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!

TTS AAR: Ewelme 25 Game 2: Venice Abroad vs Ikko-Ikki

My second game at this year’s Ewelme tournament was against Colin’s Ikkio-Ikki: a nasty bunch of Japanese samurai monks who all happened to be (a) fanatic and (b) carry big choppers i.e. hard to kill and lethal in combat!

As expected, as the battle began, the Ikko-Ikki eschewed any tactics and just headed straight for my battle line intending to use their naginatas to deadly effect.

My plan was to weight everything away from the left flank, aiming to defeat half their army with two-thirds of mine on the frest of the table, and then turn back to defeat the second half in due course. The knights would punch through their line on the far left and far right of my line whilst my over-matched infantry just held on until the knights could turn and hit the Ikko-Ikki in the rear.

On the left flank, the Later Knights did their jobs very nicely, but the helmet-heads didn’t: the usual cardboard Venetian armour coming into play.

This effectively left my left flank wide open apart from some nervous looking light infantry, meaning that I really needed to win on the right as soon as possible, or see my super-expensive camps fall to the religeous nutters costing me a lot of coins!

Meanwhile, in the centre, my infantry were hanging on for dear life: only really surviving because I had one extra unit that could help hold the left part of the line…but the Ikko-Ikki were remorseless in attack, and soon the centre began to look very shaky indeed.

It was all down to the knights on the right, helped by the victorious later knights on the left.

They had indeed punched through the enemy line, and were now looking at how best to finish the game before the left and centre finally gave way.

Everything now worked out rather nicely.

The later knights that had been successful on the left swept into the centre and smashed some of the Ikko-Ikki cavalry reserve that had been coming forward to plug the gap, from the field.

This allowed the knights of the right to position themselves perfectly to turn the tide of the battle my way: one unit headed for the flank of the Ikko-Ikki line that was threatening my infantry, the other spotted a chance to make a sudden thrust forward and take the enemy camp, not undefended but currently unoccupied!

Here’s an overview of the positions as we moved into the final phase of the game. You can see that my plan has worked: four of Colin’s units on the left (as you look at the picture) are facing one unit of Venetian light infantry, leaving the rest of my army free to attack the rear and flanks of the rest of his troops.

Note the lone Ikko-Ikki unit at my baseline on the right. They could have caused me some trouble, but Colin was unlucky with the cards, and they never really got a look in to the action after their initial success.

The end of the game the came quickly, as my knights on the right went to work.

The enemy camp was taken, and the flank of the Ikko-Ikki infantry line was charged, with even the intervention of the rest of the enemy cavalry having no effect on the later knights that had come over from the left.

So a 158-83 victory for the Venetians, but it had not been the easy battle the scoreline suggest. Those fanatical, naginata-wielding Ikko-Ikki are very tasty in combat, and had Colin managed to get the whole lot of them in against my troops, things would have been very different indeed!

TTS AAR: Ewelme 25 Game 1: Venice Abroad vs Konmenon Byzantines

One of the great things about competitions is that you can never tell who you’re going to be fighting next.

Somewhat ironic, then, that my first game at this year’s Ewelme tournament was an exact repeat of my final game at Roll Call 2025, the last event I’d attended: my Venice Abroad versus Nigel’s Konmenon Byzantines…although both sides had slightly different armies as the set points totals were different between the two competitions.

The terrain was unusually dense, with significant patches of impassable or rough ground on the flanks. This had the effect of channelling the battle into the central zone, although it looked as if the Byzantines were going to try and slip round the outside of the poor going on their right flank.

As the game began, both sides advanced forward strongly on one wing. Nigel sent his troops forward against my right, and I slammed forward on my left, hoping to take advantage of the fact that some of the Byzantines were the opposite side of the impassable terrain so had effectively ruled themselves out of the first part of the battle.

I was unfortunately immediately in a bit of tactical trouble as, on the left, my veteran later knights managed to lose their initial charge and ended up disordered and, on the right, the Varangian Guard ran over the other unit of later knights. The famous Venetian cardboard armour striking again!

On the right, the situation was partly stabilised when the (normal) knights there managed to destroy the Byzantine Skutatoi but, in the meantime, battle had been joined in the centre and my men weren’t doing very well at all!

At this point Nigel made possibly the critical decision of the game. If you look at the picture above, you’ll see that (top, right) the Varangians have turned towards my victorious knights rather than turning towards the flank of my beleagured battle line.

Nigel was (quite rightly) very worried about his Varangians getting some knights charging right up their collective backsides, but if he’d turned towards my line, got a hit that killed the already-disordered right hand infantry unit (and his men did have big choppers!) he could perhaps have cascaded that disorder down the line and effectively ended the game.

But he didn’t, and the game went on…

Back to the left flank, and my knights there (both types) had recovered the situation nicely and driven his troops there from the field, apart from the units that had been on the other side of the poor terrain which were now busy driving my light troops on the left back and off the board.

So that is the situation as we hit the final stage of the game: one more significant hit would give me the win and it was still my initiative, but if I didn’t get that hit and win the game this turn, my main line was going to break, losing me at least three units, and probably give Nigel the win.

My crossbowmen had been sitting on a hill throughout the entire game doing sterling service shooting down Nigel’s light cavalry. As mentioned above, some Byzantine horse had driven my light troops back down the far left hand side, although I had managed to disorder them and wound their general as they did so.

The crossbowmen had one shot left so raised their weapons and opened fire: a hit and, I must confess, I can’t remember if it was the Byzantine horse or general who died, but it was enough to give me the last few coins I needed for the win!

Well that had been the closest of close run things, giving me a win 186-33 points: a scoreline that doesn’t reflect the actual situation at all. As I said, if my main battle line had collapsed, and it was about to do so, Nigel could easily had snatched victory from the jaws of defeat!

A great game of To The Strongest: very exciting until the very last moment.

TTS AAR: Roll Call #4: Venice Abroad vs Komnenon Byzantines

My fourth and last game at this year’s Roll Call was against Nigel’s Byzantines: a powerful army who had carved up my Romans at the rceent World Championships!

My stratagem was Flank March so I decided to leave my right flank very light and send my best unit of veteran Later Knights (with army standard) off that way to see if I could temp Nigel’s cavalry forward to then be neatly taken in the flank or rear by my Knights.

This worked very nicely (although I messed up how it should have been played, so thanks to Tim, as referee, for ruling so adroitly and to Nigel for waving off my error) with one unit of enemy cavalry being smashed right off the table immediately after the Knights’ arrival.

On the other flank, both sides had advanced rapidly towards each other and an enormous, sprawling melee broke out. Fortunately for the Venetians, Nigel’s Varangian Guard and Skoutatoi were not having a particularly good day (they were the lads who had eviscerated my Romans!) and were contained by my troops, helped by the terrain. The Venetians also manged to knock quite a few Byzantine light units off the table: perhaps not tactically significant but still a trickle of Byzantine coins lost.

Meanwhile, back to the other flank, and my Knights had polished off all the Byzantine cavalry they could find to kill. They were having a good day: also killing the enemy general and taking the Byzantine Holy Icon standard.

I was now significantly ahead on coins, but under huge pressure back on the left. It was, in fact, fair to say that my troops there were about to collapse!

My camps were also under attack, but the militia Spearmen (led by the chef-and-chicken) were doing their best to defend them.

I needed to finish the game quickly, especially as we were also just about out of time, and suddenly saw an opportunity to do so.

I had a unit of Spearmen plus attached General on a hill about two thirds of the way up the board. They had been killing Byzantine lights and were now in a position to turn and attack the rear of the Skoutatoi who were meleeing with more of my Knights.

This I was about to do when I noticed that actually there was a clear path to the enemy camp in front of them. Okay, it was a few squares away, but I had a general with me, and taking the camp would give me the coins I needed to win.

For once the cards were with me, and the Spearmen marched straight into the camp to take Nigel’s last three coins and victory!

This was another game where the result (14-3 to me) didn’t actually reflect the situation. Although I had won the right, taking nine of Nigel’s coins from eliminating three cavalry units, their general and a standard, and only lost a smattering of units myself, I had about four units disordered and ready to break in Nigel’s next turn. I think I would still have won (time allowing) but it would have been a much closer result.

The overall scores were totted up and, much to my surprise, I found that I had come second! I was expecting somewhere 4th or 5th, so it must have been a weird combination of results elsewhere to let me snatch the runner up position: that’s the joy of the Swiss Chess system!

Thanks to Tim for organising the tournament, and to all my opponents for giving me such great games. Congrats to Peter for winning: those of you who have read the AAR of our game will know that I almost had him (score notwithstanding!), which would, presumably, mean that I would hve won overall. Something to work towards next time!

TTS AAR: Roll Call #3: Venice Abroad vs Tibetans

My third game at this year’s Roll Call was against Peter and his Tibetans. Peter has sliced and diced me before with this lot, so I was determined to do better this time round.

I had a fair idea of what tactics he was going to employ: one command of light cavalry would dart forward from the outset and attempt to get around one of my flanks. If that worked, then the cataphracts would follow. Failing that, he would use the superior mobility of his all-cavalry army to weight one side of the table, forcing me to fight his whole army with only part of mine.

That was all well and good - I knew what he would try to do - but the real question was whether I could do anything about it!

Things started well when, much to my surprise, I won the scouting. This meant that I could try to counter his intended plans through my deployment.

Note that I have lights on the left to counter his lights, my knights are all in front of his army, and most of my infantry is in the right place as well. Okay, I would have to shift my left flank infantry over to the right as soon as possible, but this was a better position from which to start the battle than I could have anticipated!

The action began on the right, where the heavy cavalry forces on either side advanced cautiously towards each other. I knew I needed to get “first charge” advantage here, so it was a question of tempting Peter into advancing forward and then not quite reaching my troops so I could then charge forward myself.

I didn’t quite manage to do this, but Peter’s first charge on the far right proved unfortunate for him as a unit of Cataphracts disordered themselves charging a unit of my Later Knights whilst my militia Spearmen on hill survived everything the Tibetans could throw at them.

You’ll also see, in the picture above, how Peter has managed to concentrate his forces on my right flank despite me knowing that that was what he was going to do and making every effort to stop him doing so! If you count them up, you’ll see I have two units of Knights, one militia Spear and a Light Cavalry versus four units of Cataphracts, some veteran, and five units of horse archers.

And this is also actually where I lost the battle. On my next turn the Later Knights on the far right charged their disordered opponents and not only failed to sweep them from the board (potentially also taking out some of the light cavalry following through morale checks) but were actually dashed from the tabletop themselves! Extraordinary: but there’s not much you can do against luck like that!

This effectively let Peter through on that flank…but more of that in a moment.

Meanwhile, on the other side of the table, I had not only countered his annoying light cavalry but was actually driving the Tibetans backwards: the cunning use of Cry Havoc! caltrops giving me an initial advantage that I was quick to exploit.

Unfortunately I just couldn’t pin the mobile mounted Tibetans down for long enough to actually kill them, so although we were about even on medals won, I just couldn’t finish off the units I was fighting.

We had now been playing for almost the whole of the allocated 90 minutes, the scores were about even, and we went into Peter’s last turn.

Firstly, he took full advantage of his success on the right and cleared my troops from that side of the table, including the equally-cunning use of his stratagem Someone has Blundered! to take control of my last remaining unit of Knights there and make them retreat backwards off the table. That was four medals gone immediately, and you can see that the militia Spearmen, already disordered and hit in the flank, are next!

You can, by the way, also see just on the other side of the hill, a unit of my Knights hitting some of his horse. This was originally a flank charge by my Knights into his cavalry that should, by rights, have at least disordered the Tibetans but, no, they survived and by this time had turned to face me. That would have been four coins my way as their general would have gone as well.

At this point we were on for a draw: probably a winning draw in Peter’s favour but still a draw.

Unfortunately all this excitement had caused me to leave the tiniest gap in my defences which, with the last cards of the game, Peter managed to exploit and get into one of my camps.

This took the last of my victory medals and cost me a full loss rather than a losing draw. If only I’d found the time to move those light crossbowmen to the right at some earleir stage!

So I came close, but still ended up being trounced 14-3, with eleven coins lost in the final moments of the game.

I took some consolation, however, in the fact that the result didn’t really reflect the game, and in the thought that I’d pretty much countered Peter’s standard strategies through my deployment and tactics and had been on an even keel with him right up to when my Knights failed to take advantage of a great position on my right. I’ll ‘ave him next time!

TTS AAR: Roll Call #2: Venice Abroad vs Vikings

My second game at this year’s Roll Call tournament was against Andy and his Vikings: an infantry army full of large, hairy types armed with big choppers!

Somewhat unsurprisingly, I won the scouting and, having seen where the Vikings had positioned themselves decided to try and turn his left flank with my Knights whilst the rest of my army kept as far away from the enemy as possible, largely deploying on the edge of my side of the table.

This was all very well, but Andy then played the This Way Effendi stratagem on me, which meant that the infantry command that were supposed to be occupying my camp had been led astray by a guide who was in the pay of the enemy and would start the game one box to the rear which, as they were on the edge of the table, meant off-table…which meant that my lovely three fortified camps would start the game empty of any Venetians!

Obviously this wouldn’t be a problem, as all I needed to bring them on in the first turn was to draw a 4+ (camps are difficult terrain):

A good start to the game but, no matter, on with the plan as I sent my knights forwards as fast and as far as possible.

The cards were with me, and the Viking left flank was soon under huge pressure as a mass of heavily armoured horsemen his them in the front and flank and rapidly started to roll them up.

The rest of the Vikings, however. had rushed forward as fast as they could, intending to win the game by just running over the rest of my troops.

Although by now I had managed to get the force that was supposed to be guarding the camp back on the table, this didn’t stop one unit of Scandies punching through my line like a seax through butter and taking one of my camps. Ouch!

It was now a race to see who could exploit their situation fastest: could I polish off Andy’s left flank, taking his army standard and hopefully the game, before he could turn the hairies in my camp and take the other two sections to get the coins he needed to win.

My knights were. for once, on good form, and were able to totally clear the Vikings in front of them from the table.

Unfortunately, this still left me a two coins short of ultimate victory. The tension was now so great that one of my units suffered a casualty and had to be replaced from my reserves!

Things were also critical on my left flank. Although the Vikings in my camp had failed to make the turn that would have let them take the other two sections (presumably looting the fabulous luxuries that acompany my troops on their campaigns), my Alabardiers were being attacked by three Viking warbands, and surely couldn’t hold out for long.

Fortunately, I had chosen them to receive the Tonight we dine in hell! stratagem, so they were able to shrug off their first disorder, add a hero, and hold their own for that turn. They are top left in the picture below.

The Vikings then surrounded the Alabardiers, and things looked even more critical: I could see myself losing them, the other two camps, and the two Spearman units shown in the picture above in the Vikings’ next turn…and the victorious knights were still a square or two short of being able to return to the action and take the Vikings in the rear.

That would give the Vikings victory despite the fact that they themselves only now had two coins left and I had loads. Talk about snatching defeat from the jaws of victory!

Salvation, however, came from an unlikely source.

I had been covering my far left flank with a couple of units of Atmati di schioppe or handgunner light infantry, and one of these now crashed into the rear of the veteran Huscarls flanking the Alabardiers.

Incredibly, the handgunners managed to inflict two disorders on the veteran Huscarls, but that was still not enough to break them and win the game. I’d have to get a 7+ to go in again, and then hope that my two 8+ attacks would succeed against the ‘saving on a 6+’ Huscarls: not very good odds (just over 6% I think).

But wait…that’s a general with the Huscarls, and we haven’t checked to see if he is hit yet.

Andy pulled his chits…it was a hit and the general died: taken in the rear by a Venetian hand gunner!

Those two coins were Andy’s last, and the game was mine by 14 coins to 7…but it had been a close run thing and the tables would have been turned on Andy’s next turn if that general had survived.

What a great game!

TTS AAR: Roll Call #1: Venice Abroad vs Burgundian Ordnance

Off to Cranfield for the Medieval Mayhem competition at Roll Call. I would field a Venice Abroad force: a mixture of Knights and Spearmen with a good sprinkling of light troops as well.

My first game was against Dillon’s Brugundian Ordnance force: an army very similar to mine, the main difference being that Dillon’s infantry were spear and longbow combined whereas I had separate spear and light infantry missile troops.

The Burgundians pulled the Flank March stratagem, so would start the game with one unit off table. I was initially minded to hold back and see where this arrived, but then decided that boldness was the way forward with the huge open space on the right flank just too tempting: the plan being to overwhelm his cavalry there with my Knights leaving the rest of his force vulnerable to a roll-up from that flank.

Unfortunately the two patches of rough ground and the wood that you can see in the picture above created a bit of a bottleneck that would come back to haunt me later in the game.

This concentration of horse on my right did mean that my left flank was very light: two units of light handgunners, in fact, that seemed to be facing an awful lot of Burgundians panzers, especially as that is where Dillon’s flanking troops eventually turned up.

Back to the right, where my Knights and Light Horse were slowly battering their way through the opposition: the bottleneck initially preventing me from applying my superior number efficiently. Yes, I eventually “won” that flank, but it took far too long to do so!

Meanwhile, on the left, Dillon was trying to clear my inferior force away so that he could do to me there what I was intending to do to him on the right. Unfortunately, a combination of the cards and my Alabardiers refusing to go backwards made things very difficult for him, meaning that his Knights there spent a lot of time dominating an extremely useless empty space!

All this shilly-shallying around, however, meant that we were out of time. This was extremely frustrating as if we’d played one more turn I think I would have had victory: I only needed a couple more of Dillon’s victory medals to win outright, and I had three places where I had fresh troops able to attack disordered Burgundians.

I begged Tim, the refereee, to let us play one more turn…offered bribes of the finest entertainments that Venice has to offer…but all to no avail: the game ended in a draw with the resultant points slightly in my favour as I had killed a slightly greater proportion of Dillon’s troops than he had mine.

A great game, but I rued getting jammed between the rough ground and the woods on the right: open terrain would have meant that I could have applied superior numbers earlier. But it was not to be: all that was left was the faint cry of “please, just let me play one more card”!

TTS AAR: Venetians versus Early Imperial Romans

Friend Neil expressed an interest in getting a Roman army for To The Strongest, but wanted to test one out first. I could oblige and so, for the first time, my Venetians faced my Romans across the tabletop.

As Neil also quite fancied having a go at a competition or two, I marked out a standard competition table size on my somewhat larger set-up, and off we went. Neil would us my Early Imperial Romans, I would use my trusty Venetian Condotta army.

The Venetians, thanks to their light troops, won the scouting, so watched as the Romans deployed with their cavalry on the right, surely ripe for wiping out with my superior Knights!

Regrettably not!

Very early on in the game, my right hand command of Knights was soundly defeated by the inferior Roman horse: an event that effectively set the scene for the battle as a whole.

No matter: I had more Knights on the left, and had sent them forward to try and get behind the Roman flank.

This sort of worked, but the extreme manoeuvrability of the Romans meant that their Praetorians could quickly move back to block that flank, leaving my elite troops to merely keep the Praetorians and the rest of the veteran Legionaries from interfering in the main clash in the centre.

And so on to the centre, where the game would be decided.

The two lines came together in quite a disjointed way. I partially refused my left, hoping to temp his Romans forward to be flank charged by my Knights, but Neil was too canny to fall for that and all that it meant was that half my spearmen sat watching as their colleagues were defeated elsewhere on the field.

On the right of the centre, my Alabardiers proved as solid as usual, defeating the Roman cavalry who charged them. The Alabardiers then retreated to a nearby hill where they would eventually be assailed on all sides by fresh Roman troops.

The battle now broke down into a series of individual clashes that the Roman got the better of, leaving things very disjointed as we entered the end phase.

Disaster then struck on the left, where Neil had finally realised that my two units of Knights were tying up his main infantry strike force, and moved forward to attack and defeat my ‘Broken Lances’.

It was now only a matter of going through the motions as the Roman battle line, the mincing machine, came forward. With half my Knights routed and the other half stymied by disorder or poor positioning, I had nothing that could standard up to the remorseless gladii and the game was Neil’s!

TTS AAR: Warfare 24: Game Four: Venetians versus Pechenegs

My final game at Warfare this year was a match against the Pechenegs: an army comprising many units of light cavalry, most grouped into “massed lights” units, and a unit of noble lancers.

Unsurprisingly, the Pechenegs won the scouting, and I soon found myself staring at a line of bow-armed light cavalry advancing swiftly towards the Gondoliers.

Fighting light cavalry with non-missile-armed troops is like fighting water!

Take, for example, the initial clash on my right flank. The Pechenegs advance four units: three massed lights and their single unit of lancers. My Knights advance and charge the pesky blighters, who promptly evade away unscathed.

Massed bow fire causes a disorder on one unit of knights, who are then promptly charged by the lancers and sent flying from the table. Admittedly my Knights were wearing their cardboard armour rather than the proper steel stuff, but come on…!

This pattern continued in the centre, where my pikes had to combine with the knights retreating from the right flank in order to KO a unit of lights, the schioppettiere showing no interest in getting involved even when presented with the opportunity to rear-charge the horsemen.

Only on the left was there any real success, where the Knights, with help from some mounted handgunners, did what they were supposed to do and drove back the Pechenegs without taking any casualties from bow fire.

At this point I realised I was going about things all wrong: in that rather than trying to engage with the Pechenegs wherever I found them, allowing them to dance around my troops and find gaps to exploit, what I actually needed to do was to form a long line and just push them off the table!

So that’s what I did: a bit of consolidation in the centre and on the right to form a line, and then a steady advance.

Meanwhile, over on the left, although I’d had great initial success, I needed to consolidate in the same way to prevent my victorious units from being individually overwhelmed.

This was all working very nicely, and it wouldn’t have been long before the Pechenegs were pinned up against their base line and then either destroyed or driven off the table, but unfortunately all the shilly-shallying around at the beginning of the game meant that I was out of the time needed to being my cunning plan to fruition: you don’t get a lot of time for each game in a one-day-four-games tournament, so need to really get your shift on in each encounter.

The end of this, final round was called and, totting up the points, I found that I had lost seven coins to eight!

One more turn and the advantage would have been to me but, like Napoleon at Waterloo, I was out of time!

A great game, even considering the end result. All I wanted to do was re-fight the battle and, this time, just smartly advance in line and drive the pesky Pechenegs off table!

It had been an excellent Warfare tournament, even if I ended up twelth out of sixteen. Recommended as both a show to go to and an event to play in: see you all there next year.

TTS AAR: Warfare 24: Game Three: Venetians vs Parthians

With one utter thrashing and one complete victory under my belt, my third game at this year’s To The Strongest competition at Warfare was against Howard “I borrowed these from Sid’s” Parthians.

I decided to change my initial deployment: choosing to weight all my Knights onto one flank in order to counter the threat of the Parthian cataphracts.

This meant that as the game began, the Parthians, with nothing to stop them, quickly outflanked my infantry line and camp with light horse, but I wasn’t too worried about this and quickly moved to counter their advance.

It was a bit annoying to have the Alabardiers almost immediately disordered from rear charges, but hopefully I’d be able to rally them and move on: the important thing being that the flank was safe for the moment.

Unfortunately, Lady Luck had once again chosen to desert me, and the Alabardiers were quickly disposed of by the enemy!

Meanwhile, back on the other side of the table, my Knights and the Parthian cataphracts had advanced into contact.

I had managed to achieve a tactical advantage for the first clash: getting not only the first-charge advantage but also achieving a two-to-one in a couple of instances, but shockingly bad cards meant that I effectively lost all five of the knights-vs-Parthian-cavalry first encounters.

Here’s the table just after the initial clashes: you can see that I only have two units of Knights left out of five and haven’t destroyed a single unit of Parthians!

The battle then took a turn for the decidedly weird. First up, I had a series of Aces that, I thought, would effectively seal the fate of my poor Venetians: effectively leaving me unable to do anything at all:

But, suddenly, the tide turned, and my last two remaining units of Knights suddenly remembered what they were here for, and started chewing through Parthians troops like there was no tomorrow:

Perhaps I could snatch victory from the jaws of defeat?

Er, no.

Although somewhat rocked by the Venetian’s renaissance (technically I think that’s also a pun!), the villainous Parthians re-turned their attention to my right flank and managed to defeat the unit of militia guarding it (yes, the chef’s unit was knocked off the table, although I’m sure he survived) and take one of my camps: four medals lost and game over!

At least I had managed to win back some medals, turning a potential utter disaster into only a heavy 8-13 defeat.

I had been appallingly unlucky right from the initial knight/cataphract clash through to the run of Aces in the endgame (even Howard agreed!) but was very pleased to have been able to gain some measure of respect from the fight-back! Roll on game four…

Howard writes:

Great game Rob - and you really were very very unlucky - ridiculously so when it came to the knights melting in the face of the mighty Parthian Cataphracts! Speaking of which it was actually your lowly (but deadeye!) LI and LC shooters that did most of the damage - taking down a Cataphract unit, 2 LI and a LC! Typical of the Lordly Knights to gloss over that in their report of the battle to the Doge....! :-)
I can tell you that the Chef did survive the battle - he's currently on permanent sabbatical in the kitchens of the Parthian King of Kings in Ctesiphon! 

TTS AAR: Warfare 24, Game Two: Venetians vs Komnenon Byzantines

My second game at this year’s To The Strongest tournament at Warfare was against Nigel’s Komnenon Byzantines: a tough nut to crack with their combination of Kavallariori lance-armed horse and Varangian Guard veteran shieldwall infantry.

I lost the scouting again, and quickly saw the Byzantines advancing towards me at a rapid rate of knots.

I advanced my left flank out to meet him, getting an advantage as I was able to charge a unit of my Later Knights in against some of his veteran cavalry. Nigel attempted to evade but failed, which meant i would enjoy three strikes (attack, lance and bonus rear) against his hapless horsemen, with my army standard providing me with a back-up should I fail the first one.

Unbelievably, every single one of my attacks failed to hit, something my rudimentary stats skills tell me should only happen approximately 6% of the time.

This was not good, and I soon found myself victim to a general assault across my line. Particularly worrying was the big hole facing the elite Varangian Guard: the only thing between them and my camp were a couple of raw schioppettiere hand gunners, almost as afraid of the weapons they held as the mad vikings’ approach!

Fortunately - very fortunately - my other command of knights on the right flank was doing what they were supposed to do, and had forced back the Byzantine horse, both light and heavy.

This gave them the chance to manouevre onto the flank of the advancing Varangians: something that, much to my surprise, caused a crisis of confidence in the enemy centre, which promptly withdrew back away from my troops.

This was very strange, but also very welcome…the only problem being that we were now almost out of time, which seemed like a very quick game to me, but I wasn’t manning the stop-watch!

I was winning, just, but needed a big win to make up for my huge defeat in game one, but the only way I was going to win this was my either destroying a 3-coin unit such as one of the Varangian Guard, or by taking the Byzantine camp, currently unguarded.

The camp it was then, but it would need three activations for the knights on the far side of the table to reach it. Fortune, however, had decided to compensate me for the failure to hit the enemy horse and, with a triumphant clatter of hooves, the knights rode down the Byzantine camp followers taking the camp and Nigel’s last three coins for an 11-0 victory.

So a bit of a narrow escape: I think I would have been in deep trouble if those Varangians had ignored the knights on their flank and headed straight forward!

But as great game against a fun opponent, so onto game 3 with one loss and one win under the belt.

TTS AAR: Warfare 24, Game One: Venetians versus Timurids

My first game at the To The Strongest tournament at this year’s Warfare show was against Peter and his Timurids. As Peter is acknowledged as the most successful TTS competition gamer in the UK, this was going to be quite a difficult start to the day!

Those of you who have played Peter before know that his favourite tactics is to have an army that outscouts the opposition, then deploys in a way that gives him the advantage by taking a portion of the enemy army out of contention. After that, he advances quickly to get around the flank of his opponent’s remaining (and now outnumbered) troops and roll up them up smartly before turning the full might of his still-intact army on the remnants of that of the enemy.

And that is exactly what he did to me, despite the fact that I knew it was coming!

On his first turn, Peter did have a bit of luck with the cards, but a clever tactic to allow a second march move meant that his troops were quickly behind my line.

As predicted, my main strike force of later knights were left facing nothing except a couple of Timurid cattle-herders bunking off work to take a picnic far from the madding crowd!!!

But they began rushing over to the centre as soon as possible. Perhaps I could pull this back from the brink…

Er, no: of course I couldn’t. Once Peter has his teeth in you, you have no hope or Bob Hope chance of surviving, and Bob Hope’s dead.

His flank attack disposed of my knights on the right and moved in to begin rolling up my line.

And after that it was only a matter of time before my camp fell and with it the battle. A devastating 0-13 loss to start the day!

Somewhat annoying, to say the least, especially as I knew what was coming but couldn’t seem to do anything about it…but there was still plenty of time to do better in the next game…for which I now had plenty of time to prepare!

Congratulations to Peter on a masterclass of destruction: surgically dismembering the poor Venetians despite their best efforts. But I have beaten Peter before, and will beat him again, with the victory tasting even sweeter when I do!

TTS AAR: Crusades Game 3: Venetians Abroad vs Early Feudal Spanish

My third and final game at the recent Crusades event at the Games Bunker in Weston Super Mere was against Sid and his Early Feudal Spanish: the El Cid lot!

Rather than risk boring you with my usual report, I actually have a report from the other side of the table: Sid posted the following on his Facebook page. As you would expect, it is full of “fake news”, lies and propaganda, but it saves me the trouble of writing a report of my own!

Sid says: “My third and final game at The Bunker for the TTS Crusades Competition was against Robert Avery’s Venetians.

The armies line up. The open left flank beckons me.

“Rob and his army are hardened veterans and winners of this year’s TTS at BRITCON. The Venetians are an interesting combination of Spear or Bill and Light infantry. The main striking force are Knights supported by unusual Light Cavalry who have crossbow for that three-box range or lance to be an offensive Lights unit. He had two camps which are fortified.

“Robert Avery and I have played a few times over the last couple of years and I seem to be his personal kryptonite: when we play my cards are average but his are invariably ‘pants’. I was hoping this would play on his mind. I know, it’s a terrible thing to do to a lovely chap like Robert Avery.

“As with every game that day, I won the scouting, so I could match my commands where they would be most effective.

“Rob deployed his two infantry commands in the centre and split the cavalry equally on the wings. His left looked more exposed, so I concentrated two commands against that flank. My right flank only had one cavalry command but it was my veteran cavalry so I thought I had a chance to take him on frontally. My infantry might be raw but had extra bow so could impact him without getting too close. I also had a horde of raw Light Infantry to clog up the works.

The filthy raw peones look across at the heavily armoured Venetian infantry. At least there are plenty of monks in the camp to administer the last rites.

“My activations started well, I managed to rush my mounted troops right into Rob’s grill. The kryptonite was working and Robs right wing activated one unit before stopping.

“The Venetian infantry then ground forward, and I was in no position to stop them but did delay them and pushed back the mounted wings.

The right wing, not so open but still opportunities. I rushed forward to close down the opposing knights. You can see that the Venetians are down to a single unit of knights, but with LIGHT CAVALRY support which was whittled down. The Venetian infantry assault can be seen to the left.

“On my left I took down Rob’s Light Cavalry and the Knight unit closest to the centre.The loss of that Knight let me push cavalry through to hit his exposed Crossbow unit who were very unhappy at tangling with lance-armed cavalry. This exposed the Spear next to the Crossbow who were flanked and destroyed leaving a gap in the line.

“The only good thing for Rob was the survival of his far right Knight unit, although it was disordered so reluctant to get involved. In the end, Rob had a f*** it moment and charged them forward anyway. Unusually for Rob it worked, and they destroyed the Caballeros Villanos matched against them.

The success of my main effort on the left. I managed to make ground as Rob failed activation after activation.

You can see the surrounded Venetian knights, which oddly survived and fell back. The Venetian knights not surrounded, were the ones who fell to the two Spanish cavalry units who double teamed them.

At the back can be seen a crossbow unit, which were screaming to be ridden down. Just to the top right can be seen the only raw unit in the Venetian army. Identified by the fat cook in the front rank. They drew me like moths to a fame.

The final knight unit injured and fending off repeated attacks.

My cavalry with the red standard are occupying the ground formerly held by the now deceased Venetian crossbows. The now disordered Venetian raw spear have drawn the attention of my cavalry. I’m still loving that fat chef in the front rank. The camp is beckoning.

“In the centre, Rob’s infantry were pushing my raw Shieldwall back and I was pulling them back just to keep them in the game. But the success of this meant that they became isolated and exposed to my hordes of raw Light Infantry. Meanwhile my cavalry who had taken out his Spear, went through the gap and took one of the camps.

The camp is seized and my cavalry have the option to turn to drive the LI out.

“On my right, my elite Cabaleros Hidalgos rushed Rob’s Knight command and were outrageously lucky, taking down one unit of Knights and disordering the other. I followed up and had his Knights pinned against the table edge with another Light Cavalry pinned next to them. This unit just held on, which as it had the Army Standard kept Rob in the game. I could have pushed the Light Cavalry off the table but held on until he would be down to his last coin. On the same flank I had supporting Light Cavalry ready to hit some Light Infantry on a hill in the flank.

Meanwhile on the other side of the table.

My far right cavalry have pinned their opponents and throwing javelins at the trapped knights. My left shieldwall are driven back, but raw LI are flanking their opponents. The right side peones are disordered By the unit of billmen.

More detail of the centre

“After I cleared out another unit, I pushed the Light Cavalry off table for the win.

The far right. You can see how my right side cavalry are simply holding place ready to drive the LC off table.

The Venetian knights with army standard are disordered, the Spanish cavalry with army standard are also DISORDERED SO a stand-off but I am throwing the odd javelin. My LC are facing into,the centre ready to flank charge some LI on a hill just out of shot.

The knights break out of the trap, but are flanked by LIGHT CAVALRY.

There are also crossbows to the left peppering the knights.

Just after this, I drove the Venetian LC off the table for the win.

“As always with Rob, a great game, full of chat and banter. Yet his cards hated him and I’m not joking when I say that. Maybe he was distracted as I spent the entire day trying to nag him into going for an Ancient Spanish army for his next project.”

An excellent report from Sid, sadly accurate in that I lost the game 5-13, which meant that I finished the event in 5th position.

What Sid doesn’t mention is that in my last turn before he won the game, I had an excellent opportunity to rout two of his Shieldwall units with my infantry, which would have meant the game finished something like 9-13 or the like, which meant I would have placed higher overall…but I drew an Ace for my first actuvation and that was that!

Sid’s pictures are interspersed with his report, here are mine in a picture-only gallery:

So a great game but a disappointing end to the day. The event had been most enjoyable overall, and my thanks to Don and team at the Games Bunker, and my opponents, for a great day’s gaming.

TTS AAR: Crusades Game 2: Venice Abroad vs Anglo-Normans

Following my successful game against Don’s Mameluke Egyptians, my second game at the recent Crusades event at the Games Bunker in Weston Super Mere was against Matt’s Anglo-Normans.

The Anglo-Normans looked like quite a tough nut to crack: Knights to face my Knights, then either Spearmen to drive my cavalry back, or deep warband to swallow them up!

Matt won the scouting and, as the game opened, sent a unit of Knights forward straight into my left flank, presumably seeking to gain the initiative and get me reacting to his movements rather than vice versa.

Unfortunately for the Anglo-Normans, this backfired spectacularly, as his Knights crashed into mine and just evaporated from the table! Not a scratch on my men, an enemy general left alone in front of them.

Undeterred, however, the Anglo-Normans continued their advance, just trying to get in contact with my men as soon as possible.

I could see me doing well on the left, but was a little nervous about my right: five enemy foot units against a couple of units of Knights supported by Crossbowmen.

On the left, things seemed to be going well, but a series of sudden, card-induced reverses saw my glorious charges come to nothing, with the survivors driven back right as far as the table’s edge. Not good, not good at all!

Back to the rest of the table.

In the centre, my infantry (seeking to take some of the pressure off my right flank) had advanced strongly: the Alabardiers even forcing some of the Anglo-Norman cavalry to retreat in order to cover their camp. Unfortunately, all this fighting had disordered two of my three foot units, so what might have looked good at a distance was pretty shakey when you got up close!

And on the right I was still horribly outnumbered, with my remaining Knights threatening to be overwhelmed by waves of enemy infantry.

One unit of Knights did indeed rout from the table, but the other managed to rally and drive forward as, meanwhile, my one still—undisordered infantry unit in the centre also turned to help.

Sudden Death!

Both sides were now down to their last few victory medals: it was now a case of sudden death in that whoever lost their next unit would also lose the game.

Although I was in quite a good tactical position, it was Matt’s turn to go, and I had plenty of already-disordered units for him to attack, defeat, and thus win victory. I resigned myself to the loss and sat back as Matt pondered where to strike first.

The obvious place was my left flank, where my disordered Knights were faced with fresh Anglo-Norman Knights headed by a general. This was going to be painful as that meant I could expect to face two-three charges, all at a disadvantage.

The first Anglo-Norman charge went in - I survived.

The second Anglo-Norman charge went in - I survived.

The third Anglo-Norman charge went in - I not only survived but managed to disorder the enemy Knights as well…the cards conveniently throwing up a series of 9’s and 10’s,

But it wasn’t over yet: on to the next weak point.

My already-disordered infantry unit nearest the Anglo-Norman camp was attacked by both light infantry from the flank, and more Knights from the front, again with an attached General just about guaranteeing multiple charges.

Unbelievably, again I survived: a combination of poor attack cards from Matt versus decent defence cards from me.

To say Matt was a little frustrated at this point was a bit of an understatement! Worse, his attacks on my Crossbowmen and other Spearman unit failed to do any damage either. I had survived the turn, saving at least six (and I think I remember the number actually being eight) “match points”!

My turn now and, with so many of my men disordered, I only tw0 opportunities that I could take. The first was for my Knights on the far right flank to charge into the rear of the disordered Anglo-Norman Shieldwall just to their left. I had a General with the Knights, so could expect at least a couple of charges to go in.

Nope! I was hit by a couple of appallingly low activation cards and my cavalry stayed where they were, horses happily snacking on the grass!

No problem: my fresh Spearmen in the centre of the field could attack some disordered Anglo-Norman Shieldwall and…I got nowhere, my spears failing to penetrate the enemy formation!

This meant that unless I could think of another battle-winning move, the initiative would pass to Matt and I’d have to run the gauntlet of all those sudden death attacks again…and I was under no illusions that all those 10’s would come again.

By this time we had quite a little crowd around the table as I hummed and hawed about what to do next. I could charge the disordered enemy Knights on the left with my disordered Knights…risky but, I decided, worth a punt. Nope: another Ace meant that the flower of mercenary nobility weren’t interested in moving. I was fast running out of ideas!

My Crossbowmen had one ammunition marker left, and the Shieldwall in front of them were, as I said, disordered. That meant that I couldn’t kill them (as it takes three hits to kill a deep Shieldwall unit) but maybe if I knocked them down one more disorder I could, I don’t know, drop my crossbows and attack.

“Twang” went the crossbows, and it was a hit. Unfortunately the enemy Shieldwall saved so no damage done. Matt then checked to see if the General with the unit was hit: and he was! Another card was turned to see what happened: he died, and the game was mine!

That was an extraordinary end to a game that I had thought lost for some time. As it was, I achieved a 13-11 victory, showing what a grind it had been for both sides.

My thanks to Matt for such a memorable encounter, although it was one that would cost both of us dear as the points were totted up after the final game…

TTS AAR: Crusades Game 1: Venice Abroad vs Mameluke Egyptians

Earlier this month I travelled to Weston Super Mere for the Crusades event at the Games Bunker there: a tournament where only armies that could conceivably have fought in the Crusades could take part.

My Later Italian Condotteri Venetians therefore packed their suitcases and became a Venice Abroad army: largely the same but with no Later Knights and no Handgunners.

My first game was up against Don’s Mameluke Egyptians. I lost the scouting, so set up in a traditional infantry in the middle, cavalry on the wings formation, and watched vast amounts of enemy cavalry deploy in front of me. Looking at the pictures, I think Don only had one formed and one light infantry unit, with all the rest of his troops being mounted.

As I was fairly certain that my units were stronger than Don’s on a one-to-one basis - knights vs heavy cavalry, spearmen vs mounted - I determined to get stuck in as soon as possible whilst watching out for enemy light cavalry finding their way onto my flanks.

The Mamelukes opened the action, coming forward in what looked like piecemeal fashion, but was actually an attempt to weave their way through weak points in my line. It certainly looked like they had amanged this with a unit of light cavalry sneaking past me on the left, and a unit of heavy cavalry attempting to run over my raw crossbowmen on the right!

On the right flank, somehow the militia crossbowmen survived the charge of the heavy cavalry (they were helped by the spearman unit just to their left), with my Knights coming round the outside to engage two units of veteran heavy cavalry towards the Mameluke side of the table.

Back to the left flank, and the gap was plugged, with my infantry going forward, bouncing backwards slightly, and then being reinforced by Knights. I was determined to push through the opposition here and go on to take the Mameluke camp.

Back to the right again, and the Venetians were slowly but steadily pushing the Mamelukes back.

One unit of elite cavalry had already been broken by the Venetians Knights, and it wouldn’t be long before the other went as well.

There were now two clearly-defined battles taking place: one on the left and one on the right, with a big gap in the centre.

I had just about won the right hand flank, and only needed a little bit more to do the same on the left. Although the spearmen had got themselves in a bit of trouble from flank-charging light infantry, the Knights and Alabardiers had combined and soon the Mamelukes had lost another two units and the game.

So a good start to the Crusades with a 12-3 victory.

TTS AAR: Elephant Screen Part II

With the Alexandrian Macedonians defeated twice by Peter’s Made-Up Ancient Indian army (designed to experiment with the relatively new Light Infantry - Elephant Screen troop type) it was time to give someone else a go: step forward my trusty Venetians.

I’d like, at this point, to laucnh into an exciting battle report where the initiative, luck and clever use of tactics swung first one way then the other, all culminating in a glorious Venetian victory by the narrowest of margins…but I can’t. The appalling cards that had been the downfall of the Macedonians followed me into this game with entirely predictable results:

Well that’s not entirely fair on Peter: having won the scouting, his skillful deployment meant that I was largely on the back foot from the start, with his army almost wholly threatening my right flank.

I had, however, managed to get my troops into a position to blunt if not fully counter his attack, but was then, as you can see, betrayed by the cards.

Okay, so the mounted ballesteri lights in the first picture might not have done much to the elephant they were trying to assault, but the Knights in the second picture were surely onto a chicken-dinner winner! And don’t talk to me about the Knights versus the chariots in the third picture: what you aren’t seeing is the rear charge that they had also failed to make in the previous turn!

Here’s a helicopter-view shot of early in the battle showing the way Peter had managed to get onto my right flank and effectively fight a third of my army with all of his:

But hopefully you can also see how I have managed to get my troops into a position where I have Knights ready to counter his cavalry and have manouevred to get a two:one advantage on his lead attacking unit (see close up picture, below) all brought to nothing by the cards!

So that was the end of our session: three defeats for me at the hands of the Made-Up Indians with their high numbers of Elephant Screen units.

Even though the Screeners didn’t make that much difference to the results in the end (my losses were down to Peter’s skillful play and the cards) I am still quite glad that they are made-up Indians and not one I expect to face in future!

Just off to tend to a small bonfire in the back garden, and anyone know where’s the best place to get some new sets of cards!

TTS AAR: Britcon Game 5: Venetians vs Florentines

My final game at Britcon this year was against another Italian Condotteri army: Nigel’s Florentines.

Although technically a different army to mine (an Early Italian Condotteri army versus my Later one, and from Florence as opposed to Venice), Nigel’s force was actually/obviously quite similar to mine, with the contemporaneous nature of the clash promising an interesting game.

As you can see in the picture below, we even deployed in a similar way!

The oppening phases of the game saw both sides plagued by a series of Aces, something I had (quite surprisingly!) managed to avoid in the tournament so far.

Nevertheless, the Venetian Knights advanced strongly on the left wing, and managed to get into a position where I could threaten to roll up the Florentine line, with the only thing standing in their way being a couple of units of enemy Lights…

…who were disposed of in short order:

My other command of Knights was also in the process of doing the same thing on the other side of the battlefield:

Back to the left flank, where my initial success was now being slightly stymied by a combination of a really annoying unit of enemy Knights that just wouldn’t die and my decks of cards who had obviously decided that I had been having far too easy up until now:

Despite this, however, the rest of my troops on that flank had started to knock Florentine units off the board, helped by the Venetian infantry who had now caught up and were eager to join in the fun.

Things were also still going well on the right flank apart, again, for one really annoying enemy unit: this time a bunch of Light Infantry with Melee Weapons: a relatively new troop type who had the temerity to charge my overall commander, with army standard, bodyguard knights etc, in the flank!

I remember this being a deeply frustrating phase of the game, where a couple of Florentine units on the wings distracted me so much that it kept me from properly enjoying the process of destroying his centre…but the writing was on the walls of Florence and soon Nigel’s last victory medal was mine for a 181-38 point victory.

With all five games now done, as organiser I totted up everyone’s points from all the games and discovered, a bit to my embarrassment, that I was actually the overall winner, and with a clean sweep of five victories out of five.

So a good result at what had beena cracking tournament overall. All the games were fought with a great spirit of friendly, competitive, fair play, with no arguments marring the event at all.

My thanks to all those who took part (especially my opponents), to all the organisers at BHGS, and to Derek, who was kind enough to do all the list checking. Make sure you keep 7-9th August 2025 clear for next year’s competition.

TTS AAR: Britcon Game 4: Venetians vs Thessalians

My fourth game at Britcon was a re-match of the warm-up game I’d had on the Friday evening before the tournament started: my Venetians versus Adrian’s Thessalians.

The stakes this time around, however, were much higher: we were ranked one and two in the tournament so far, so whoever won this game would end up perfectly placed to take the title. It would be fair to say that I was a little nervous about this one: my Venetians had been hammered on the Friday night (as in soundly beaten not drunk as a lord!) and I couldn’t afford to let that happen again.

The Thessalians were another largely infantry army, and I’d beaten three of them already during the competition by sending my Knights around one or both flanks. Adrian, however, was far too canny to give me the opportunity to do that: his men were deployed to cover just about the entire width of the table, so no room around the sides!

His left flank, however, did look a bit weaker than his right and centre (where those nasty veteran Hoplites were waiting) so if I couldn’t go around a flank, I determined to punch through it using my larger command of Knights. First off, however, I had to deal with Adrian’s cavalry there, who were attempting to do to me what I’d done to others!

In the meantime, I kept my main line rigidly under control, just advancing far enough forward to give me a little retreating space should I need it.

Things continued to go well on my right: the Thessalian cavalry were disposed off (either routing or retreating off table) and, more importantly, two of my Knights units were now free to crash right the way through to the enemy base line.

Meanwhile battle had been joined in the centre, with the combination of Alabardiers and Picchieri proving more than a match for the Thessalian Hoplites, with the threat of a single unit of Knights enough to keep Adrian’s right wing forces at bay.

The Knights on the right finally properly broke through, with one unit heading for and taking the enemy camp (despite the best efforts of some pesky enemy light infantry) and the other crashing into the rear of the Thessalian reserve.

The game should have ended here in a Venetian victory but, unfortunately, I had made a mistake on my right flank: I had positioned my Knights and Lights there to keep the enemy light cavalry that had retreated off table from coming back onto the board, but forgot what they were there for and decided to “get my Lights back into the battle”. This let Adrian bring his light cavalry back onto the table, meaning that when his camp fell, he had one coin left rather than none.

How annoying!

The writing was, however, on the wall, and it was only a matter of time before I managed to get the extra coin I needed to win the game, but it was a pain in the backside and could have let Adrian back into the match.

Fortunately I managed to take the final coin needed before his Hoplites could relieve his camp: a 188-23 victory for the Venetians.

TTS AAR: Britcon Game 3: Venetians vs the Sea Peoples

With the Zanj Revolt and Spartans already defeated, it was now time to face Howard’s beautifully painted Sea Peoples: another infantry-heavy army.

Having beaten two infantry armies by curling the Knights around one flank, I thought it would be rude not to go for a third win that way, so deployed much as I had done in the first two games.

The terrain was unfortunately quite heavy on either flank, with annoying woods all over the place, but all would be good if I could temp the Sea Peoples forward a bit into the more open centre of the table, where I could either get round the back of their line or just curl in on their flanks.

The sight of my line slowly advancing forward did indeed prove too much of a temptation for the SP’s and, even better, rather than attacking all at once, they dripped their warriors forward in a quasi-echelon formation meaning that the Venetian pichieri (pikemen) and alabardieri (billmen) could gang up on the lead unit and very quickly remove it from the board.

Even the mighty Goliath couldn’t stop the combination of pikemen and billmen

Meanwhile, I had made a bit of an error on my right flank.

The two units of Knights who were supposed to be keeping the enemy busy there had got themselves jammed up against the edge of the table and the piece of randomly-placed Impassable terrain and, faced by the SP’s elite chariots, had failed to punch through.

This left them horribly exposed to a flank attack, that duly went in, and my Knights disappeard off into the distance, bitterly complaining that their contracts stated that they delivered the flank attacks not the other way around!

My only consolation was that this little action had tied up quite a lot of the Sea Peoples’ force away from the main action, meaning that I could now try and follow Mr Riding’s principle of fighting the half of the SP’s army that was left elsewhere on the table with the two thirds of mine that faced them.

Back to the left, and my outflanking manoeuvre had been gloriously successful, which meant that I had managed to totally fragment the Sea Peoples’ main battle line.

This meant that my roving Knights could gang up on isolated warbands while my infantry ground inexorably forward.

Now hemorraging coins, it wasn’t long before the final Sea Peoples’ unit fell, leaving the Venetians masters of the field, with the coup de grace fittingly delivered from the left flank.

The only downside was that the loss of the Knights on the right had cost me more coins than I wanted, so the victory was a more modest 169-62 in my favour.

With three wins out of three so far, that left me in pole position at the end of day one. That meant that the next morning I would face Adrian’s Thessalians again - yes, the ones I had lost the warm-up game to just before the tournament began - with the winner then able to be fairly confident of victory overall.

Time for a curry - with only a modest amount of alcohol - and an early night!