Wednesday 29 May 2024

Clyst Heath - 1455



The battle of Clyst Heath occurred on 15 December 1455 near Exeter. Although the battle was part of the wider conflict known as the War of Roses, a personal feud between the Courtneys and their regional rivals, the Bornvilles, was the leading cause. This scenario comes from the third volume of the Test of Resolve scenario books. It is an ideal learning scenario because it only involves a single battle; most battles in this period involved three. Also, the scenarios did not have special rules. 

Battle of Barnet


Test of Resolve 

These rules were first published in 2021, and like many of my rule purchases, they have sat on my bookshelf. I have always fancied playing the rules dedicated to the War of the Roses. While this is not the place for a full review, please check out this YouTube video for more information. 
However, it is worth stating what drew me to them. They are part of a new genre in Wargaming where the rules are written for a narrow historical period, in this instance, 1455-97, allowing them to reflect more acutely late fifteenth-century warfare.
Second, the rules use a card activation system and a single d12 for most tests. This might seem to make the game too random, but this potential randomness is attractive for a solo player. 

WoFun Perspex Flats

The painting requirement became a barrier to playing during this period. Experiments with various scales ended up nowhere. I did not have the time to invest in something I remained uncertain about. I needed a cheap and quick method to put a good-looking game on the table. Enter WoFun Perspex Flats. These are designed and painted by Peter Denis. These miniatures can be simply slotted in a base, and they are ready to play. However, I took the option of edging the Perspex halo to provide a 3D look and flocked the bases. 

Bornville's Archers in their Blue Livery


Wo-Fun Flats in a melee


The Battle

Courtney opened with the initiative, but mistakes in his deployments led to chaos amongst his men (the first card drawn was flummoxed). Bornville used the confusion to move his army forward. However, Courtney’s red archers took first blood, leading to some of Bornville's archers fleeing the field.

Despite losing some archers, Bornville still had the initiative and launched an attack against Courtney’s longbow with mixed results. The archers soon dispersed, and the main retinues finally clashed. The Earl’s men held the initial assault, and one case pushed Bornville's retinues back. Now, the battle swung in Courtney’s favour as his superior number, despite the poor quality of some of his men, counted. Bornville found that his right flank had been turned, and his army started to bleed Battle Moral points.

The fighting continued for a few more cards, but it was now evident that Courtney would hold the field at the end of the day.


Comments 

I need to play this game again with three total battles aside because this will increase the commanders' choices. The cards tended to rule in this game, although I learned the importance of focusing resources and isolating the enemy. This is true for the period, but I am not an expert in fifteenth-century warfare.
Labels would be required to identify the units in larger battles, and I think they would add to the overall experience. 
Overall, it was an enjoyable game, and I cannot wait to try out a typical battle. Next on the table is Hedgeley Moor.


Tuesday 21 May 2024

The Saga of Harold Halfdan & Oswulf Donothing


The Saga rules with several of its extensions have set on my bookshelf, so I thought it was time to try the rules. It is a popular rule set, widely played and used in many tournaments. My ‘learning game’ was very simple,
  • I used two of the easier factions that matched my miniature collection, Vikings and Anglo-Danes.
  • Four point armies, generally organised in the basic formations. The exception was the Viking herdsmen, who I merged a single unit.
  • No objectives were used. I followed the set up procedure in 'Clash of Warlords' chapter. This led to a hill being placed close to the Viking deployment area and a wood that protected the Saxon's left flank.

Tactics and Deployment


Harold tactics were his favoured, and had brought him many victories - charge! Therefore, he combined his Hirdman and placed them in the centre of his line with a unit of warriors on each flank. The warriors on the left were deployed a greater distance from the main force, so they could defend the flat ground. The plan was simple, take the hill and use it to launch an attack at the Saxon lines.

Oswulf adopted a cautious approach. He placed his levy archers on his left where they were protected by the wood on their right the Fyrd (warriors). Next a unit of Huscarls completed the main force. Oswald and another unit of Husacarls took their positions on the far right, with the aim of turning the Viking's flank.

The map below provides an overview. 


The Battle



Harold Hirdman opened the battle by charging the Saxon Huscarls who the Vikings slaughtered. However the warriors (Bondi) proved less successful against the Saxon warriors and were repulsed with heavy losses.  Harold ordered his Hirdman to attack the stubborn Fyrd but they too were repulsed. Even when he joined the battle the Saxons remained stout in their defence. 

Meanwhile, Oswulf had advanced within charging distance of the viking Bondi whom Harold had held back to buy time for his main attack to be successful. The Huscarls charged and pushed the Viking warriors back but they held their line. So far the great Saxon thegn had been a footnote to the battle and this is how it would end. Whilst Oswulf struggled his main force had overcome Harold and his men fled back to the hill top for safety. It was the day of the warriors rather than glamour seeking elites.

The Mead Hall at Saxmundum would sing of the great victory of Oswulf Donothing.

The Viking Host



Some Comments

This was my fist game of Saga and I enjoyed it. The game is more fantasy than historical, it is the 'Dark Ages' according to the sagas or Hollywood rather than a historical stimulation. Next I plan to play a full 6 point army and try Age of Magic. I also want to build in some solo options.

I will write a fuller review later and make some comparisons to other skirmish games. However, in the meantime a couple of enjoyable hours where you spent playing the game rather than having your head in the rules. 

Tuesday 14 May 2024

Caper at the Oasis



Archie’s teeth chattered, not from cold but from the bumpy desert track. Their convoy had left Alexandria four days prior, navigating the western deserts on the so-called desert highway.

In the lead, Slade Horton's jeep carried the girls and Sir Francis. Beside Archie, Thwaites struggled with the truck’s wheel, cursing as he negotiated the vanishing track. Suddenly, Horton halted the jeep and announced, ‘It's on foot from here, folks. Grab what gear you can. Professor Remi’s camp lies beyond those dunes. He may guide us through this wasteland.’
New Age Comic Issue 4

Mace Institute Cast

Professor Remi's Camp

Thankfully, according to the Archaeological Society in Cairo, the professor's camp was nearby. Professor Remi’s party had set out months ago to trace an ancient Egyptian sacred way leading across the Western Desert to the Nile. Their last known position was at the ominously named Serpent’s Shade Oasis, now visible with its bright blue waters.

Approaching the camp, the group sensed trouble. The air turned dense and sickly. Daphne doubled up, vomiting and collapsing. Sir Francis rushed to her aid while the rest cautiously advanced. Equipment scattered around the seemingly abandoned camp hinted at violence.

Tribesmen, Cultist and a Nasty Priest

Horton signalled the team to spread out. As they did, tribesmen approached, prompting them to regroup. Despite Horton's warnings, Alfie charged, sparking a violent clash with some tribesmen. Muscular men wielding scimitars joined the fray, injuring Thwaites and forcing everyone to fight for their lives.

As the battle raged, a serpent priest emerged, casting curses and launching attacks. Despite their desperate struggle, the heroes found themselves overwhelmed. Daphne and Alfie were targeted by the priest's dark magic but overcame his evil spell. 


The Hawk’s Cry

With casualties mounting, a sandstorm loomed on the horizon, freezing the assailants in hesitation. Seizing the opportunity, Daphne escaped, the priest’s clawed hand, as the storm engulfed the camp, its roar reminiscent of a hawk's call echoing in the chaos. 

Desperate Measures - Our Heroes fight for their lives.

Majib

After the storm passed, Sir Francis discovered Majid, Professor Remi’s foreman, unconscious. Majid recounted an attack by a half-serpent, half-man creature; he did not know the fate of Professor Remi and his brothers. Seeking revenge and his missing brothers, Majid joined the party on their journey.


Endnote

The story starts here if you want to recap the group adventures in this campaign.

Only two more games to play in this mini-campaign, although that depends on the journey across the desert. This is the first game where our heroes would have lost if the game continued for a few turns. Thank you, the fortune (solo) version, for this lucky escape.

One of the fun things about the campaign is how the characters develop. The two junior members of the party, Daphne and Archie, have started to become more 3 dimensional. During this campaign, Archie nearly dies, is stung by a scorpion, and, in this last adventure with Daphne, becomes the story's hero when they hold the Serpent Priest at bay.

I am already working on the next adventure, based on an old game, for Department E6 of the Mace Institute. Also, a more mature Daphne and Archie are planned to appear in my Weird World War II adventure.

Overall, it was great fun. In my mind, that's what wargaming should be about a good narrative storyline that holds the games together and characters that come alive and are fun to play.




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