determined to use my Knights to smash through his first line of cavalry on the right whilst attempting to slip around the Hoplite flank on the left.

On the left, my plan initially succeeded, with one unit of Knights getting well behind the enemy line, poised to turn and go crashing into the rear of the enemy infantry. Unfortunately, the Knights then decided that what they had achieved was quite enough, thank you, and decided to stop for lunch: refusing to turn and charge the Hoplite rear for a couple of turns.

This then allowed some Persian javelinmen to get into the rough ground anchoring the Achaemenid flank and, for some reason (probably incompetance) I allowed myself to get tangled up in dealing with them rather than focussing on smashing the Greek heavy infantry. You’ll also see, in the photos below, how my other unit of Knights has got itself trapped on the sideline: more stupidity on my part!

As the very promising situation on the left now looked like a pile of poop, it was time to focus on the right!

Here my Knights had sallied forth determined to kick some Achaemenid butt: we might be outnumbered at the moment, but smash a couple of units from the field with your first charge and the numbers start to make sense!

Unfortunately, although I disordered both units of veteran enemy cavalry on first contact, I didn’t break them, meaning that they had the opportunity to pull back and rally.

This also allowed the rest of the Persian cavalry to break off from that melee and hit my units in the centre: the result, combined with some devilish missile fire from some Persian Lights, being the loss of two units (the militia spearmen and the crossbowmen) and a hole the size of the Blackwall Tunnel right in the middle of my line and, more worryingly, in front of my camps!

The Persians promptly poured some light infantry and their “spare” cavalry into the gap, and suddenly what had looked like a great position on both flanks now looked like Armageddon in the centre!

I desperately needed to free up my units stuck on the left, but an unwise decision not to lead with the Knights bit me firmly on the derriere when my Balestrieri montati (mounted crossbowmen) failed to activate on an Ace and so condemned their entire command to sit there doing nothing for another turn.

All was not lost, however: all I needed was the Alabardieri (halberdiers) to charge back into my camp, disperse the enemy Lights there, and thus rescue three coins and the battle from disaster.

All I needed…

Now the initiative passed to the Richard and the Persians, who clinically finished me off by hitting a unit of Venetian Knights in the flank and front with the cavalry whom I’d failed to destroy in the first melee of the game. He didn’t even need his Lights in the camp to move sideways and take another three coins!

It had been a great game that had started so well for the Venetians. Just a pity that it ended so badly!

TTS AAR: Venice Abroad versus Marian Romans - Take 2

After my narrow defeat at the hands of Peter’s Marian Romans, there was time for another game, so we cleared everything from the table and started again.

Peter immediately saw an opportunity to overwhelm me on my right hand flank: sending his men forward as fast as they could go.

In response, I retreated my infantry on that side back into my fortified camp, hoping to lure him forward even further to expose his right flank to my Knights.

The Romans are very manoeuvrable, however, and, with my infantry temporarily not a threat, Peter now snapped them around to present a solid frontage to the marauding Venetian horse.

My Knights turned to pin the Romans in place, and out of my camp came my infantry again, looking for those elusive Roman flanks!

I needed some form of strike now, whilst the Romans were still somewhat off-balance trying to fight in two different directions at once.

The oportunity came with my Someone Has Blundered stratagem card: one of the Roman legionary units replayed an activation card with their General, and I converted their move into a smart about turn, exposing their rear to the ternder ministrations of my Later Knights.

This did expose my Knights to a counter-charge from a small unit of Legionaries on their flank, but I thought the risk worthwhile to knock a full unit of Legionaries off the table and force lots of other Romans to make a Rally check.

I was now in a cracking position: on the advance with one command of Knights, the other poised to attack, and with infantry threatening the Roman flank. Surely it would now just be a matter of rolling up the Latins and sending them scurrying from the field!

Unfortunately not!

The Romans are a tough bunch, Peter a canny commander, and those two factors combined with a poor run of cards knocked the Venetians for six!

First up, the light infantry in the woods twice failed to charge the Roman flank, also ending that command’s activation before it could really get started.

Secondly, my Later Knights proved once again to be wearing cardboard armour, and just evaporated from the field. Note that, in the second picture, Peter has also drawn a ten over a nine to be able to continue his charge!

My dreams of victory over the Master had turned into nightmares and, at this point, I very maturely threw all my toys out of the pram and threatened to resign the game and go home in a huff!!!

I eventually calmed down, however, and got back to the business of trying to retrieve the situation. Here’s an overview shot showing what’s what. As you can see, it’s not quite as bad as it could have been for the Venetians: the forces remaining and tactical positions are about even.

On the far right of the field, the Roman cavalry had been trying to get around my flank, but had been stymied by a unit of Venetian Spearmen. These then chased the Roman horsemen right back to their camp, but wouldn’t quite get in to finish them off before the end of the game.

Meanwhile, a confused melee broke out in the centre of the field, with the remaining units on both sides fighting for the game.

First up, the Venetian Alabardiers had outflanked a Roman Legionary unit, but just couldn’t manage to break the veterans, only managing to drive them back into the Roman camp.

Next, my remaining units of Knights charged forward. One managed to break another unit of Legionaries, but was thenkilled by light cavalry coming at it from the flanks and rear.

The other also broke a unit of Legionaries, leaving the game poised on an absolute knife edge: next kill would win the victory!

All I needed to do was to let Peter’s current turn end, then I had a couple of chances to win the game. Unfortunately, I never got that chance: Peter’s last activation was to send just about his last unit of Legionarirs into the flank of my Knights. They had two chances to hit, only hit once, and all I needed was a 6+ to save. Naturally I failed, lost four coins (their General had nowhere to go), and that was that!

Well that had been a very bloody game of To The Strongest and a very frustrating one for the Venetians.

They had defintiely had the advantage after the initial deployment and early stages of the game; then had many chances to do some serious damage to the Romans in the middle of the game before the Aces hit; and even in the game’s second half seemed to have done enough to win.

But that’s the way it goes sometimes: and all credit to Peter for rescuing what seemed like a doomed situation at least twice.

I’ll get him eventually!

TTS AAR: Venice Abroad versus Marian Romans

Here’s an After Action Report of a game of To The Strongest played as a practice session for this year’s Briton competition: my Venetians versus Peter’s Marian Romans.

I have Marian Romans, so I know how manoeuvrable they are, so it was no surprise when Peter set up with all his troops in one quarter of the battlefield with a command of light cavalry on the other flank: his intention being to either fight his whole army against only part of mine, or have the light cavalry get around my flank with disastrous results, or use the Romans’ manouevrability to react to whatever I did, or a combination of all three!

My plan was to send my knights forward into the Roman half of the battlefield, and then turn to the right and hopefully hammer the Romans from front and flank as my infantry came forward.

First, however, I needed to make sure that I kept an idea on that enemy light cavalry. This was a job for my mounted crossbowmen, who quickly shot down the veteran Numidians, removing one threat to my left flank.

Meanwhile, the Romans had expanded out of their initial tight formation, and were manouevring into a position where they could fight to both front and flank.

I did see an opportunity to kill another of the light cavalry units by squishing them between two unit of Knights, but unfortunately the cards were having none of it and the moment quickly passed.

Despite this minor setback, my plan unfolded nicely, and when contact was properly made with the Romans, it was generally with my troops having the advantage either from flank charges or being able to get two units onto one enemy one.

Unfortunately, although the cards I’d had for moving around the battlefield were decent enough, that good fortune didn’t extend to the actual combats themselves, and the initial clash left the Venetians down a unit of Knights and Spearmen having destroyed only one small unit of legionaries.

Meanwhile, on the right, the Venetian Alabardiers drove the Roman cavalry back towards their camp. For a moment I had visions of killing the enemy horse and taking the Roman camp, but forcing Peter withdrew a Legionary unit from the front line to combat this threat, and soon my right flank was empty of all Venetian troops except a couple of units of handgunner lights!

The battle was definitely not going my way: the manoeuvrability of the Romans combined with their veteran status making them very hard to kill.

I did, however, still have some Knights out of the left flank and, in a glorious charge back into the centre of the field, the “Broken Lances” rode down and destroyed an entire Legionary unit in one legendary thump from the flank!

That put me right back in the game, especially as the Roman formation had now got slightly extended, with the game breaking up into a series of individual combats.

So all I needed was one more turn where my flank charges went in and my shooting was effective and I could still win the game.

Unfortunately, it was not to be. At this crucial moment my veteran Knights (technically saving on a five, but obviously wearing their cardboard armour) were knocked off the table by a unit of Legionaries pulling a ten and then a decent melee card to get one final successful attack before Peter’s turn ended.

That was a very frustrating end to what had been a great game: and the closest I have come to beating Mr Riding for some time…but I was at least pleased that I had dealt with the initial Roman deployment and first phase of the battle well, even if the actual fighting bits hadn’t gone my way. Previously I would have let the enemy light cavalry harrass me from the flank and ended up with my Knights fighting air whilst the rest of the Romans mashed through my infantry to give Peter an easy victory…so an improvement of sorts at least!

TTS AAR: Ewelme 25 Game 4: Venice Abroad vs Hussites

My fourth and final game at the Ewelme tournament this year was against the Hussites: a controversial army featuring a large amount of fortified war wagons.

Why controversial, you ask? Well, in a tournament setting that super-rewards an outright victory, it’s hard to achieve a conclusive result when one party sits at the back of the battlefield and just waits for his opponent to attack.

Personally I don’t agree. It’s a competition, it’s a legitimate army list…learn how to beat it in a timely fashion rather than just complaining!

Anyhoo: on to the game. First up, a bit of psychological warfare. I announced to Neil, commanding the Hussites, that I had enough points to rank in the top four or five so didn’t need to risk losing the game, so my Venetians would also stay at the back of the battlefield and not move!

This seemed to somewhat annoy him (which was, after all, the whole idea) so after stretching things out for a bit (as a good joke deserves a bit of time to mature!) I knuckled down and got to work.

The Hussites had set up in their usual formation: a long line of wagons backed by infantry with impassable terrain at either end.

Now I used to play a lot of 19th Century Colonial wargaming, and the one thing that commanding the Mahdists or the Zulus taught me (apart from not fighting a modern war with medieval weapons!) was that it was the corners of a square that were vulnerable i.e. don’t charge straight at it where the whole of one side can target you, go for the corners where only some of the enemy can shoot you.

My tactics therefore were to concentrate my missile troops on the left front corner of the Hussite line, also getting around their flank and shooting over the impassable terrain, whilst I advanced my dismounted later knights up to attack once the fire from the missile troops had started to have an effect.

Yes, I dismounted my later knights (who dismount with two-handed choppers!) but kept my standard knights on horseback in case I needed a quick reaction force for something.

This worked very nicely indeed, and I had soon killed one war wagon and one unit of supporting infantry for the loss of three quarters of my ammunition, and had my later knights ready to go in.

Unfortunately, the later knights were having one of their off days, and didn’t carve through the oppositio n like they should have done, but things werre progressing nicely, and it was only a matter of time before that end of the Hussite line collapsed.

At this point Neil realised that he had to do something different, so opened up the other end of his line of wagons and let his cavalry (decent lancers and light cavalry) out with the intention of marauding around my right flank.

This was, of course, utterly anticipated, and my knights (still on their horses) moved forward to counter the threat.

The initial clash wasn’t as successful as I had hoped - as I said, for some reason my knights were all having an off day - but with the infantry helping the enemy cavalry were soon on the run.

Particularly pleasing was squishing his light cavalry up against one of his own war wagons now positioned in front of some impassable terrain:

Unfortunately, time had been ticking away, and although I only needed a few more coins to win outright, I only had one last turn to get them.

My later knights didn’t manage it, so the only other chance was my Alabardiers charging into the back of the Hussite veteran cavalry (with general who had no other unit to go to, so would disappear if the cavalry broke): unable to evade because, you guessed it, they were also squished up against the wall of war wagons.

Unfortunately, although the Alabardiers had two goes at breaking the cavalry, and hit several times, the Hussite horse were veterans and managed to save the lot: Neil drawing high cards out of his deck right, left and centre!

So the game ended in 113-53 winning draw for the Venetians: frustrating as I would have had ‘em properly if there had been one more turn to play! Still, a satisfying result that showed the Hussites can be beaten: especially as I achieved this result with all my knights, mounted and dismounted, having a really bad set of cards.

This was the final game of the day, and when the points were totted up, my two wins, one winning draw and one loss saw me into fourth place: not a bad result.

Frustratingly, once the final scores were published, I realised just how close the top spots had been. Had my Alabardiers managed to finish off the Hussite cavalry and their general in the closing moments of the game—securing me an outright victory—I would have taken second place overall! How annoying is that? Probably as annoying as when I turned to Neil and cheerfully declared that the Venetians, too, would be staying right where they were on their side of the table at the start of the game…

 

TTS AAR: Ewelme 25 Game 3: Venice Abroad vs Late Romans

My third game at this year’s Ewelme tournament was against Si and his Late Romans, rapidly becoming my nemesis opponents! It’s a small-ish army but packed full of veteran legionaries and auxilia that do very well against my Venetians, and a nasty shock unit of veteran cataphracts.

Both sides began the battle by advancing forward cautiously. On the left flank, I carelessly allowed the Romans to get an overlap, and would spend the rest of the game defending from a tactically outnumbered position there.

This meant that I needed to force the right as soon as possible, so I advanced my infantry and second command of knights forward as fast as possible.

Battle was generally joined on the right but to no clear outcome in the main line, although some of the Roman infantry on the far left did punch through and head for my baseline. No matter, I had some knights who could sort them out!

Much to my surprise, the infantry battle in the centre wasn’t a complete disaster, with the Venetian foot holding their own against the veteran Auxilia. Maybe I could win on the right before Si’s cavalry stuffed me on the left!

First up, I really needed to get rid of that pesky unit of Legionaries down in the left hand corner: a nice four coins just waiting to be collected by the Knights.

But they needed to get their skates on, as things were not going well on the left…

But in the end it was not to be.

I had two chances to win the game (as we were both now down to minimal coins): the Knights I’ve already mentioned and the Later Knights who had punched through at the other end of the field and were now in as position to threaten the enemy camp.

Unfortunately, the Knights just couldn’t get anywhere against the Legionaries, despite still having their lances for the first clash. Frontally charging undisordered veteran infantry is not a an easy clash to win!

And although the Later Knights took one of the enemy camps, Si managed to get some light infantry into the other camp meaning it was just an activation too far to take that one as well and get enough coins to win the game.

In the end, the game ended with a bit of a damp squib: with one of my Spear units falling foul of the javelins thrown by some Roman cavalry, and the game was lost before I could win it next turn.

Not a good result for the Venetians, but a great game of To The Strongest.

On the left, Si’s tactics gave him an immediate advantage but I managed to defend the position for longer than I expected to. On the right, the game could have gone to either side, mainly due to the unexpected efforts of the Venetian infantry, so it was just the way it goes that Si dealt the winning blow first.

Editor’s Note: Subsequent to the battle, Si has pointed out that although outside of competitions we have a fairly evenly matched success rate, I’ve never actually beaten him in a tournament. Thank you, mate, I’ll bear that in mind for next time!