Second Game of To The Strongest

Now that I’d built the Assyrians up to a decent level, it was time to get them onto the tabletop again. As the Beardless King was unavailable (school!), I persuaded long time wargaming buddy Neil to give the rules a try for game two of my To The Strongest journey.

The Forces Involved

I would play the New Kingdom Egyptians again. My troops consisted of three commands:

Pharoah

  • Two units of guard two-horse light chariots

  • Two units of regular two-horse light chariots

  • One unit of bowmen to guard the Camp

The Blue General

  • Two units of shieldwall spearmen

  • Two units of bowmen archers

  • One unit each of marines, axemen, spearmen and Nubian bowmen (this last guarding a Camp)

The Canaanite Ally General

  • Two units of raw spearmen

  • Four units of raw lights with javelins (one guarding a camp)

Pharoah and his army (well, most of it: there are more chariots out of shot to Pharoah’s right)

Neil would command the following Assyrian troops:

The King

  • Two units of regular four-horse heavy chariots

The Cavalry General

  • One unit of guard cavalry

  • Two units of regular cavalry

The Infantry General

  • One unit of veteran infantry

  • One unit of regular infantry

  • Two units of raw infantry

  • A camp

The General of Light Troops

  • One unit of Assyrian light bowmen

  • Two units of raw Javelinmen

  • A camp

The Game

As I had loads of light troops, King Neil (“Kneel before King Neil!”) deployed first. He placed his lights on his right, his infantry in the centre, the heavy chariots just to the left of centre, and his cavalry out on the left.

This allowed me to choose where to deploy my troops. I decided to follow the same tactics as last time: placing my infantry in the centre flanked by the Canaanites on the left and my chariots on my right. The plan was for the chariots to keep his cavalry busy with missile fire and evasion, hold and perhaps chew up some of his infantry units in the centre, whilst the Canaanites used their superior numbers to overwhelm his light troops and then took all his camps.

Unfortunately, things did not go entirely to plan!

On my right, the chariots steamed forward and began pelting the Assyrian cavalry with arrows, evading them when they charged in reply. So far so good, but my chariots rapidly began to run out of room, as the Assyrians followed up every charge with another one.

This became a particular problem when King Neil threw in his heavy chariots as well: one unit of which drove some chariots right back towards one of my camps, much to the amusement of the Egyptian archers therein: everybody likes to see the nobles get nobbled!

Meanwhile, in the centre, my Egyptian infantry had advanced into bow range and then into contact. Unfortunately, they failed to make much headway, and the centre soon developed into a stalemate, with each side able to disorder the other, but not quite manage to break and force any to rout.

Particularly annoying were my axemen (veteran troops with two-handed cutting weapons). I had high hopes for them, but their first advance saw their attack repelled, and the enemy counter-attack disorder them. Methinks the royal crocodiles won’t be going hungry tonight!

The axemen are out of shot, but are about to hit the Assyrian blue unit top right.

So it was all up to the Canaanites.

They were raw troops, but there were a lot of them: in fact they outnumbered the troops in front of them two-to-one.

Unfortunately (I seem to be using that word a lot in this report!) their numbers actually told against them. I tried to cram them into the space in between the left flank of the Egyptian infantry and a patch of rough ground, and got completely jammed up. It took several turns to get everything sorted, and to drive back the infantry in front of me, opening up a way through to the Assyrian camps.

Canaanites (anachronistically dressed as Spartan Hoplites to scare the opposition) finally force the gap, although the High King’s chariot has to mount the curb to get by

All well and good, but all this delay had allowed the Assyrians to disperse my chariots and get their heavy chariots back into the fray. They say a picture is worth a thousand words, so have a look at the below…

Yes: that is a unit of Assyrian four-horse heavy chariots crashing into the flank of my main battle line!

Suffice to say that a general rolling up of my line occurred, and I began haemorrhaging victory coins right, left and centre. To add insult to injury, the other unit of heavy chariots looted one of my camps, and that, as they say, was that!

Aftermath

Another great game of TTS. The activation system is quite fun, but brutal if the cards start to go against you.

The battle was won in a satisfyingly traditional way: Neil’s mounted troops drove off my mounted troops, and then returned to hit the flank of my main battle line as they attempted to push forward over his.

It could all have already been over if the Canaanites had got their skates on, but I mishandled them badly and they didn’t!

The Egyptians are now officially sacked, and I’m now busy painting Hoplites to bring my early Greeks up to scratch for TTS!

Robert Avery

Building up the Assyrians Part 2

As mentioned before, converting my Vis Bellica Ancients armies for To The Strongest means making them bigger, especially where chariots and deep units are concerned.

My Assyrians were already a large VB army, so didn’t need a huge amount of augmenting to bring them up to TTS strength. I’ve already posted about the chariots, now here is the extra cavalry I need: a VB unit of Guard cavalry and a unit of Regular cavalry, allowing me (with what I have already) to field three TTS cavalry units, one Guard and two Regular.

That’s the Assyrians finished, now on to either the Egyptians (need more chariots!) or the Hoplite Greeks (need more Hoplites for those TTS deep units).

First Game of To The Strongest

Whilst I was up in Edinburgh playing IABSM the other week, I also had the opportunity to watch a game of To The Strongest, a set of quick-play Ancients rules based on drawing playing cards as opposed to rolling dice, and using grid-based movement rather than tape measures. Well it all looked quite fun, and a useful way of getting some of my Ancients figures out onto the table for the first time in years.

I’d rather have been playing my own Vis Bellica rules, obviously, but the fashion these days is for quick-play, so if I want to get some games in with the group I usually play with, it was TTS all the way!

A quick trip to the BigRedBat’s shop (you can click on the pic of the front cover to go there) and I purchased a copy of the rules and a suitably grid-ed mat. Army lists are free to download, along with a rather handy army calculator that does all the hard work of picking your force for you. Everything arrived quickly and correctly, so all in all a jolly good start to the TTS experience.

All my 15mm figures are based as elements for Vis Bellica, but I soon realised that combining two VB bases would give me a suitable TTS unit with a frontage of 12cms, perfect for the 15cm grid mat I had bought, and allowing me to show a unit as disordered merely by putting the two VB bases at angles to each other. VB bases with a narrower frontage (elephants and light chariot units) could be fielded as four VB narrow bases.

Formed and disordered units for TTS, along with a dice to mark ammo. Note grid intersection just to the right of the ordered spearmen.

What this would also mean, of course, is that I effectively needed double the size of a normal VB army for a TTS force…so double the number of figures!

Luckily, I went big when I bought my VB armies, so was able to field a force of New Kingdom Egyptians and Assyrians without the need to do anything except remove a bit of dust from the figures.

I did however realise that my hoplite and Macedonian armies were going to be short a pikeblock or four: TTS phalanxes are double depth, so I’d need to field them as four VB bases, and even I didn’t have a four-times-normal sized Greek or Macedonian force. The same was true for Celtic warbands, so my Ancient Brits might also be short of a few warrior units. Ah well, if I like the rules I’ll just have to buy some more figures…

Ed.’s Wife’s Note: Any excuse! He bought them already, before he even tried TTS out.

The Cast

TTS is advertised as a game ideal for novice gamers, so bearing that in mind my opponent for my first game was my ten-year old daughter. As it was game one, and she has never really wargamed before, I set up all the figures before we started:

The Egyptian (Pharoah Dad)

Command 1:

  • Attached Senior Heroic Mounted General

  • Two veteran light chariot units

  • Two light chariot units

  • Hero

  • Camp

Command 2:

  • Attached Heroic Mounted General

  • Two spearman units

  • Two archers units

  • One axeman unit

  • One Marines unit

  • Hero

  • Camp

Command 3:

  • Attached Heroic Mounted General

  • Two units of bowmen

  • Two units of skirmishers

  • Hero

  • Camp

The Assyrians (the Beardless King)

Command 1:

  • Attached Senior Heroic Mounted General

  • One unit of veteran 4-horse heavy chariots

Command 2:

  • Attached Heroic Mounted General

  • One veteran cavalry unit

  • One cavalry unit

  • Hero

  • Camp

Command 3:

  • Attached Heroic Mounted General

  • Four shieldwall units, one veteran and two raw

  • Hero

  • Camp

Command 4:

  • Attached Heroic Mounted General

  • One unit of bowmen

  • Two units of javelinmen

  • Hero

  • Camp

Each side therefore ended up with 12 victory coins. Each time you lose an asset, you lose one or more coins. Lose all your coins and you lose the battle.

The Game

The game began with a strong Egyptian advance across their entire front. Activation of units seemed very simple and easy to understand, and choosing which units to try and activate first and pulling the cards did indeed prove quite fun.

The Assyrians also moved forward strongly, with their cavalry heading straight for the Egyptian chariots seemingly unphased by the superior number of pyramid builders.

I then realised that I had a slight problem. My light chariots, being of the light troops variety, couldn’t charge the Assyrians head on: I could only shoot them and evade their charges whilst trying to get around their flanks and rear. Unfortunately, the Assyrian cavalry were just as fast as my chariots, and one unit of veteran chariots was soon no more than a pile of kindling and dog food, with the mildly exerted Assyrian Guard cavalry sailing forward looking for their next victims.

The chess game between the two units of Assyrian cavalry and three remaining Egyptian chariot units would take up most of the rest of the game, as I tried frantically to stop his cavalry running over my light troops whilst looking for a way through to his flanks, rear and camps. The Beardless King was, however, equally determined: forming an inexorable line of cavalry that just kept of coming.

Meanwhile, in the centre, the two lines of infantry had come together: first the arrows flew in either direction, then the units got stuck into each other. The Assyrians had the advantage of having combined units of spear and bow-armed infantry, but I had stacked my spearmen and bow units two to a hex (i.e. a unit of archers behind a unit of bowmen) with some success.

Unfortunately, just as I was about to firmly win in the centre, the Assyrians committed their reserve into the combat (at my suggestion, I hasten to add!) slamming a single unit of veteran four-horse heavy chariots into my exposed flank.

But it was actually on my left flank that I lost the battle!

There, each sides’ light units had clashed, with victory going to the Assyrians. I had already committed my reserve to prop up the chariots, and one pesky unit of Assyrian javelinmen broke through my light troops and managed to sack not one, but two of my camps!

The enormous cost in Victory Coins of losing two camps was too much for my Egyptians, and they fled the field.

A somewhat embarrassing defeat!

20181106_193638.jpg

Post-Match Analysis

Well that was actually a jolly fun game. We got loads of the mechanics slightly wrong, but know what to do right next time.

The figures looked good on the table, and I am pleased that Simon Miller, the author of TTS, shares my belief in the importance of holding your line of battle strong whilst seeking to punch through or outflank that of your opponent, exactly as VB does. This wasn’t a question of a fight between a series of individual units, but two armies clashing, with victory going to the army that held its overall shape for longest.

I shall definitely have more games of To The Strongest, and am now very tempted by the English Civil War version: For King and Parliament. I’d better get those extra hoplites and pikemen painted up first though!

Here are a few more pics of what turned out to be an excellent game:

Dux Britanniarum, An October Deal

I usually keep my posts on here to either my own wargaming stuff or something about one of the TFL company-sized games (IABSM, CDS etc). Today, however, I'm happy to pass on news about a sale involving one of the TFL skirmish-level games, Dux Britanniarum. I'll let Big Rich tell you all...

With the Dark nights creeping in and the inclination to spend the evening sat before a warming fire, what better time could there be than to reach for a copy of Dux Britanniarum, our Dark Age rules, and summon up tales of valour and heroism as told in the halls of Arthurian Britain?  Indeed, what better incentive than a magical twenty percent off the Dux Britanniarum rules and the Raiders rules supplement throughout the month of October.  Even Merlin would be impressed!

So what is Dux Britanniarum all about?  The main rules focus on the British defence of their island in the face of a Germanic invasion by the Saxons, Angles and Jutes.  Choose the region of Britain over which you want to fight and enjoy the campaign system which allows you to conquer lands, amass experience, gain additional supporters and build fortifications and other enhancements to allow you to hold on the your kingdom.  Typically a campaign begins with a Saxon force of around forty five models raiding from the Sea before attempting to win land and settle.  Meanwhile the British player will attempt to keep the invaders at bay and hold on to his lands.

The Raiders supplement allows you to introduce three new factions, the Picts, the Scotti and the Irish and extend your campaigning to the northern lands above the wall and the island of Ireland to the West, both of which stood unconquered by the Romans and have very different cultures which are represented in the rules.

Normally £25.00, Dux Britanniarum bundle of the main rules and card deck are just £20.00 during October, whereas The Raiders expansion set with book and card is now £14.40 rather than the usual £18.00.  The Double Dux bundle, with both sets of books and cards is now just £32.00.  Now is the time to go forth and conquer with Dux Britanniarum.

You can order the above by clicking here.

Vis Bellica: Battle Reports Being Added

I've finally got around to starting to add the five years or so's worth of Vis Bellica ancients period battle reports to the site. 

As they vary in length from a few paragraphs to a major dissertation, rather than giving each report it's own page, I'm adding them in blocks defined by months. Might make it easier to read a whole lot of them at once as well.

Re-reading them all as I transfer them across has made me pine for the game a bit. I really must get on with the second edition...

Click the picture below to go to the VB After action reports page:

Vis Bellica: Scenario Loading Underway

Just in case anyone was wondering why the post count as slowed slightly, it's because I'm making a real push to re-load all the content for the Vis Bellica and Vis Magica sections of the website. VB is up first, and I'm currently in he middle of loading all the scenarios I wrote for the game. 

 Macedonians in action

Macedonians in action

Each scenario comes with a history of the battle involved, so they are well worth a read even if you're not a VB or Ancients player. So far I've managed to load scenarios for the battles of:

  • QarQar: Assyrian action in the desert
  • Leuctra: the Spartans get a bloody nose
  • Chaeronea: Philip of Macedon in action against the Greeks
  • Hydaspes: his son, Alexander, fighting the Indians
  • Zama: Hannibal and the Carthaginians take a beating
  • Cynoscephalae: action at the Dog's Head
  • Carrhae: the Romans under Crassus come a cropper in Parthia

All available under the Vis Bellica tab in the top nag, or direct by clicking here.

More on the way. In fact I might do another now...