It’s possible that the reason Gruffudd ap Cynan did not show up to support William in Mercia was reports of an Irish invasion fleet heading for Powys (that and the unseemly shortness of the battle!). Powys in this campaign includes what is actually Gwynedd (Gwynedd is Conwy = Gwynedd below the Conwy), otherwise it would have no sea access. As it is, it’s curious that Angelsey, often attacked from places such as Man, being part of the capital, can only be approached by land.

The reports were well founded. Turlough Mór O’Connor looked to restore Irish influence in Wales after a hiatus of some 500 years! With a bad-going army his options for where he could attack were a little limited, but the Welsh seemed a reasonably attractive proposition, and if successful, he’d secure one flank of his kingdom. There were no allies to be had on either side; on further consideration the English could have sent help to the Welsh, and probably should have, but Henry was still trying to establish his control over his kingdom. Otherwise, the Islemen had plans to attack the Scots, so were not free to weigh into the conflict (assuming Magnus let them pass through Man).

Turlough’s army consisted of 6x3Ax (1=cmd), 2x4Bd and 4x2Ps. He was met by 1x3Cv (cmd), 2x4Bd, 6x3Sp(L), 1x3Bw and 2x2Ps. This was the first outing of the new Light Spear.

Gruffudd met the invaders inland in Powys at Dinorben, the site of an old fort. The armies drew up with a road between them, two steep hills on opposite flanks as well as two woods also opposite each other. Gruffudd deployed himself flanked by his Ostmen mercenaries in the centre of his line. On the left flank he had three light spear and his archers and on his right flank he had the skirmishers and three light spear in two columns hoping to occupy the hill in front of them.

Turlough deployed with his Ostmen on the road with kerns as rear support, three bonnachts on the hill to the right of them and the rest of the army in a line stretching into the wood to his left. Most of the kerns were on this flank.

Initial Deployments: Turlough on the left and Gruffudd on the right.

Turlough started well (6 PIPs) and advanced two kerns forward to contest the hill on his left flank. Gruffudd reacted to this by sending forward skirmishers to contest the hill and advancing his light spear onto it. The combat between the psiloi was a stalemate.

Turn 1: Gruffudd skirmishers fight uphill against kerns on the hill.

Turlough, with 1 PIP, retires the kerns not yet in combat, while the other kerns are pushed back by the skirmishers downhill from them. Gruffudd moves his other skirmishers up in support of the others and continues to advance onto the hill. The rest of his line also advances.

Turn 2: Gruffudd seems to be gaining control of the hill on his right flank.

Turlough sees an opportunity to attack the skirmishers on the hill and attacks one with flank support. In a fierce fight these are destroyed.

Turn 3 (Turlough): Turlough inflicts the first casualties.

Gruffudd reacts energetically to this setback (6 PIPs), attacking one of the kerns with skirmishers supported by light spear. This is again a stalemate. He also wheels his central troops towards the hill (he used the road for the outside element in a manoeuvre that I’d later decide was not legal).

Turn 3 (Gruffudd): Gruffudd can't get traction against the kerns on the hill.

Turlough now moves his other kern up to support the one on the hill, with the advantage of being uphill they succeed in destroying the last of Gruffudd’s skirmishers (2+4 v 1+1). With this loss, Turlough kerns need only worry about the archers on the other flank and Gruffudd’s cavalry.

Turn 4 (Turlough): Turlough goes two up in what should have been an unequal contest on the hill.

Gruffudd, now feeling less confident (1 PIP), moves the rear light spear element accross to create an echelon effect on the hill.

Turn 4 (Gruffudd): Gruffudd is still wrestling for control of the hill.

Now it’s Turlough’s turn to run out of steam (1 PIP) and he attacks the front element of spear with his kerns in a fierce but inconclusive combat (2+6 v 2+6).

Turn 5 (Turlough): More fighting on the hill.

Gruffudd finally gets his spearmen into position on the hill and drives the kerns back. Unfortunately Sp(L) are not Ax and the best he can manage is to force some of them to flee.

Turn 5 (Gruffudd): Gruffudd can feel some satisfaction in ridding the hill of pesky kerns.

Next follows a period of manoeuvre, where the rest of the Irish start to advance and the Welsh left flank tries to catch up with the centre. On the hill on spear advances, hoping to flank the kerns next turn.

Turn 6: The Irish begin to advance

The Irish continue to advance, while Gruffudd, struck by indecision (1 PIP), decides to advance the spear up the road to support his centre.

Turn 7: The battlelines get closer.

While the Irish move closer, Gruffudd decides to charge. He manages only one casualty, an element of Bonnachts unable to recoil. Turlough had foiled his plan to remove the psiloi support on Turlough’s command element by shifting it in behind Turlough. The commanders met at equal odds.

Turn 8: The Welsh charge, and succeed in destroying one element.

Turlough, however, fights back and his Ostmen cut down an element of light spear. Turlough himself forces Gruffudd and his retinue to recoil.

Turn 9 (Turlough): The Irish have the Welsh on the point of breaking.

Gruffudd can really only hope to get lucky against the Irish commander, but fails again, being forced to recoil before a hail of javelins.

Turn 9 (Gruffudd): Gruffudd is driven back again.

Turlough now finishes off the Welsh when his Ostmen destroy their counterparts who are overlapped on both sides. The Welsh break and run.

Turn 10: Viking mercenaries fighting for Gruffudd are the last of his casualties before the Welsh break.

  • Aftermath

Gruffudd retires to Gwynedd with his battered army. He will be hoping Henry of England sees fit to support him if the Irish attack again. Turlough’s army is largely unscathed and he will be looking to finish the Welsh off in the summer. Henry and some knights could really change the complection of this encounter, and assuming he wants Welsh support against the Northumbrians, there are good odds he will try to help his ally.

Gilledomman of the Isles will take note of this battle and hope that he can win against the Scots, as he fully expects to see Turlough’s army in Antrim before long.

  • Review

Gruffudd lost the battle in his reaction to the advance of the kerns onto the hill. He rushed to attack them, when he could have waited for the light spear to get into position against them and used the skirmishers for flank support. He also put himself at a disadvantage by advancing his centre (that illegal road movement when he wheeled was not to his advantage!). If he’d waited to gain control of the hill his centre would have been able to wait for the Irish to advance at a disadvantage; the battle in the centre was at long odd for him.

Light spear will take some getting used to. They have no advantage against the Irish, who have no mounted and they are weaker than regular spear in GGo. Still I would attribute Gruffudd’s loss to them, but to some poor tactical decisions.

This was the first battle in a while that was decided by the clash of the main battlelines. The last two have been won before they met.

King Magnus’ ambition to be ruler of all the British Isles led him to declare war on William Rufus’ Anglo-Norman kingdom in the south of England. Magnus challenged William for control of the province of Mercia, a challenge that the Norman accepted. Magnus’ voyage from Man was uneventful, as was that of his ally Angus of Scotland. His forces consisted of his huscarls (3x4Bd), household knights (1x3Kn), fyrd spear (7x4Sp) and archers (1x2Ps). Angus came with 1x3Cv, 1x2LH and 1x2Ps.

William met the invaders at a place where a road forded the river Avon, a place called Stratford. His army consisted of knights (4x3Kn), spear (5x4Sp), crossbowmen (1x3Cb) and archers (2x2Ps). In addition he had the promise of assistance of Gruffudd of Wales, who hearing that the Scots were assisting the Northumbrians, elected to help the English lest the Northumbrians grow too strong. He came with 1x3Cv and 2x2Ps.

The battlefield was level, apart from the river and the road and a wood and a low hill that faced each other across the road. Due to pre-battle manoeuvring, Magnus managed to meet William from the direction he desired, securing the hill to his own advantage. William deplyed his entire army on the right of the river with his spear in the centre and knights on each flank. The archers and crossbowmen were in reserve.

Magnus deployed with his huscarls in the centre, the knights in reserve and the fyrd on each flank. He expected the Scots to arrive from the same direction as him, while the Welsh would arrive on his right flank.

Initial Deployment: William on the left and Magnus on the right.

On the first turn Magnus’ entire host advanced in a line, while the English army, lacking direction (1 PIP) could only advance some of their army. Neither of the allies arrived.

Turn 1: the two lines start to close.

On the next turn it was Magnus’ turn to lack PIPs (1 PIP); therefore he held back the knights, who were going to be used on one of the flanks. William was more active (5 PIPs), and contracted his line on the right to let the knights advance. Both sides continued to wait for their allies.

Turn 2: William's knights move to the front.

On the third turn Magnus wheeled his line on the left and extended it on the right. William went to investigate the river, discovering that it was paltry. Angus arrived and deployed on the left flank, on the other side of the river. Gruffudd seemed close behind (5 PIPs), but William had to keep waiting.

Turn 3: the Scots arrive as William crosses the Avon.

On the next turn Magnus dithered (1 PIP), opting to continue his advance. William brought all his knights over the river and sent forward archers to delay the enemy’s advance. Angus, keen for a scrap (6 PIPs), sent his light horse forward to delay the king and hurried after them. The Welsh still did not show.

Turn 4: Scots light horse face off against the English king.

Then suddenly it was all over. Magnus continued his advance, recoiling some archers, and William decided to attack the impudent Scots horse. The odds seemed very good (1/3 chance of destroying them, with only a 1/12 chance of being destroyed), but these Scots were in a fell mood and William, advancing ahead of his men, was unhorsed and killed by the quick-moving Scots (5+2 v 2+6). His household troops fled and the battleline began to waver and retreat. In the retreat two elements of 4Sp were destroyed (reflecting the casualties caused by the loss of a C-in-C).

Turn 5: Angus' light horse crow over the body of the English king.

  • Aftermath

The Scots earned 2 prestige points for their victory. The English, in disarray, retreated from Mercia, which the Northumbrians took possession of. They then sent for William’s brother, Henry, in Normandy and prepared for more fighting in the summer.

The Northumbrians could advance on England proper in the next season, but they would be without the support of the Scots, who can only support within two moves of their army. There was a bit of a diplomatic incident over the body of William. It was reported that it was decapitated and the Scots would not give it back. The Normans said this was barbarous and unchivalrous behaviour. The Scots denied this and said it was typical of the Normans to make such claims, reminding them that on the contrary the Scots had been a Christian people for a good deal longer than the Normans, whose ancestors were not long ago committing pagan atrocities across Europe. Such a barb, however, got at their allies the Northumbrians, not long Christians either, and all round tempers flared.

Stories abounded as to why William had crossed the Avon; one that gained a good deal of credence was that he’d spotted a fine looking hind, and being a keen huntsman had set off in chase of it. The Scots got to it first and an argument ensued over whose catch it was. Versions vary as to how William was killed; some claim he was struck by a stray crossbow bolt!

  • Review

An interesting start to the campaign. Henry steps into a difficult situation. William could claim, with some justice, to have been very unlucky. Yet, there is a certain amount of risk in committing one’s general so early. Had he won, however, he was set to give the Scots a good mauling. As in the previous battle (for Ceredigion), victory was decided without the close-order infantry coming to blows.

The Battle for Ceredigion

16 December, 2009

I announced this battle three months ago, but I only got to fighting it this week. With it fought the King Magnus campaign is now ready to go. This was a battle fought between me and Steve, of Small Sagas fame.

Gruffudd ap Cynan acquitted himself so well against Earl Robert the other day that I felt he deserved a shot at leading the Welsh in the up-coming campaign. Therefore, in the summer of 1103, fresh from his victory over Earl Robert, Gruffudd ap Cynan decided to challenge his son-in-law, Gruffudd ap Rhys, ruler of the South Welsh, for control of Ceredigion.

The North Welsh army was totally in line with the list: 1x3Cv, 8x3Sp and 3x2Ps. The South Welsh one was more varied: 1x3Cv, 2x3Wb, 2x4Bd, 1x2Ps and 6x3Bw. The blade were Wexford Viking allies.

Thing went Gruffudd ap Cynan’s way initially, as he found local noblemen sympathetic to his cause; this meant that Gruffudd ap Rhys was the attacker, trying to regain control of the region. Gruffudd ap Cynan used this situation to his advantage, bringing his rival to battle on a very flat field. It was intersected by a road and had a smallish steep hill in one corner and two small woods in opposite corners. Gruffudd ap Cynan even got the edge he wanted (more correctly Gruffudd ap Rhys got the one he didn’t want). Gruffudd ap Rhys deployed with his archers massed on one wing and his close-order troops and retinue on the other. Gruffudd ap Cynan met this by deplying a group of three spear and supporting skirmishers on the road. They’d use it to get clear of the wood. He deployed the rest of the army in line to meet Gruffudd ap Rhys’s close order troops.

Initial Deployments: Gruffudd ap Rhys on left, Gruffudd ap Cynan on right.

On the first turn Gruffudd ap Rhys had enough PIPs to order a general advance and get clear of the woods. Gruffudd ap Cynan had 6 PIPs and advanced his column up the road, advanced his line and used the psiloi ability to make multiple moves on the first turn to bring the psiloi on the left flank to the right.

Turn 1: Gruffudd ap Cynan's column takes care not to advance too far.

On the next turn, Gruffudd ap Rhys continued to advance, while Gruffudd ap Cynan managed to get his troops out of column, something of a rarity for me when using roads!

Turn 2: Gruffudd ap Cynan's column is now neatly deployed.

Gruffudd ap Rhys advanced with some caution, while Gruffudd ap Cynan, like some latter-day Leonidas against Persians, ordered his spear to charge the opposing archers. The archers forced the wings of his formation to recoil. Not feeling confident about facing Gruffudd ap Rhys’s heavy troops, Gruffudd ap Cynan opted to wheel his right wing and anchor it with light troops on the hill.

Turn 3: Gruffudd ap Cynan's spear are forced back by a hail of arrows.

Not dissuaded by the shooting (in fact the second time round it was totally ineffective), on the next turn Gruffudd ap Cynan’s left wing closed with the enemy. If the centre won its combat the wings would have tasty odds of 3-1. However, the archers proved tougher than expected and the centre was driven back. The other two combats were now at even odds, and Gruffudd ap Cynan was perhaps fortunate not to come to any grief, recoiling one and having a stalemate with the other.

Turn 4: The charge of the Northern spear is ineffectual.

At this point Gruffudd ap Rhys had the chance to ruin the Northen attack, flanking both sides of the formation. The left element was destroyed, but the right one very nearly destroyed his attacker (2+3 v 2+6).

Turn 5 (Gruffudd ap Rhys): The Northern attack on the left is in trouble.

Gruffudd ap Cynan is now feeling less confident; putting on a brave face he sends his spear back into the fray, and tries to extend the line with the skirmishers. His right flank continues its advance. His spear is again driven back, as are the skirmishers from archery.

Turn 5 (Gruffudd ap Cynan): The spear still cannot make headway against the archers.

Concentrated archery fire caused no serious damage to the left wing and Gruffudd ap Cynan responded by having his spear turn to face the archers that had earlier flanked them; these were supported by an element of spear from the right flank. Heavily outclassed these archers were put to flight.

Turn 6: Gruffudd ap Cynan gives the southern archers some payback.

Gruffudd ap Rhys’s archers now turn on the northern skirmishers, a tasty target, but fail to do any serious damage. In response, Gruffudd ap Cynan sends his spear and skirmishers into combat with the archers on his left wing. He is driven back in the centre, but on the wing, his skirmishers put the opposing archers to flight (1+3 v 1+1).

Turn 7: Success for Gruffudd ap Cynan as more archers fall.

The tide is now turning on the Southerners. The combat on their right wing has sucked up their PIPs while their heavy troops have not managed to get to blows with the enemy. In their turn they fight the spear in the centre to a standstill.

Turn 8 (Gruffudd ap Rhys): Gruffudd ap Rhys's Ostmen and spearmen look on as the archers do all the fighting.

Finally Gruffudd ap Cynan sees a chance to end the battle and personally leads the attack on the now depleted archers. In some tough fighting two more elements are broken and Gruffudd ap Rhys abandons the field.

Turn 8 (Gruffudd ap Cynan): Gruffudd ap Cynan lead the attack that sees the southern archers fold.

Turn 8 (Gruffudd ap Cynan): Gruffudd ap Cynan, looking suspiciously Scottish surveys the feild he now controls.

  • Review:

Spear against Bow in the open ought to be a fairly unfair fight, but Gruffudd ap Cynan made it a close run affair, which might be expected when three spear take on six bow. However, had that initial combat gone his way, it might have been all over much quicker. I doubted the wisdom of Gruffudd ap Rhys’s deployment; two blocks of archers might have worked better. He needed to get his blade and warband in amongst the spear, where they would have had the edge.

With this victory Gruffudd ap Cynan gained control of Ceredigion and would lead the Welsh in the King Magnus campaign. I was a little disappointed by this, as I felt the South Welsh would have been more interesting, as they’re the only army with lots of archers, while there are a lot of spear armies in the campaign already.

However, I have to admit that Gruffudd ap Cynan is a more impressive historical figure, and this battle provided the impetus for me to create a troop type that, in my opinion, better reflects the North Welsh spear: it’s crazy that their home terrain of ‘Hilly’ forces them to deploy steep hills that they can’t fight on effectively. Therefore, in this campaign the Welsh and the Pre-feudal Scots 3Sp will be Sp(L) .

Hordes

23 November, 2009

Last week I painted up three elements of 7Hd for the Battle of Hastings. I also finished all the figures I need for the King Magnus campaign.

Feudal Hordes

These are all Essex figures, some of which I got by trade from Paul Potter. They are pretty primitive looking figures, some are armed with lumps of wood or crude stone clubs. They’ll be used in campaign games for emergency reinforcements. The middle element is made up of figures without trousers, so it’s particularly suitable for the Welsh and Pre-feudal Scots, who don’t hold with such fashion!

I also finished one 3Sp and two 3Bw for the Welsh (Feudal Castings, of course). Until I’m inspired to paint the early Welsh option (lots of 3Wb), that’s all of them for now, though I do have the figures for some more command elements, particularly another mounted one, but I think other projects will take priority.

More Welsh

And I’ve done some more Viking archers (also Feudal Castings), only to decided that if I make the Anglo-Norse huscarls immune to QK, they won’t need any more light troops. Still, I’ve now got enough archers for two Viking armies, and I’ve probably got the blades too, if I painted the rest; again I can’t see that being an immediate priority.

Viking Archers

Prince Madog in Vinland

3 October, 2009

The story goes that Prince Madog set out from Gwynedd in 1170 and sailed to America. It now seems likely that he actually sailed through a temporal vortex to an unusual archipelago that was made famous in the account of St. Brendan. Madog planned to reach Vinland, which he’d heard about through family connections with the Dublin Vikings. It was also through these connections that he’d developed his proficiency at seafaring and his knowledge of Norse, both skills that would stand him in good stead on his voyage.

The first island Madog came to was one occupied by some very forlorn Vikings, who confessed, shamefacedly, to being leaderless and lost. Madog, clearly a plausible chap, declared with great confidence that he knew how to get to Vinland. He was so persuasive that he was made leader of this new combined expedition, even though the Vikings were contributing twice as many troops.

They sailed until they came to large and fruitful island, which Madog confidently asserted was Vinland. However, they soon found they were not alone on this island; others had sailed there before them. When Madog’s scouts reported back that the others on the island said they were Picts, Madog was deeply skeptical, “There’s not been Picts for hundreds of years. What are they playing at?”. When he saw the ‘Picts’, his suspicions only increased, “These don’t look like Picts! What’s their game? Those are Scots!”. The ‘Picts’, of course, were none other than Bridei mac Máelchú and his army that had encountered Patricius to their detriment the week before. They were enjoying some R&R after that encounter, and when word of this got back to Bridei, he was deeply offended; after all, Scots were those pesky invaders from Ireland! He refused to extend any hospitality to these visitors and demanded an immediate apology.

No apology was forthcoming; Madog addressed his troops, “There’s something shifty about these so-called ‘Picts’. I say we teach them to go around pretending to be what they’re not”. The Vikings needed little persuading. With that, they rushed out to do battle with Bridei’s men. Speaking of being what they’re not, Madog’s army consisted of 8x4Bd (Vikings), 2x3Cv (Madog and some more horsemen) and 2x2Ps (skirmishing Welsh). A skeptic might suggest that they were trying to replicate a Marian Roman army.

Madog narrowly beat Bridei in his decision to attack (he rolled 6 to Bridei’s 5; both had an aggression of 3). However, he did not get the edge that he wanted, and Bridei, cautious after his last choice of terrain, had gone for two small woods in opposite corners of the board, and a low hill to one side near the middle.

Bridei deployed with his spear in the centre flanked by light horse and skirmishers, while he stayed in reserve. Madog met this deployment by placing his Vikings in the centre, with himself in reserve, and a skirmisher in the woods on the left flank and his other cavalry and a skirmisher on the right flank.

Initial deployments

Initial deployments

Bridei felt no need to alter his deployment and the battle got under way. Both rolled 6 PIPs for their first turn, and Bridei attempted to contest the hill with some of his light troops.

Turn 1: Bridei sends his skirmishers forward on his left.

Turn 1: Bridei sends his skirmishers forward on his left.

Bridei then remembered that those weren’t 2LH, but 3Cv he was up against, and his skirmishers suddenly felt very vulnerable, but he decided to push on with the attack. If he could ZOC the 3Cv, it wouldn’t be able to attack the 2Ps.

Turn 2: Bridei’s left flank are in position to contest the hill.

Turn 2: Bridei’s left flank are in position to contest the hill.

Bridei with only 1 PIP decides to attack the hill to make the most of his slender advantage of an overlap. He does well to force the Welsh cavalry back, almost destroying them (2+6 v. 3+2).

Turn 3: Positions after the hill is assaulted.

Turn 3: Positions after the hill is assaulted.

Meanwhile, Madog, with continued good PIPs has rushed Vikings to support his men on the hill, and Bridei abandons his assault.

Turn 4: Bridei’s left flank retires before the Viking reinforcements.

Turn 4: Bridei’s left flank retires before the Viking reinforcements.

Madog continues to advance, and commits himself to trying to overpower the Picts on his left flank. Bridei responds by ordering his spearmen to fall back.

Turn 5: Bridei retires before the advancing Vikings.

Turn 5: Bridei retires before the advancing Vikings.

Madog with only 2 PIPs moves to the left flank and orders the skirmishers out of the woods to support him. Bridei, by contrast, gets 6 PIPs, and continues the retreat of his spear, while his right flank light horse race between the battle lines directing rude gestures and taunts at the Vikings.

Turn 6: Bridei gambles on overpowering Madog’s left flank with all his cavalry and most of his skirmishers.

Turn 6: Bridei gambles on overpowering Madog’s left flank with all his cavalry and most of his skirmishers.

Madog recovers his composure (5 PIPs), but he’s now out of command range of his right flank. He orders a general advance. Bridei, with another 6 PIPs, organizes his forces on the left flank, and brings his skirmishers in behind the spear on the right flank to support them against Madog and his retinue.

Turn 7: Bridei masses his forces on the left wing.

Turn 7: Bridei masses his forces on the left wing.

Madog continues to plough forward, trusting to speed to overcome the enemy before they can do too much damage on the right flank. Bridei is let down by the PIP dice (1 PIP), but decides to strike at the weakest point in the line, personally riding down the Welsh skirmishers that are the link between the cavalry and the Vikings. He succeeds. First blood to the Picts.

Turn 8: Bridei has broken through on the left flank.

Turn 8: Bridei has broken through on the left flank.

However, the Vikings have finally made contact with the Pictish spear with an overlap on their left flank. They anticipate a rout, but the Pictish spear prove surprisingly doughty. The second element along from the left is held to a stalemate, while the others only manage to push the Picts back, scarcely what they’d hoped for. Madog orders his cavalry on the right to retire to the hill, while he moves across to try to repair the damage.

Meanwhile, Bridei decides that the Viking line looks most inviting. He orders the spear that had fought the Vikings to a standstill to retire to the Pictish line, while he and his light cavalry attacked the left flank of the Viking line. In a savage encounter (both rolled 6), he destroyed the Vikings, giving heart to his spear.

Turn 9: Bridei leads by example, routing an element of Vikings.

Turn 9: Bridei leads by example, routing an element of Vikings.

Madog redoubled the attack on the Pictish spear, while he drew alongside the other cavalry in preparation for driving out Bridei’s cavalry. However the second attack was even less successful. That second element along, although still overlapped, actually pushed back the Vikings this time and at the end of the attack battle honours were shared, with one stalemate and each having two push-backs, a truly dismal outcome for the Vikings.

Bridei attempted to repeat the flank attack of the previous turn, but was this time repulsed with his light horse recoiling towards Madog. Meanwhile, the Vikings continued to underperform, with those in the stalemate conflict now being recoiled.

Turn 10: Madog’s attack is in disarray, but Bridei’s light horse are now vulnerable.

Turn 10: Madog’s attack is in disarray, but Bridei’s light horse are now vulnerable.

Madog continues to issue orders (5 PIPs), attacking the exposed light horse with his cavalry. This succeeded, but the attacks of the Vikings were woeful, two being repulsed and the other a stalemate.

Bridei’s attempted to strengthen his right flank, while launching another flank attack, this time supported by spearmen. However, this attack was a stalemate and two other attacks by spear on Vikings resulted in one being driven back and the other element throwing back its attackers, despite being overlapped on both flanks.

Turn 11: Bridei’s attack on the left flank ends in stalemate.

Turn 11: Bridei’s attack on the left flank ends in stalemate.

Madog now had a chance to defeat Bridei by flanking him against the Vikings. The odds were still in Bridei’s favour, but defeat would destroy him. Bridei triumphed in a cautious encounter (both rolled 1s!) and his spear on the right flank remained composed, despite being flanked, fighting the Vikings to a stalemate.

Turn 12 (Madog): Madog’s desperate roll of the dice fails, and his army is at the point of breaking.

Turn 12 (Madog): Madog’s desperate roll of the dice fails, and his army is at the point of breaking.

Bridei decides to attack the Welsh cavalry while leaving his spear to flank an element of Vikings. His attack is indecisive and he’s forced back. The spear, however, destroy the Vikings that they flank. At this point, despite finally destroying the left flank of the Pictish spear, the Vikings have had enough and break. Bridei’s troops hail their leader’s inspirational victory.

Turn 12 (Bridei): Bridei’s spear destroy another element of Vikings, while on their left flank the Vikings finally, but too late, defeat some of the Pictish spear.

Turn 12 (Bridei): Bridei’s spear destroy another element of Vikings, while on their left flank the Vikings finally, but too late, defeat some of the Pictish spear.

  • Review:

Bridei won the only way he could in a spear vs. blade match-up — on the flank. He made good use of the opportunity Madog provided when he committed himself to his left flank. This gave Bridei his first two victories, against the skirmishers and the Viking’s right flank. By contrast, Madog, perhaps, overestimated how long it would take for his advantage to tell in the close-order infantry contest. Having said that, the Pictish spear proved unexpectedly tough. By being drawn forward by the Picts, he also lost any terrain help he might have got from the hill and the woods. He believed that if they could only close with the spear, the Vikings would soon overpower them.

The terrain placement by Bridei was much better, in that there was no edge that would severely disadvantage him.

Bridei was possibly stung by comments at the end of the last battle that his command element was ineffectual, as he personally put to flight three of the Viking elements. His element was the most effective one the Picts had against blades, and he used it to good effect!

I finished the Welsh spearmen this week, complete with fancy decals for shield patterns, so they had to be used. Gruffudd ap Cynan was the obvious leader and he was facing the chief marcher lord of the Welsh March, Robert of Montgomery, Earl of Shrewsbury. Clearly Gruffudd wasn’t happy with Robert, as he was on the attack (3+1 v 1+2). Gruffudd was taking the opportunity to attack the march when the king was distracted; he marched against Robert’s castle and settlement at Montgomery in Powys. Robert summoned as many of his tenants as he could and marched to meet him. The two armies met in an flat area near the castle. There were only two low hills and a very small wood. Gruffudd did not get to approach the battlefield from the direction he hoped (he rolled a 1).

Gruffudd had his retinue of 3Cv, a unit of skirmishers (2Ps), two of archers (3Bw) and six of spearmen (3Sp). He also had two units of Viking mercenaries from Dublin (where he grew up). Gruffudd apparently oversaw the change in tactics in the North; he had a long and interesting reign, living until 1137 and being the only prince to have a biography written. In the alternate history of King Magnus’ War many of the details of his life leading up to the war were the same; he had come to power in Gwynedd at the Battle of Mynydd Carn in 1081 with the help of Rhys ap Tewdwr of Deheubarth, he had been imprisoned for a time by Robert, but had escaped, and clearly he felt he had some debts to settle with Robert. The battle took place in 1103, a year before King Magnus’ War started. Despite the Marcher Lords ‘home team’ advantage, this was all but neutralized by the enthusiastic support of his bardic contingent (patriotic music provided by Tecwyn Ifan and Dafydd Iwan)!

Robert had four elements of knights (3Kn), one of muntatores (3Cv), four of spearmen (4Sp) and three of skirmishers (2Ps). He drew up his forces in three troops, the central one with himself and the bulk of his knights flanked by his spearmen. On the left flanks he positioned his skirmishers, supported by some cavalry (muntatores on the right and knights on the left flank).

Gruffudd’s deployment was a curious one, with two strong wings and not much in the centre. He divided his archers to make Robert’s life more complicated. One went to support the three spearmen on the left flank, one was in the centre, and the skirmishers were in support of the spear on the right flank.

Initial Deployment

Initial Deployment

Both sides were keen to engage, both rolling 6 PIPs for the first two turns! Robert used these PIPs to throw his skirmishers forward to slow the advance of Gruffudd’s wings.

Turn 1: Robert's skirmishers rush forward

Turn 1: Robert's skirmishers rush forward

This proved a dangerous move, as Gruffudd was able to attack the skirmishers on his right flank with his own, well supported by the spear. The plan worked well. The skirmishers facing the spear were scared silly and scarpered (4+6 v 1+1!).

Turn 2 (Gruffudd): the skirmishers are dispersed with casualties

Turn 2 (Gruffudd): the skirmishers are dispersed with casualties

This left the other element horribly exposed, and the Welsh javelinmen showed it no mercy (2+4 v 0+1). Clearly those skirmishers didn’t want to be there.

Turn 3

Turn 3

On the third turn, Gruffudd had 5 PIPs which he used to turn the hill on his left flank into a salient. The spearmen pivoted (I assume that’s legal) and the archers turned to block the muntatores if they should attempt to get round behind them. With the other PIPs the right flank reformed after the manoeuvre that saw off the skirmishers. Robert’s response was slower (2 PIPs), with which he advanced the main body and tried to block the archers with his skirmishers (they laughed at the Welsh shooting (2+1 v 2+6!).

Gruffudd next advanced his right flank to within range for a charge on Robert’s opposing flank. His archers this time forced the skirmishers to recoil.

Robert woke up and ordered a general advance (6 PIPs). The skirmishers, supported by the muntatores attacked the archers, who had uphill advantage to counteract the overlap. He also ordered the spear and knights on his right to charge the spearmen on the hill, while he lined his spearmen up to face the archers in the centre. These archers, however, took aim at the flanking knights and forced them to retire. The other archers narrowly held off the skirmishers’ attack (2+1 v 2+2—the hill was the difference). The spearmen fought diffidently on the hill to a stalemate (5+1 v 5+1).

Turn 4: Robert's attack is repulsed

Turn 4: Robert's attack is repulsed

This meant the knights didn’t have the overlap they were hoping for and despite a valiant charge were repulsed by the deep formation of Welshmen (3+6 v 5+6).

Gruffudd reacted vigorously (6 PIPs). The archers on the left retired, while he ordered a general attack on the right flank and the centre. The archers forced the muntatores to retire (important as it would prevent them flanking next turn). The spearmen on the hill, now with overlap support, forced their counterparts back. The archers in the centre got the only result they didn’t want, a stalemate (2+2 v 2+2)! They wouldn’t be able to shoot next turn and the spear would be well placed once flanked by knights to drive them back and provide overlap support. However, on the right flank things again went to plan. The spearmen again chased off the skirmishers emphatically (4+6 v 1 +4) and the spear then destroyed the unsupported knights (5+5 v 2+2).

Turn 5 (Gruffudd): more success for Gruffudd on his right flank

Turn 5 (Gruffudd): more success for Gruffudd on his right flank

Robert replied by sending his skirmishers and muntatores against the archers, who were adjudged, perhaps generously, to have the uphill advantage. He also moved into support the spearmen in the centre as Gruffudd feared he might. The battle on the hill was a stalemate. The other archers came close to achieving the same result (4+2 v 2+3), but were forced back. Despite their advantage the knights facing Gruffudd and his retinue made no progress (4+1 v 3+2). Robert, however, made a mess of the Dubliners facing him (2+1).

Gruffudd’s situation was by no means comfortable. His right flank had nothing in range (and seemed content to strip the corpses of the knights and make rude taunts at the skirmishers). The archers on the left flank were hanging by a thread and Robert had the favourable match-ups in the centre. With the 3 PIPs that he had he retired all the centre. This had the useful benefit of disrupting Robert’s formation, as both the knights pursued. He had no energy to spare for the archers on the left. He told his archers to shoot at Robert, hoping to make him recoil, without success.

Somehow I forgot to roll for the encounter between the archers and skirmishers, and in Robert’s turn the muntatores were able to close the door. With his remaining PIPs he lined his knights up with the spear. The archers again shot at Robert, but despite an enthusiastic effort, Robert was unmoved (4+5 v 4+5). Meanwhile, the archers on the hill remained unfazed and calmly cut the skirmishers to ribbons (2+1 v 2+4)! This was a major success for Gruffudd. Robert was on the point of breaking and the chance of attacking the spear on the hill both front and back was gone.

Turn 6: Gruffudd retires his centre and his archers triumph on the left flank.

Turn 6: Gruffudd retires his centre and his archers triumph on the left flank.

Despite this lucky reprieve, Gruffudd seemed a little dazed, and could only order the bow on the hill to turn and shoot at the muntatores. They did this without success. The other archers, however, finally succeeded in forcing Robert back. Robert was equally flustered, but with 2 PIPs was able to recover from his recoil and attack. This time the spear failed to repulse the archers and were instead thrown back by a heroic defence (4+1 v 2+6)! Unfazed, Robert chopped up the remaining element of luckless Dubliners (3+6 v 3+2). On the other flank Gruffudd drove the knights back (3+2 v 4+5).

Turn 7: Gruffudd holds on in the centre.

Turn 7: Gruffudd holds on in the centre.

Gruffudd still couldn’t spare time to direct the more scattered elements of his army (2 PIPs). He decided to risk all by charging the knights facing him supported with a flank attack. The archers on the hill continued their fine form, almost destroying the muntatores (4+6 v 3+3). However, the knights repulsed his charge, leaving things decidedly messy.

Robert, however, was equally flustered (1 PIP), only able to order his spear against the archers, who were overlapped on both sides. Did that bother them? Not a bit! They gave ground reluctantly in a fierce fight (4+2 v 0+5). Meanwhile, the knights facing Gruffudd could make no headway (4+4 v 4+4).

Turn 8: Things are looking grim for Gruffudd in the centre

Turn 8: Things are looking grim for Gruffudd in the centre

Gruffudd was obviously sweating and could only signal the spear to again flank the knights he was facing (1 PIP). It proved enough, just (4+1 v 3+1). With half his knight gone and most of his skirmishers, Robert surrendered the field. Gruffudd, by contrast, despite coming close to disaster had only lost some mercenaries, who were not popular with his people anyhow, so they’d hardly be mourned! Montgomery lay open for a good pillaging, and the Marcher inroads into Wales received another rebuff!

Turn 9 (Gruffudd): Gruffudd and his retinue break the Marcher Lords!

Turn 9 (Gruffudd): Gruffudd and his retinue break the Marcher Lords!

  • Review

Well, those archers were clearly armed with some pretty potent longbows! Both elements remained steady against heavy odds. Had they broken it would be hard to have seen Gruffudd win. His deployment was unusual. The hill worked fairly well for him, though the archers were lucky to come through against the odds. The plan was to win on the flanks and this worked well on the right flank. Poor PIPs prevented those troops taking any further part in the battle after destroying the troops in front of them; after turn 6, where his 3 PIPs allowed the centre to retire, he rolled 1, 2 and 1. Better PIPs might have seen these troops turn on Robert himself.

It was good to see the new Welsh command have some success, as in their first battle they did nothing, and I don’t think the Scots one has done much yet (most noticeably in their recent outing against the Anglo-Norse). The North Welsh army is actually quite good. I was surprised at how effective just two archers could be against cavalry. I’m tempted to make Gruffudd the Welsh player and demote the other Gruffudd (ap Rhys, his son-in-law!) to a minor ally.

I think the biggest fault in Robert’s plan was that he hoped to win in the centre, yet advanced both flanks aggressively. To be fair, psiloi are generally safe doing this, but that’s when they advance into bad going. Here, however, in good going and with the opponent getting good PIPs they came unstuck. The dividing of the spear made it hard for Gruffudd to line his 4Bd up against them, making them pretty ineffectual. Still they took two turns to die, whereas two spear would have been gone in one in the same situation!

The match-up of the 3Cv and 2Ps against the 3Bw was interesting. The 3Cv attacked the 3Bw at more unfavourable odds (3 v 4), but any match up when the base values are both 2 has a much higher degree of chance involved, and on this occasion the 3Bw got lucky.

A good victory for the North Welsh in their first time out, and something to think about as I get closer to starting the campaign: will they demote the South Welsh to a minor ally in their stead? Following on from Hardrada’s great victory a few weeks back I’m starting to have a bit more faith in spear armies facing knights, especially when, as here they have a few archers.

As a kid I never got anywhere with making models. My only attempt was with a Airfix spitfire that I never finished, which is why I sympathize with Calvin (below). After that I stuck to painting figures, so it was with some reluctance that I tried my hand recently with using shield transfers.

ch090607

I finished a batch of Welsh spearmen, along with a few knights and some Islemen this week. They all have VVV decals for shield patterns and I’m very pleased with the result and how easy it was. Here are some pictures.

The new Islemen pose alongside their command and some suspicious thegns—"They better not think with that pack of shifty thieves!", "I dinnae trust Islemen; why only a few weeks back we put a load of them to flight, didn't we!" They were the first transfers I did so I chose simple designs in case I messed up. The other figures are for a comparison with hand-painted shields.

The new Islemen pose alongside their command and some suspicious thegns—"They better not think we're with that pack of shifty thieves!", "I dinnae trust Islemen; why only a few weeks back we put a load of them to flight, didn't we!"

These were the first transfers I did so I chose simple designs in case I messed up. The other figures are for a comparison with hand-painted shields.

The Feudal Castings knights. One of the commanders is still waiting for his arm. I'm sure the one I was sent is for a ECW cavalryman. A couple of the knights were painted earlier. Their hose is so tight that I've decided to paint them as bare-legged, as Welsh and Scots knights—obviously gone native very quickly!

The Feudal Castings knights.

The Feudal Castings knights are still waiting for an arm for one of their commander. I’m sure the one I was sent is for a ECW cavalryman. A couple of the knights were painted earlier. Their hose is so tight that I’ve decided to paint them as bare-legged, as Welsh and Scots knights—obviously gone native very quickly! The transfers only just fit and I needed to paint bosses onto the flat shields to make the patterns look right. If I put a little more effort in I might have made bosses with green stuff, but these look OK.

The Welsh spearmen. Note the hunchback in green on the right. His head came off and when I glued it on he looks hunched compared to the others in that pose. Still, his element destroyed some Anglo-Norman knights last night, so it's not affected his fighting skills!

The Welsh spearmen

The Welsh spearmen got the bulk of the transfers. Note the hunchback in green on the right. His head came off and when I glued it on he looks hunched compared to the others in that pose. Still, his element destroyed some Anglo-Norman knights last night, so it’s not affected his fighting skills! The middle element was painted last year, so gives a comparison of my efforts without transfers.

Painting Progress Update

23 August, 2009

No interesting battle reports this weekend. Instead I’ve finally got back into painting. Yesterday I finished a batch of figures except for their shields. They’re all Feudal Castings figures, 7 mounted (Norman knights) and 23 foot (6 x Welsh 3Sp and 1 x Islemen 4Bd and 1 galloglaigh who’s really too late to fit in with the Islemen). 11 of the foot have no shields so they’re done, and until transfers from Veni, Vedi, Vici and Little Big Men Studios arrive I can’t do the shields of the others. I’ve never used transfers before, so I’m not sure how it’s going to go!

I’ve already started on the next batch, the last of my Feudal Castings Vikings (23 figures) and an element of dismounted knights, which is a combination of Feudal Castings Norman spearmen and Essex knights. I’m not sure how well they’ll mix, so it’ll be interesting to see how they look when finished.

Inspired by the tallies of Neldoreth and Tim of Saskatoon, though I’m not in their league either in quality or quantity of output, I decided to work out how many figures I’d painted, and more damningly, how many I had to paint, especially as I’ve recently bought quite a few figures for the King Magnus’ War campaign.

Figure Purchases and Painting

Figure Purchases and Painting

What was surprising about this exercise was to discover that I now have 1,251 15mm figures, of which only 2/5 are painted (484). I didn’t realize buying DBA armies would add up so fast—after all, I keep telling myself they’re only about 12 elements each. I’ve got a few hordes to blame for some of this, and as yet of them only half of the Goblins are painted. Anyway, when the last order arrives (72 more figures from Feudal Castings), I’ll try to avoid buying more and focus on making some inroads into that pile of unpainted figures!

On Sunday afternoon I got a chance to try out the Welsh. Owain ap Urien (actually the name of one of Arthur’s companions!) resisted the incursions of some Anglo-Normans, led by Ranulf the Dastard (doubtless the descendent of some unacknowledged offspring of William the Bastard!)—and so you see my partisan loyalties in this encounter.

Owain was the lord of somewhere in the South West in the early 12th century; he’d spent some time in Ireland, as happened quite often to Welsh princes, and he brought back some Dublin Ostmen mercenaries. Otherwise his force was predominantly archers, whether skirmishers or massed (I followed the DBM list which allows these to be either Bw or Ps; as Ian Heath (AFE, p. 51) says there’s actually no evidence massed archers were ever fielded, it seems reasonable to use a mixture.

Ranulf, by contrast, was an oppressive scoundrel that had attracted a band of lawless freebooters to his services (in contrast, of course, to Owain’s upstanding Vikings!). He was seeking to add Owain’s lands to his holdings (he was the aggressor).

Initial Deployments from Ranulf's perspective

Initial Deployments from Ranulf's perspective

The armies met in a wooded area between two hills (Coedgenau). Ranulf got to deploy in the area he hoped would be the least bad for him. It would, however, require him to deploy in column and try to deploy into line in the middle of the field. The Welsh drew up first. They massed their archers on their right flank, facing the open ground. They guarded the left flank with some skirmishers on the steep hill, put their warbands in the forest and the Ostmen in column in the gap between the hill and wood. Owain himself was in reserve behind the archers.

Ranulf deployed in columns, his spear on the left, muntatores in the centre and knights on the left. His skirmishers covered each flank. In hindsight the knights would have been better to have exchanged positions with the spear.

Situation at the end of the 1st turn

Situation at the end of the 1st turn

(1) Ranulf made an energetic start (6 PIPs), being able to send his skirmishers forward on the right in attempt to gain time and room to deploy behind them. Owain’s response (2 PIPs) was more languid, advancing his archers and the Ostmen.

Situation at the end of the 2nd turn

Situation at the end of the 2nd turn

(2) Ranulf (4 PIPs) belatedly realizes that facing all those archers with his knights is a chancy proposition and attempts to move them out of the way. Owain (4 PIPs) attempts to chase off the annoying skirmishers with his own supported by the Ostmen. This opening engagement sets the tone for the battle. Owain’s troops are half-hearted and have to recoil (2+2 v. 1+5).

Situation at the end of the 3rd turn

Situation at the end of the 3rd turn

(3) Ranulf (3 PIPs) decides to throw the muntatores in to support the skirmishers, while he and the spearmen continue to advance. The muntatores are supported by the skirmishers, but due to some very desultory fighting only force a recoil of the Ostmen (3+1 v. 2+1!). Owain (4 PIPs) rearranges his Ostmen, giving them rear support from the skirmishers, wheels and advances his archers and extends his skirmishers to give overlap support. His archers fire on the muntatores with disappointing results (4+1 v. 3+3).

Situation at the end of the 4th turn

Situation at the end of the 4th turn

(4) Ranulf has the PIPs (4) to get his spearmen across to the archers using the road. The manouvre does not leave him in an ideal situation, however; his knights are separated and the spearmen are in column close to the enemy. Owain (5 PIPs) replies by advancing his warband to give overlap support to the Ostmen who attack the muntatores and skirmishers. Shooting by the only element of archers in range to the spearmen is ineffectual. Poor dice dog the attack. The Ostmen recoil (4+2 v. 2+5) and the skirmishers put up a good fight before retiring behind Ranulf and his retinue (4+6 v. 2+5).

Situation at the end of the 5th turn

Situation at the end of the 5th turn

(5) Ranulf (2 PIPs), feeling short of ideas, retires his muntatores to align with himself and advances his spear towards the archers, whose shooting forces them to recoil (2+5 v. 1+4). Owain (4 PIPs) sees the chance to hit the spear from the side with his warbands and retires some archers to give them room, while also realigning his Ostmen. Now would have been the time for good dice to have decimated the Marcher spearmen, but they continued their lukewarm form: the archers did nothing (2+3 v. 2+4); a recoil would have destroyed the back rank. The spearmen also hold back the warband (4+4 v. 4+4).

Situation at the end of the 6th turn

Situation at the end of the 6th turn

(6) Ranulf (4 PIPs) is unfazed and decides to charge the Ostmen, supported by his skirmishers. He also advances the front of the column of spear and gives them some skirmisher support. Shooting forces the skirmishers to retire, while the warband is forced to retire (4+5 v. 4+3). Ranulf slaughters the Ostmen (4+5 v. 3+2), taking with them their skirmisher support. The muntatores face doughtier axemen, but nevertheless push them back (3+6 v. 2+5). Owain (1 PIP) loses his nerve and can only order the warband back into the fray. They finally gain a little traction and eliminate their opponents (4+5 v. 4+4). The archers had forced the spearmen to recoil (2+4 v. 2+2).

Situation at the end of the Ranulf's 7th turn

Situation at the end of the Ranulf's 7th turn

(7) Ranulf (5 PIPs) is spurred on by his success and Owain’s lack of response. He rounds on the remaining Ostmen, sends the spearmen against the archers, and brings some knights up to support the spear. The Ostmen are utterly massacred (3+6 v. 2+1), the spearmen push back the warband (4+3 v. 3+1) and there is a standoff with the archers, though the skirmishers recoil (3+3 v. 2+4 and 2+2 v. 2+3). Owain regains his composure (5 PIPs) and in a desperate attempt to break the Marcher force sends his skirmishers on the left flank out to attack their counterparts, while he attempts to move around to the right flank (that wood was a real pain).

Situation at the end of the Owain's 7th turn

Situation at the end of the Owain's 7th turn

His archers shoot on the muntatores, who shrug it off (4+4 v. 3+6) Then the skirmishers have more poor dice. At this point, infuriated by the consistently mediocre dice, I intervene, change dice (red for green!) and reroll. This makes a huge difference. The skirmishers destroy their opponents in a tough fight (2+6 v. 1+5). The warband are on fire (3+6 v. 4+1); only the archers fail to kill, being pushed back (2+4 v. 2+5).

(8) Ranulf (3 PIPs) despite the losses of the last turn can see the Welsh are at breaking point. The warbands had advanced into range of his knights, ugh! And he turns on those skirmishers who’d come out into the open. His casual assurance of victory is almost his undoing. In fact, I was so sure it was all over bar the shouting that I didn’t notice that if Ranulf was forced to recoil he’d meet the muntatores and be destroyed. In fact I forgot to do the shooting all together, and this very outcome happened. Embarrassed I use those dice for the archers shooting who should have shot at the muntatores (4+4 v. 3+1). The next bit of shooting was equally effective, with the archers who recoiled able to shoot at the spear with support on both sides (2+6 v. 2+2). Remarkably, Owain is in with a chance. The skirmishers can’t keep up the good luck, being destroyed by Ranulf (4+4 v. 2+1); the warbands, however, manage to hang on against the odds (3+2 v. 2+4). The Norman knights, seeing their spear in disarray retire from the field and Owain claims victory in a bloody encounter in which he loses both his Ostmen and two of his skirmishers while destroying three quarters of Ranulf’s spear, his muntatores and some of his skirmishers.

A veil was drawn over the scene of Ranulf’s defeat; no photo was taken of the final position. Actually, it didn’t play out as tidily as I’ve described it. I thought the archers couldn’t shoot at the spear, as the spear were ‘in a position to provide overlap support’ as the WADBAG Guide puts it. Only in the morning after writing a description of Owain’s defeat, did I check the rules and realize they should have fired. I shuffled all the dice results on—the skirmishers had resisted Ranulf; now their dice saw the spear destroyed. The warband had fallen to the knights, now their result saw the skirmishers destroyed, and then I rolled for the warband and the dice were still with the Welsh the next morning. You could say it’s a case of a battle were the historical record is ambiguous and both sides claimed victory. I show my partisan spirit in going with the Welsh!

  • Review

Ranulf probably chose the right side to deploy from, but he botched his set-up, and would have been lucky to win when his spear were at such a disadvantage and he was separated from the bulk of his knights. Yet he would have, had I not changed that dice! The transformation was incredible!

Owain decision to mass his archers had two justifications; firstly they made the most open piece of terrain unattractive to Ranulf’s mounted troops, and then they would be most deadly with their supported fire.

The downside was that Ranulf could have avoided them by deploying on the other flank, and properly deployed his spear would have the advantage over them. Furthermore, although terrain was a problem for Ranulf’s horse on his right flank, any foot deployed in the open were vulnerable, as the Ostmen discovered.

Had Ranulf deployed sensibly, he could have used his knights to pin the right flank in bad terrain, while the spear, supported by skirmishers and muntatores dealt to the archers.

An alternative deployment for Owain would have been to split the archers, perhaps exchanging two for the Ostmen and their support. The Ostmen were vulnerable to knights wherever they deployed, but at least they’d have archer support.

Yet more armies

11 July, 2009

I’ve added pages for a number of DBA armies:

Norse Irish

Pre-feudal Scots

Scots Isles and Highlands

Viking

Welsh

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