For the second day of the competition I fielded my Komnenan Byzantines; they are probably the most competitive of my Book III/IV armies, and quite a change from the plodding armies I normally field. I used them at the Worlds, so I’ve had a fair bit of practice with them now.

  • Andrew Taylor (IV/82a French Ordonnance)

First up I faced Andrew; I’ve played him a few times now and am yet to win, but I fancied my chances with the match-up here. He didn’t lay down masses of terrain, and I felt my cavalry would be able to handle his archers, being able to concentrate on one wing before he could react.

Initial deployment against the French.

After the two swaps; the bow move sideways.

I set out to win on the right wing; unfortunately this involved the commander facing a round of shooting before I closed for combat. At 4-4, I figured the risk was OK, but once his archers moved into range it was 2-4 and more nerve wracking. Well, I rolled a 1 and it was game over, 1G-0, with first bit of shooting. Something of an anticlimax!

  • Jared (IV/66 Later Polish)

My second encounter was against a Polish army that was extremely mobile: knights, cavalry, light horse, a war wagon and some crossbowmen. Jared had only had a couple of games the day before, when he and his friend expressed an interest in playing as they were browsing the competitions.

Initial deployment, after the swaps aimed to get the archers facing his knights

I got off to a very lucky start on my right flank where my light cavalry, fired up by the sight of the camp, chased off both the Polish light horse and even managed to get rid of a cavalry. The game seemed assured, but the crossbowmen swung the balance, shooting up an element of cavalry and then an archer (on it rear rank, I think). Meanwhile, I’d lost two light horse against the Polish cavalry to give Jared a 4-3 win.

The final scene, as the massed crossbowmen break the Byzantine archers

  • Kees (IV/59a Post-Mongolian Samurai)

My last game before lunch was against a Japanese army. I was apprehensive about winning when he lay down a lot of terrain and deployed in it.

Initial deployment to get clear of the hills.

However, Kees chose to come out into the open and fight. I was still unpacking from column when we contacted, but in a reversal of my first game, I took out his general with my knights when he rolled a 1. Game over. A bit of an anticlimax in some ways, but more time for lunch!

The knights advance after breaking the Samurai commander (note the general's more conservative deployment!).

  • Andrew McGregor (III/77 Scots Isles & Highlands)

After lunch I faced an army I didn’t expect to be much trouble—massed blades without psiloi support against mounted should be a doddle! However, it’s never wise to underestimate one’s opponent, and I advanced too fast, trying to get my light horse away from his archers. He made contact and fled some of my light horse leaving my commander exposed. He closed the door on him and it was a 3G-0 defeat! I did help Andrew to the extent that I pointed out his options (as like Jared he was new to DBA), but my mistakes were all my own doing!

The Varangians and Normans never saw combat before it was all over on the right flank! What was the point of gaining control of the wood if I didn't sue it to anchor a flank?

  • Arne (III/74 Fanatic Berber)

In my last game of the day I faced Arne, making some nice symmetry, facing the same opponent for my first and last games. I was the defender against some insanely aggressive Berbers. It was an open board and the two armies were well matched.

Initial deployments.

Arne advanced two psiloi into the wood behind my horse, forcing one of my cavalry to shield them and prevent them from going after the camp. Meanwhile, I soon lost my knights and got my light horse into quite a jam ahead of the army (the general was still with the bow thankfully). However, I had the PIPs, and Arne didn’t have many for a while, to retire my light horse out of the mess they’d got themselves into. Arne sent his knight against the cavalry guarding the woods. I was very lucky to survive being overlapped by them, but with light horse support I destroyed the knight. Meanwhile my archers started to shoot up his light horse. I’m a bit hazy how it ended now. I think I retreated one of his elements into the rear of one of mine making it 4-4, but I managed to get one of his to win a very close game.

Finishing on a win was a good way to end, but given that I’d had two very quick games that were over almost before they had begun, it was good to finish with a really close and interesting game.

I need to be a little more cautious with the Komnenans; the Varangians never saw combat, which is suggestive of my not really working out how to use all 12 elements; the archers did see action in a couple of games, but in others I rushed into action without them. I’m better at not getting the LH into a fix with wild moves (though it was only luck against the Poles that saw them survive), but getting them to work with the archers is something I’ve not really sorted out.

All in all, it was a great two days. I enjoyed playing all my opponents. It reminds me why I like DBA; whereas other competitions at Conquest had awards for good sportsmanship, such an award for the DBA one would be redundant, as there was not a backdrop, whether only implied or not, of dodgy players to make such an award meaningful! A big thanks to Keith for organizing the competition and soldiering on through it despite being under the weather.

Well, it’s been a while since there’s been any progress on the King Magnus campaign, and it may continue to be patchy, but last Wednesday Joel came over for a game, and not bringing any of his figures we decided to fight the next battle of the campaign. This battle was between Gilledomman of the Isles and Angus of the Scots. Gilledomman hoped to add Strathclyde to his possessions, invading in spring with an army of Islemen (6x4Bd including the commander), supplemented by some Irish mercenaries (2xsAx) and some Highlanders (2x3Bw, 1x5Wb and 1x2Ps).

Angus met this force with a muster of his spearmen (5x3Sp(L)), his thegns (1x4Wb), archers (2x2Ps), his retinue (1x3Cv), light horse (1x2LH) and Galwegian allies (2x3Wb). Joel commanded the Islemen and I the Scots. As the defender I got to set the terrain, and it was here I made my biggest mistake. I set terrain appropriate to the last two battles (nothing like preparing for the last war!). There were two steep hills in diagonally opposite corners, a wood and a road (I would have been better to put terrain in the centre of the field, as became apparent as I deployed).

Gilledomman didn’t get the edge he hoped for. Angus opted to position his spear on a hill in front of the camp and the rest of his army next to the wood. Gilledomman deployed in a long line to meet them, with his warband opposite the spear and his bow and bonnachts opposite the woods. Angus didn’t alter his deployment in response to this.

 

Initial Deployment: Angus' Scots on the right and Gilledomman's Islemen on the left.

 

As the Islemen advanced, Angus sought to pull his right wing across to confront the Islemen blade.

 

Turn 1: The thegns begin to wheel towards their left flank.

 

Gilledomman brought his troops off the hill as Angus moved his cavalry to the left.

 

Turn 2: Gilledomman's troops watch in surprise as the Scots attempt to move to their right.

 

Gilledomman’s fastest troops, his bonnachts, advanced on the left, as the Scots continued their risky manoeuvre.

 

Turn 3: The Islemen get closer as the Scots continue to move to the left.

 

As the line of Islemen bore down on them Angus and his archers formed the right flank for the warbands that were still on the march to the left.

 

Turn 4: The Islemen get closer.

 

The Islemen now had the warbands pinned, but more surprising was the effectiveness of their archery, which destroyed one of the Scots skirmishers.

 

Turn 5: Ouch, the Scots' right flank gets shorter.

 

On the next turn the Islemen got ready to attack, but before their right flank could charge they were beaten to it by the warbands, who used all 6 PIPs to charge into contact. The first fight was crucial, if the Galwegians could drive back the Highland rabble, they would provide overlaps on the two Islemen blade; unfortunately they got a ‘stick’ result. The other two combats were very desultory (we both rolled 1s twice!).

 

Turn 6: A promising opportunity for the Scots comes to nothing.

 

With the Galwegians overlapped on both sides their future was not promising, and sure enough they didn’t stick around. The Scots were now 2 down and looking very ill. However, on the right wing their other archers were made of sterner stuff, getting a ‘stick’ against the Irish that attacked them.

 

Turn 7 (Gilledomman): Galwegians go home! The Scots are two down.

 

Angus retires his two surviving Wb and his retinue. His archers are forced back by the Irish.

 

Turn 7 (Angus): The Scots fall back on the hill.

 

Gilledomman continued his run of great PIP rolls (three 6s in a row). He boldly takes on the Galwegians single-handedly, while his Islemen flank the archers. the Galwegians fall back, and the gritty archers get another ‘stick’!

 

Turn 8 (Gilledomman): The Islemen close in on the Scots position.

 

Angus orders his Galwegians to attack Gilledomman’s household troops supported by spear, but they show a lack of passion and fade away (they rolled 1 to 3). It’s now 3-0 to the Islemen and Angus’ is wondering what army will be left to him for summer if the Islemen keep coming after him. Surprisingly his army doesn’t fold this turn, as those doughty archers shrug off their flankers and the Irish!

 

Turn 8 (Angus): Galwegians lack spark—yet again!

 

Now Gilledomman’s PIP luck changes (2 PIPs). He sends in the Highland rabble against the Scots spear, only to see them driven back. Even more surprisingly, the archers prove too much for the Irish, who decide to make a run for it (1-6).

 

Turn 9 (Gilledomman): Angus' troops hand on grimly, heartened by the brave example of their archers.

 

Angus’ lines his spear up with the thegns and with their overlap support attacks Gilledomman himself, hoping to meet him in personal combat. The Islemen fall back before his charge.

 

Turn 9 (Angus): Gilledomman falls back before the Scots cavalry.

 

Now Gilledomman’s PIP luck changes definitively (the first of three 1s), helping to keep the Scots’ hopes alive. He opts for caution as he aligns his household troops with the Highland warband.

Angus, heartened by his army’s first success, has 5 PIPs and uses them to line himself and his archers with the main battle line. He also sends his light cavalry around behind the line to try to take the Highlanders in the rear.

 

Turn 10: Angus stabilizes his line and sends his light horse behind the enemy's line.

 

With only one PIP Gilledomman decides to line up his blade with the Highlanders. Angus has another 5 PIPs, which he uses to attack the warband with his horse and continue to lengthen his line to the left. The result against the Highlanders is a ‘stick’.

 

Turn 11: The Scots light horse fall on the Highlanders, but a stalemate eventuates.

 

With his one PIP Gilledomman sends some Islemen to chase off the archers, but do you think they’ll go! The Islemen retire in confusion. The Highlanders, however, force the light horse to recoil.

 

Turn 12 (Gilledomman): Go Scots archers! They won't give up.

 

Angus has two PIPs, renewing the attack on the Highlanders and lining up his spear on the hill. The warband had enough and forced back onto the Scots spear disperse. It’s now 3-2 to the Islemen, and their right wing is looking very unwell.

 

Turn 12 (Angus): At last, the bane of the spear is put to flight.

 

Gilledomman gets 2 PIPs and tries to push those archers out of the way. They get yet another ‘stick’! Angus has 3 PIPs and launches an attack on the lone Isleman facing the thegns. These get a ‘stick’; the archers at last are forced to flee.

 

Turn 13: The archers at last are forced to flee.

 

Gilledomman’s PIPs improve (3). He flanks Angus and his retinue, but is driven back. He also forces back the thegns.

 

Turn 14 (Gilledomman): Flanked, Angus drives back his attackers.

 

Angus pulls out the stops on the Islemen facing the thegns, sending in the light horse. This finally gets them, and the score is now 3-3. He brings up the archers to ZOC the Islemen that flanked him and he attacks Gilledomman himself, flanking him with spear, but the roles are repeated from his turn, and he’s driven back.

 

Turn 14 (Angus): The second time a flanked commander fights off his attacker.

 

With 6 PIPs Gilledomman ZOCs the spear that had flanked him and attacks the light horse, forcing them to flee through the thegns.

 

Turn 15 (Gilledomman): The light horse are chased off.

 

Angus has only 1 PIP; he advances the thegns to align with the spear.

 

Turn 15 (Angus): On a knife's edge. Can the Scots last long enough to get that one more casualty?

 

Gilledomman has 4 PIPs. He decides to work on those pesky archers. He moves his archers across to support his right flank. Then it’s all over. His archers, the same ones that shot the Scots archers, shot the Scots spear (6-1). The Scots archers, however, don’t give up, only recoiling.

 

Turn 16 (Gilledomman): The second distance shooting of the battle causes more casualties.

 

  • Aftermath

What looked like being a massacre was a hard-fought victory for the Islemen. Whether they feel strong enough to follow up their attack in summer is now uncertain. The thegns, remembering how poorly the Galwegians fought at Ebchester, placed the blame for the defeat squarely at their feet. As it was, with the Galwegians all put to flight and their territory now cut off from the Scots by the Islemen in Strathclyde, their defection was hardly surprising.

The Islemen will now get Galwegians instead of the Highland rabble and one of the Irish. The Scots will get some Orkney Vikings to replace them (2x4Bd).

  • Review

I was lucky to force the Islemen so hard after that peculiar deployment. Having said that two of his victories, both by shooting, were freak shots. Worse still from my point of view, I reminded Joel both times to do the shooting! On the balance, this was evened out by the Scots archer’s stubbornness. However, the fact that the Scots have 3Sp(L) was what allowed that second shot to succeed. I’m yet to use them well. At deployment I should have swapped one of the 2Ps for a 3Sp(L) so that it could have neutralized that warband.

Turn 3: The Islemen get closer as the Scots continue to move to the left.

The Picts sail forth

28 September, 2009

This weekend I finally finished the Picts, and what I need for their opponents, so it was time for them to get into training for the competition next month. I’ve decided that the Picts will be led by Bridei mac Máelchú. He was converted to Christianity by St. Columba in the 6th century. Not long later, as the story now goes,  he decided to set out for Ireland for a spot of raiding, only to get sucked, along with his army into a peculiar temporal anomaly. Having heard rumours of voyages like that of St. Brendan, Bridei and his men were unfazed, deciding that perhaps they were having their faith tested.

In due course they came to an island where another similarly confused time-traveller had already arrived. This was a Norman adventurer called Patricius, who’d used his name to claim some highly dubious connection with Ireland and one of its saints. Setting out from a similar place in Scotland to Bridei, he took with him an army of Norman knights and scouts along with some Islemen who were keen on the idea of loot. These Islemen, in turn were supported by a proportionately large number of Galwegians and Irish mercenaries. A dubious observer might comment that the combined force bore a peculiar resemblance in troop-mix to an Eastern Patrician Roman army!

Patricius was not about to share this island, and the two sides drew up their battlelines to contest control of it. He got off to an ominous start, rolling higher to be attacker, despite a lower aggression, and then getting the edge he wanted. Bridei was forced to deploy side on to the two low hills and with a small wood in the centre of his line.

Bridei deployed with two blocks of three spear elements each backed by an element of skirmishers on either side of the woods. He placed the other skirmishers in the woods and both his light horse on the the right flank. He himself deployed behind the spear on the right flank. He chose to ignore the hill on the left flank as likely only to cause his force to be split.

Patricius responded to this by deploying in a line with all his light horse on the left flank to meet their Pictish counterparts. He deployed in the centre with the Irish between him and the light horse. On the right flank he drew up his Islemen and Galwegians with skirmishers on the outer flank. Bridei didn’t alter his deployment.

Bridei deploys on the left to meet Patricius

Bridei deploys on the left to meet Patricius

Bridei started well, with enough PIPs to get ahead of the woods. There was some initial inconclusive skirmishing between the light horse. The Norman light horse then retired to the hill behind them and the rest of the Norman battle line had the opportunity to line up (after the cavalry and Irish had got ahead of the slower-moving foot). Bridei had moved himself to the centre of the line, linking the two blocks of spear. He then got high PIPs and decided to pull himself out to move to the right flank, where he hoped to overpower the enemy light horse. One of his own light horse had also decided to charge the Irish, who had been left exposed by their own light horse hanging back. He succeeded in destroying the Irish as they had no room to recoil because of the knights next to them.

The Normans responded by attacking the victorious light horse with the remaining Irish and flanking it with one of their own light horse. The Picts shrugged this attack off. Their other light horse was less fortunate, being attacked and doubled by the other Norman light horse.

Bridei had wheeled his left flank backwards in an attempt to gain time for his attack on the other flank. He himself attacked the victorious light horse, but without doing more than forcing it back. Meanwhile, the Normans finally attacked the left flank with overlaps on each flank and Islemen facing the centre spear element. The hope was for these to knock back the facing spear and remove the skirmisher support for the other two spear, as well as leaving them overlapping on both flanks. The spear they faced resisted them manfully, scotching this plan. With skirmisher support the spear to the right fought the knights opposing them to a standstill, but on the left the spear went down to a wild charge of double-deep Galwegians.

Bridei, in desperation, sidled the skirmisher support across to face the Galwegians, and brought the other skirmishers out of the woods to take their place. These skirmishers had the potential to really upset the Galwegians, who were overlapped through their advance, but the dice allowed them only to feebly push the Galwegians back. The spearmen locked in combat with the knights forced them back.

The Normans returned to the attack on the left flank. The spearmen were now overlapped by the Galwegians against the Islemen and were forced back. This left the spear facing the knights in a terrible position and they finally broke.

Bridei had good PIPs in a turn that would probably be his last, and returned to the attack on the light horse that he faced. He also peeled off an element of spear to give flank support in another attack by his light horse on the Irish. And in a desperate roll of the dice he sent the other two spear against the knights that had as yet not seen combat. The dice continued to scorn him and his light horse were destroyed by the Irish (2+1 v 1+6)! He continued the mediocre form of the Scots command element and only pushed back the Norman light horse. However, some pride was restored by the spear that had charged the knights succeeding in destroying one of them.

Bridei and his men took to their ships and found another island where their strength was miraculously restored,  ready to continue their voyage.

  • Review

Besides having a lot of bad luck in getting such an unfavourable location to set up in and then in the ensuing combats, Bridei should not have tried to redeploy himself, as he left a hole in the battleline, and there was not enough time before the Norman attack came for him to make the difference he was looking for. He hoped to win on the right flank, but short of getting lucky against the opposing light horse he had no special advantage there, and yet he had weakened the left flank to this end.

Scots Isles and Highlands Army

27 September, 2009

Today I finished 4 more 4Bd for the Scots Isles and Highlands army. It’s now good to go, using my modified army list, that is.

Scots Isles and Highlands Army

Scots Isles and Highlands Army

The figures are all Feudal Castings. the Islemen themselves are a combination of the Scots Thegns (M1a), the Scots command pack (MS6), Scots Axemen (MS2) and Scots Spear (MS1). Two of the Scots Spear figures have been modified to use axes; they had a spear two-handed and a shield slung on their backs (one is the furthest Isleman on the left in the front. I may yet get more thegns and spear and make 3 more elements so that I can field a regular army.

Big Painting Session

20 September, 2009

This weekend I surprised myself by getting two batches of figures painted, some 6 mounted and 35 foot. The first lot were started on Thursday, I think, inasmuch as I’d done their flesh, but I finished them totally Friday night. These were figures for my Pre-feudal Scots army: 2 figures for light horse and 7 figures for spear. I’m planning to use them as Picts at Conquest,  a wargames competition in Christchurch next month, so I need an extra 2LH and 2 more 3Sp. I’m now waiting for a few figures from Feudal Castings, so I can finish the spear.

The next day I spent the afternoon and evening on armoured infantry—mostly metal, so relatively easy. These were 12 dismounted knights and 12 Islemen.The knights are now based and waiting for their magic wash and flock, while the Islemen need 4 more figures from the Feudal Castings order before I can base them. I also painted 4 feudal scouts (2x2LH). These were figures I got by trade from Paul Potter through a chance post on the Fanaticus Forum. I swapped Museum Miniatures figures that don’t scale well for me for some Essex ones.

Figures painted this weekend in array: on the left are the pre-feudal Scots and Islemen, in the centre are the knights and on the right are the feudal scouts; behind them are Macbeth's witches waiting to be based. On nails are the next batch, some Irish. Right behind them is the set of drawers with all the unpainted lead. On the far left the Pre-feudal Scots are trying out used business card holders as storage for their trip to Christchurch.

Figures painted this weekend in array: on the left are the pre-feudal Scots and Islemen, in the centre are the knights and on the right are the feudal scouts; behind them are Macbeth's witches waiting to be based. On nails are the next batch, some Irish. Right behind them is the set of drawers with all the unpainted lead. On the far left the Pre-feudal Scots are trying out used business card holders as storage for their trip to Christchurch.

In the next few weeks I’ll be trying out my ‘Picts’ against various assortments of Normans and others to get practice against probable opponents at the competition. In particular, I want to see how they go against Patrician Romans and Classical Indians (for which I’ll need to use my HOTT Bh as El!).

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!

I played this game last Saturday. I set it up in a bigger room with less lighting than the room I’ve used before. I changed the aperture on the camera, which resulted in blurring of figures in front of the focal point. I won’t do that again. I wrote notes as I played, but didn’t write the report until later in the week—on the bus on my handheld. The perspective is different from previous reports I wrote straight after the game.

After his failed raid on Malcolm, Fergus mac Dougal, decided to try his luck in Ireland. He took some Highlanders, led by Angus Dubh, and some Galwegians, always keen for action (this was necessitated by a shortage Viking Bd and Irish Ax, which could be used by both).

He was encountered by the local Irish leader, Dermot O’Conall, near the coast. He was the aggressor, though the Irish were keen for action (both rolled high). He hoped to trap Dermot’s forces with their backs to the coast, but failed. Nevertheless, Angus pressed him to allow him to lead a landing force to get behind the Irish lines. Despite misgivings (all littoral landings to date have been disastrous), he assented to this plan.

Initial Deployment of Fergus and Dermot

Initial Deployment of Fergus and Dermot

Dermot got all the terrain he could hope for, and organized his line of battle with his Ostmen in the gap between the hill and the woods.

Turn 1: Angus has landed near the Irish who reacted speedily

Turn 1: Angus lands near the Irish who react speedily

In the opening moves Angus landed opposite the hill; the Irish on it reacted quickly (5 PIPs) and turned to face. Meanwhile, Fergus advanced his Islemen, impatient at their speed, being forced to watch the battle on the hill while Dermot was content to wait for him.

Turn 3: The Highland warband has driven the bonnachts up the hill while the archers have been driven back to the coast

Turn 3: The Highland warband drive the bonnachts up the hill while the archers are driven back to the coast

The archers shot at the bonnachts for three turns without effect. Only on the fourth turn did they force a recoil. Meanwhile, the Highland rabble, with skirmishers providing overlap, succeeded in chasing some bonnachts up the hill. They followed up, of course, giving their opponents the uphill advantage. It was around this time I realized some of the moves were illegal, the hill making both sides out of command control. Things slowed down as a consequence.

Turn 4: Disaster for Angus as the skirmisher are trapped by his own shooting

Turn 4: Disaster for Angus as the skirmisher are trapped by his own shooting

The rabble survived a round of combat before being able to attack with the skirmishers in flank support. This was a chance for a kill, but unfortunately in a tough fight they were forced to recoil, as were the skirmishers, who not having room were destroyed (this was a self-inflicted loss, as the archers had forced the bonnachts to recoil into where the skirmishers needed to go). The rabble was then, over a number of turns, forced back until off the board. The archers looked doomed, unable to move away from the bonnachts and vulnerable to being forced to recoil into the waterway. There was the depressing likelihood that Angus’ landing would lose Fergus the battle before the Islemen made contact.

Turn 6: the Highland warband are driven off the battlefield, but the archers continue to hang on

Turn 6: the Highland warband are driven off the battlefield, but the archers continue to hang on

Dermot tried to ensure this by sending out a cloud of kerns to slow Fergus’ advance. Meanwhile he sent the bonnachts, buoyed up by having chased off the warband, to drive the archers into the sea (this was a slow process—no group moves on the hill and each element out of command range).

Turn 7: Dermot tries to buy time by using kerns to delay Fergus' advance

Turn 7: Dermot tries to buy time by using kerns to delay Fergus' advance

For his part, Fergus was keen to have his Islemen close with Dermot’s main line of battle before the archers were destroyed. Yet this was no simple matter; his flanks were in

Turn 8: after Fergus' move; the kerns are put to flight

Turn 8 (Fergus): the kerns are put to flight

bad going and had to make individual moves. the kerns were also effective in their delaying tactics. By turn 9 it looked as though the archers would not last another round.

Turn 10: A lucky break for Fergus; the archers destroy some bonnachts

Turn 10: A lucky break for Fergus; the archers destroy some bonnachts

Fergus was almost in position to attack. He was given a breathing space when his archers succeeded in breaking an element of bonnachts. Dermot decided to break off from

Turn 11: the bonnachts break off from the archers

Turn 11: the bonnachts break off from the archers

the archers and attack the Islemen on their flank. It proved a good decision; the archers, starved of PIPs, played no further part in the battle. With the bonnachts flanking,

Turn 12: flanked Islemen are destroyed in bad going

Turn 12: flanked Islemen are destroyed in bad going

Dermot succeeded in destroying an element of Islemen with an element of kerns—oh, the ignominy!

Turn 13 (Fergus): Last roll of the dice; Fergus gives the order to charge

Turn 13 (Fergus): Last roll of the dice; Fergus gives the order to charge

This was a situation brought about by the PIP dice going against Fergus (he rolled a 1 that turn (turn 12) and followed it up with a 2; by contrast Dermot was on fire rolling two 6s!). On the verge of breaking Fergus gave the order to charge. He succeeded in leaving one of the Ostmen overlapped on both sides and then destroying it. It was too little too

Turn 13 (Dermot): Another element of flanked Islemen are destroyed and the Fergus' army breaks

Turn 13 (Dermot): Another element of flanked Islemen are destroyed and the Fergus' army breaks

late. Dermot was able to flank another element of Islemen and repeat what he’d done the turn before; game over!

  • Review

Dermot certainly had good luck with the PIP dice, particularly when it counted. He was able to neutralize the littoral landing on the first turn and then in the last two turns was able to manoeuvre for favourable flanking attacks while Fergus was unable to marshal his forces effectively (overall the average for the PIP dice were high, but favoured Dermot: 4.75 to Fergus’ 3.92).

The most serious problem was the set up. I think a littoral landing is really a recipe for disaster. If it’s too close to the enemy, you run the risk of fighting most of their army with part of yours, and being out of command control, making it hard for the the rest of the army to advance! Having said that, but for the mistake of firing on the bonnachts that cut off the skirmishers retreat, the fight on the flank could have gone differently. Otherwise, Fergus tended to see his Wb as useless against the Irish Ps and Ax and banish them to the wings. Yet the Galwegians could have gone after the Ostmen—they’ve a good record against Bd.

Of interest was to see how effective the Bd could be in bad going. The only edge the Ax had over them was mobility, and yet it was more PIPs that allowed Dermot to destroy the two Bd that he caught.

It was satisfying to see the kerns behaving like regular skirmishers, delaying the advance of the opponent’s battleline. They also had virtual immunity against Fergus’ army; only the archers and skirmishers could hurt them unless they were overlapped. And it’s quite satisfying to have been the element that destroyed some Bd in bad going!

Lesson for next time, and Fergus seems to be a slow learner, is avoid littoral landings.

I really had to try out some of my newly finished armies, and also try out recording a game—writing each move and taking photos. Therefore, last Friday I decided that I’d use the Pre-feudal Scots (the South Welsh really need a mounted opponent to be interesting, and currently the only ones are lowly Tabletop figures!). Given this choice the most appropriate opponent therefore seemed to be the Scots Isles and Highlands army, even though it didn’t follow the DBA list, but my adaptation of the DBM one:

6 x 4Bd (Islemen, 1 = cmd)
2 x 3Bw (Highland archers)
1 x 2Ps (Highland skirmishers)
1 x 5Wb (Highland rabble)
2 x 3Ax (Irish mercenaries)

The Irish were necessary, as the Galwegians were in the Scots army. The Islemen were also actually Vikings, as not enough of them have been painted, and one of them was an element of Thegns.

The Islemen, led by Fergus mac Dougal, are raiding somewhere along the West coast near Galloway in the early 11th century. They are met by the local Scots leader, Malcolm Canbeg, who has the support of nearby Galwegians, who are always keen on a scrap.

  • Deployment

They meet Malcolm along a road in an area of low hills with a small wood on their left flank. Malcolm has deployed with his skirmishers facing the woods, their spearmen in the centre and the Thegns and Galwegians on their left flank, flanked by Malcolm and his retinue and a troop of light horse.

Initial Deployment

Initial Deployment, Fergus on right, Malcolm on left

To meet this Fergus deploys his Irish to gain control of the wood, the Highland rabble next to them, then himself flanked by more Islemen, then the Highland archers to face the cavalry, and finally more Islemen supported by skirmishers to meet the cavalry and the warbands.

Malcolm decides to shift his cavalry to his right flank and move spearmen to face the archers.

  • Turn 1

With 2 PIPs Fergus chooses to advance the Irish and the right flank, hoping to move the archers towards the cavalry.

Situation at the end of the first turn

Situation at the end of the first turn

With 4 PIPs Malcolm advances the entire line 200 paces, and then spends the remaining PIPs getting his skirmishers into the woods.

  • Turn 2

Fergus has 4 PIPs and contests the woods with the Irish, advances the right flank and wheels the archers towards the cavalry. They lose the first fight against the skirmishers, but manage to win the second.

The situation at the end of the second turn

Situation at the end of the second turn

Malcolm uses 5 PIPs to advance his skirmishers to overlap one of the Irish, he then advances the cavalry, thinking perhaps to flank the Irish next turn. The rest of the troops continue to advance. The Irish run like a pack of cowards (they roll a 1 against a 6!). That was not expected, and suddenly Malcolm looks to be dominant on the left flank.

  • Turn 3

Fergus has 4 PIPs and retreats the Irish, advances on the right flank and splits the bow, sending one to support the right flank.

Situation at the end of the third turn

Situation at the end of the third turn

Malcolm decides that his LH are not suited to facing archers, retreating them and starting to send them to provide support on the opposite flank. He himself retires to line up with the line of spearmen.

  • Turn 4

With 4 PIPs Fergus hurries the right flank forward, hoping to make contact before the LH can arrive. He aligns the Irish with his own line and advances it too. The archers, having chased off the LH, try to catch up with the right flank. The archers lined up with the right flank fire ineffectually on the Thegns.

Situation at the end of the fourth turn

Situation at the end of the fourth turn

Malcolm continues to be energetic and has 5 PIPs. The LH complete their manoeuvre (3 PIPs), and the skirmishers advance to the edge of the woods (not too smart!). The Thegns are again shot at ineffectually.

  • Turn 5

With 4 PIPs Fergus takes on the skirmishers in the woods. The Irish and rabble advance to contact, and then the rabble use an extra move to close the door. The right flank advances to contact, fearing the LH flanking. The lone archer moves a little closer. His shooting on a spear unit was ineffectual (he probably was shooting illegally at the one providing overlap support on the other archers).

Situation at the end of the fifth turn

Situation at the end of the fifth turn

Then it got messy! The Islemen facing the Thegns go first. They are confident (6 v. 3), but the dice are against them (1 v. 6!), and they’re routed. Their plan, risky as it was, had hinged on this combat going well. The Galwegians recoil, as do the spearmen. Remarkably the archers survive; only recoiling (0+4 v. 4+1).

Malcolm used his 3 PIPs to advance his spear and Galwegians against the Islemen and flank them with the LH. He also advances his spear against the archers. The archer not in contact illegally shoot at the spear providing overlap support, forcing it to recoil (I missed that at the time!).

The spear and cavalry are too much for the Islemen, who are routed. However, the Islemen facing the Galwegians, despite being overlapped on both sides, forcedthem to recoil again (4+6 v. 4+3). The spearmen fail narrowly to destroy the archers (4+6 v. 2+4). Actually, had they still had their overlap as they should have, the game would have ended then.

  • Turn 6

Fergus doesn’t despair, and energetically tries to recover the situation with 4 PIPs. The surviving Islemen on the right flank retreat. The Irish and rabble tackle the last skirmisher (I’m not sure the Irish could sidle into contact; perhaps they should have closed the door and had the rabble, at best, as overlap support). Fergus himself tries to avoid his archers with a wheel of 100 paces and an advance. The archers, despite support, fail to disconcert the spear with their shooting, but it’s close (3+6 v. 4+5). The Irish avenge their comrades in a tough fight (3+6 v. 1+5).

Situation at the end of the seventh turn

Situation at the end of the sixth turn

Malcolm remains energetic and sends the Galwegians into another charge (2 PIPs) on the Islemen supported by the Thegns and the LH. They fail again (4+2 v. 4+4). The archers again shoot ineffectually at the spear.

  • Turn 7

Starting to lose momentum, Fergus has only two PIPs, which he uses to make contact with the enemy himself. He gets some overlap support from some archers. The spearmen, however, are resilient. Those overlapped by the archers recoil ((5+4 v. 3+2), narrowly avoiding breaking. Those facing Fergus are bolder, but are still forced back (6+4 v. 3+4), and Malcolm and the Islemen facing him poke at each other halfheartedly (3+1 v. 3+1!).

Situation at the end of the game

Situation at the end of the game

Malcolm, clearly distracted, issues almost no orders; with only one PIP he orders his spearmen back into contact. The overlappers are now overlapped, and the archers are mauled (4+6 v. 1+3), giving victory to the Scots. No longer overlapped Malcolm fights with more energy and forces his Islemen back (4+4 v. 3+3). Fergus’s other flank support, clearly unnerved by the destruction of the archers next to them, are also forced to recoil (4+3 v. 4+1). Fergus himself, overlapped on both sides, nevertheless fights his opponents to a standstill (4+3 v. 4+3).

  • Review

It’s hard to say how much of Fergus’s defeat was due to his bad deployment—the archers would have done better on the left flank, where they would have neutralized any attempted redeployment of the LH. His decision to try to get the archers across to meet the cavalry was probably worse, as it forced the gamble of attacking on the right flank before the centre could catch up. However, his luck was as big a factor; he was unlucky in the woods, and Malcolm was lucky to get his LH around to the other flank so fast. Also the collapse of Fergus’s right flank was caused by the Thegns remarkable victory. Perhaps they were expressing some sort of opinion about being earmarked to become Islemen! If so, they were emphatic about it.

Battle honours are owed to the Thegns (it’s not the first time they’ve done this, either!), and to the Islemen/Vikings who valiantly held off the repeated attacks of the Galwegians, even when flanked.

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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