Saturday, 7 July 2018

Furioso Al Fresco


On Tuesday this week Chas kindly invited me up to his place along with Steve H to see a play-through of a set of rules I have had in my possession for nearly a year and have been really keen to see played.

Unfortunately I don't own any Renaissance war figures, the period of warfare, 'Furioso' by Alternative Armies is aimed at.




The rules and Italian Wars supplement are available in paperback and pdf, together with their own range of 15mm figures that also incorporate the fantasy range of Da Vinci type creations including his design for a tank.

A perfect day for an outdoors wargame

Our game was sticking to a more historically factual approach and we were using 28mm figures to put together an Italian Wars scenario with a Spanish army versus a Papal State force and the range of troop types they might be expected to field.

The odd breeze made set up slightly problematical hence weights needed to hold down those tabletop unit set up markers

With the current spell of weather we are experiencing at the moment and not wishing to be gently poached in Chas' sun lounge we maintained the Italian theme by playing the game 'al fresco' under Chas' marquis in the back garden which made for a very pleasant experience if occasionally a little breezy which caused a few problems with the set up.

I thought rather than give you a blow by blow account of the game I would focus on how the rules play and my impressions which 'spoiler alert' were very favourable. So to give you an idea of how the game turned out I have captioned the pictures from the various stages  of play up to where we called it a day.

As you will seen above, we were following the scenario creation and table set up process straight from the book that requires the laying down of unit markers, face down, prior to them being revealed and the units being placed in that position. This allows a certain level of hidden deployment, with the more aggressive/better manoeuvred force likely to be deployed further forward than its enemy.

Thus our table set up ended up looking as seen below with the Spanish line advanced with its three pike blocks and supporting missile troops advanced and with light cavalry to the flanks and with the the heavy stuff in the rear.

The Spanish to the right and Steve's Papal boys on the left, both 300 point forces

The Papal chaps, being outmanoeuvred, as explained in the set up system, were deployed nearer to the rear of their base line, with a force much more biased towards cavalry and with the inclusion of a medium sized gun. In addition the Italian force was allowed a couple of infantry trenches and some gabions to emplace their gun; as it turned out by the time the troops had finished building their trenches the battle had made them redundant.

The Spanish force deployed a formidable array of pike blocks forward with their heavy cavalry in support

The set up is very straight forward with a familiar process of laying terrain items and deciding on table edges that is very reminiscent of Peter Pig rules where players take nine dice and allocate a proportion of them to Terrain, Path, Approach and Events.

Terrain decides who gets to layout the terrain, with the loser re-positioning one piece. Path decides which side of the table the forces will enter from. Approach decides who gets to advance their deployment zone and Events allows the winner to decide which event table to roll on to decide a pre-battle event.

With dice allocated the players roll off for each category and the winning die roll takes control thus the number of dice allocated gently weights the players chances of winning or not as the case may be.

The Papal army was principally a mix of heavy and light cavalry supported by a militia pike block, skirmish infantry and a medium gun

In our game Steve (Papal State) won the terrain, path and events but although able to choose his table edge and the shape of the table saw the Spanish winning the Approach and thus extending forward their deployment zone and when choosing the events table that gave him the chance of getting a Papal Blessing for his army saw instead his army being on the wrong end of a Long March and thus forced to start back a further six inches.

The cream of the Papal army was its unit of Famiglia Ducale heavy cavalry (right), that compared to the other stuff was as keen as mustard to get stuck in

With the deployments sorted out we were off and the very straightforward design of the rules enables a very fast flowing intuitive game.

The sequence of play is designed around initiative with each unit rolling a d6 that can be modified up or down by commanders or other force specific factors with the final score determining when or if the unit will activate in the turn. I say if, because some of our units were occasionally reduced to zero, meaning they were pinned for the phase, unable to shoot but able to defend themselves if contacted in combat.

The highest scoring units move first with ties decided in favour of who moved second in the last phase and at the start in favour of the side with the highest group of best initiative rolls.

The Spanish advance is confident as the pike blocks lead from the front

The movement is quite straight forward with the unit either moving its full allocation or not, its full allocation being a standard type movement rate (examples are 4 inches for pike, 6 inches for foot crossbow or shot and 8 to 12 inches for various cavalry types) including modifiers for terrain. To this is also added the initiative roll which can add a further one to six inches.

This movement system can lead to some interesting decisions about how far forward to advance certain units without exposing them to rapid flank attacks by fast moving cavalry.


The Spanish advance is met by a screen of Papal light cavalry armed with cross-bows and arquebus

As with movement, shooting and combat is equally straight forward with a basic concept of hits being caused on a d6 score of 5 or more and a reciprocal saving throw requiring the same score with shooting worked out on the basis of 2d6 per stand at close range and 1d6 per stand beyond that, up to maximum range; and with saving throws for each hit added to for factors such as cover with, for example, a target in heavy cover adding 3d6 to the number of dice being thrown.

Likewise combat is determined by various units being allotted a unit specific combat factor of one to five. This combat factor determines how many dice to roll per stand in contact with the enemy unit, again various modifiers would affect the basic roll by adding or deducting dice to roll for hits and saves with factors such as armour adding to the saving attempts.

The skirmish forces operate in a typical manner, picking off the odd casualty here and there - very annoying

Following losses caused by shooting or a unit taking part in close combat a morale test is taken by the units affected, with the combat factor used to determine the number of dice to be rolled in the attempt again modified by situational factors such as having lost a stand, closeness to the general etc, with one of the die rolled required to give that five or higher result.

Failure of a shooting morale check means a player being forced to check their best scoring dice against a morale result chart that looks at the magnitude of failure with one difference causing one casualty and a fall back of one inch to a failure by four causing a unit to break and be removed from play.

The Papal skirmish screen advanced and caused casualties from the start

Given that both sides take a morale test after a round of close combat, their results need to be compared one to the other to determine who has to react with an equal result causing a continuation of the combat or with the one side having the fewest successful die rolls being declared the loser of the melee round and thus subject to a morale result check again causing no effect through being pushed back with casualties to a worse case of breaking and being removed.

A little stiffening of the Papal skirmish screen

The accrual of casualties gradually causes units to lose effectiveness and eventually break and be removed with four casualties causing the loss of a stand and with a unit losing more than half it stands being removed from play, with the exception of skirmish units being deemed broken on the removal of just one stand.

The first clashes as particular Spanish units are engaged in close combat

Finally the armies themselves are subject to an Army Morale which based on the number and size of units in the given army gives a number of Army Morale Points which is the start point for assessing a degrading of the armies effectiveness and eventual rout if 50% of those points are lost through units being removed.

A Spanish pike block is engaged by Lanze Spezzate heavy cavalry after being disordered (note marker) by the Papal artillery

Around this simple framework are built the rules that give this period of huge transition from the late medieval to the horse and musket era its flavour.

The name of the rules 'Furioso' point to this tailoring with units such as the Swiss and Landsknecht troops known for their vicious enmity towards each other likely to go into a state of furioso, meaning an impetuosity, leading to multiple combat rounds in the same round and the increased casualties that were likely to follow.

A unit of Spanish arquebusiers gets attacked by a unit of aggressive Stradiots (raiding light cavalry)

The rules come with basing and organisational guides together with the stats for several period specific forces, namely the Italian Wars (French, Italian, Spanish, Holy Roman Empire and Swiss), The French Wars of Religion (Huguenot, Catholic, Dutch and Spanish) The Tudor Wars (English and Scots) and The Elizabethan Wars (English and Irish).

The Papal force begins to drive back the Spanish flaking forces out on the Spanish right

As with most modern sets of rules these days, basing is recommended but not compulsory and we quickly decided on similar basing to other sets already out there with a decision to use the 40mm base for infantry with four figures in a double rank, and with cavalry on a 50mm wide base with two figures.

The look of such units is captured in the pictures with a pike block of eight bases together with a couple of skirmish stands and a base of doppelsoldner or sword and bucklermen.

Likewise the heavy cavalry operating with a usual four bases and with skirmish types in threes with a two up one back formation to indicate their role.

The Spanish centre is formidable and the Papal forces are forced to call on all their units to attempt to stop the seemingly unstoppable advance

I came away from our game even more enthused with 'Furioso' and went and got myself a copy of the Italian Wars supplement, together with a copy of James Roach's Pike and Plunder campaign rules which would I think work very well with them.



http://vexillia.com/common/shop_books.html#t-0

The Italian Wars supplement provides a wealth of background information to the period, a really interesting set of additional rules that allows players to bid for certain mercenary groups prior to play with some added flavour of named mercenary leaders and their stats.



There are also five historical battle scenarios included with suggested armies listed for Fornovo 1496, Ravenna 1512, Biocca 1522, Pavia 1525 and Cresole 1544.

Then you will find some ideas on solo campaigns and linking up Furioso games followed by several sections looking at the fantasy additions of 'wondrous inventions' and how to incorporate them.

Finally there are some additional flavouring rules around blessings and divine power followed by a very useful Q&A section that came out of the rules clarifying points of play.

Eventually even the reluctant Papal militia pike are brought into the fight

In addition several of us in the Devon Wargames Group are keen to commemorate our own local history from this period, remembered as the Prayer Book Rebellion with a series of battles fought around Exeter in 1549 between Devon and Cornish rebels and King Edward VI army under the command of the Lord Privy Seal, Lord Russell (boo, hiss, boo).

This was a time when England didn't have a standing army and the king would call on nobles to provide forces alongside county militias and hired foreign mercenaries, hence Devon being the scene of some vicious fighting involving Landsknecht troops.

The Papal troops are successful on the Spanish right, driving their opponents back over the river

I am still very much on the learning curve with this period in history but came away with ideas of building some forces to compliment others held in the club and the likely 28mm figure ranges I might start with.

Never fear though, all these ideas will have to wait whilst my current project is under way, but at least I have found a rule set to work with once I get started.

Next up Romans, Dacians, Chalke Valley History Festival and an Iron Age Hill Fort attacked by the Romans.

Thursday, 5 July 2018

Llanthony Priory


Priory location can broadly be sorted into two camps, either they are in a town where you can get easy access to food, money, recruits and patronage or they are in the middle of nowhere where you will be left alone to get on with important monk stuff well away from the evils of man.

Llanthony Priory is one of the latter , a little to the north of Abergavenny and then roughly six miles from the nearest modern main road it is hidden away in a steep sided valley and even today it’s a bit of a chore getting too it.

In very simplistic terms the best way to go about founding a religious site would be to find a wealthy lord and mention how much nicer it would be for him to spend the afterlife in Heaven strumming away at a harp rather than spending an eternity in Hell having little devils constantly sticking pitchforks into his backside and not in a nice way. However if he could see his way to giving you some free land for a new church then you would be able to put in a really good word with God on his behalf and then every so often just pop back to remind him about those pitchforks and how it would help his salvation if he maybe donated another farm or two.

Or secondly the land owner would reach this conclusion by himself and fired up with religious zeal go and found his own site and then ask the local Bishop/Abbot for some surplus monks to run the place.

So according to the display boards and the internet this is exactly what happened, at the start of the 12th C a local lord, William de Lacy whilst he was out hunting one day found an old ruined Celtic chapel and decided to re-purpose it into a small church, later he had it enlarged into a larger priory which he then asked the Augustinians with around forty monks to run for him. These original buildings were however destroyed after only thirty-five years by the hostile natives who for some reason didn’t like the English and in a strange twist the monks who had legged it to Gloucester as fast as their sandals could go, founded a new priory in the city instead of the other way around.

The Nave of the priory church

In the following century once it was a little bit safer, a descendant of de Lacy decided on a grand re-building of the priory, the remains of which we can see today and he sent a message to Gloucester asking for a fresh batch of monks to be delivered. Despite the occasional attack from Owain Glyndwr the priory thrived but its importance and wealth slowly diminished over time until by 1504 there were only four monks left. Come the dissolution in 1538 the whole site was sold for £160.



Entrance to Llanthony Priory ruins and car parking is free and the area as a whole is quite popular with campers and back packers for which there are several locations nearby, there is a small hotel within sight or you can even stay in the farmhouse which was built onto the priory at a later date. The medieval infirmary has been converted into a still functioning church and perhaps of more interest is the cellar bar inside the priory grounds itself where you can get a beer and I think food.

cellar bar

Talking of beer, I guess you know what’s coming next.

The Hunters Moon Inn at Llangattock Lingoed

Fortunately for me this area has one of my four favourite Welsh pubs and it’s a welcome drive out whenever possible for a Steak pie and a decent beer. The area as a whole has many items of interest in the vicinity to prompt such a drive, the pub is on the Offa’s Dyke trail and White Castle is very close by which, along with its compatriots Skenfrith and Grosmont make up the Three Castles lordship, there is even an established walk of eighteen miles which takes them all in.

Not a very good shot of White Castle

White Castle keep and moat

Also less than a mile away to the north is the 1404 battlefield of Campstone Hill which took place as part of Glyndwr’s rebellion, I couldn’t be bothered to photograph another empty field especially as it’s not obvious which field it should be so here is someone else’s picture.

https://www.peoplescollection.wales/items/444132

And to save you having to look it up, here are the full details:
The Welsh under Owain Glyndwr were heavily defeated by an English force here in June 1404:
"The young earl of Warwick . . . won a victory over the Welsh at Campstone [Hill], not far from Abergavenny, which set a check to the designs of Glyn Dwr in the neighbourhood."

This battle does sometimes get rolled into the Battle of Grosmont of 1405 but the current opinion is that there were indeed two battles in two different years but then again maybe not and one was just a continuation of the other. The link below is from the Gwent Local history page and has an article written by Nick Thomas-Symonds.

http://www.owain-glyndwr.wales/pdf_files/Battle_of_Grosmont1405.pdf

Fortunately as I have been to this area many times I had some older photos available that I have used hence the sunshine in some pictures. For those who care, Skenfrith castle was used for the Doctor Who episode “Amy’s Choice” with Matt Smith.

Skenfrith Keep

After visiting the priory the plan was to drive onto one of my favorite castles at Longtown which is only a little way up the road and which coincidentally has another ruined priory near-by but this one being very much smaller and way less important than Llanthony. It is also barely above ground and on private land so don’t add it to the visitors list.

Unfortunately the low cloud didn’t look like it was going to lift any time soon so Longtown will have to wait for another day and another steak pie.

St Cadocs church

Finally for those of you who watched Tony Robinsons TV programme last year about walking Offa’s Dyke, the church he stopped off at to see an early 15th C medieval wall painting of St George and the Dragon is St Cadocs which just happens to be right next to the pub as you can see.

Below are a few links that expand a little more on Llanthony Priory including the excellent CastlesWales website

http://www.castlewales.com/llantho.html
http://www.breconbeacons.org/llanthony-priory

This has been a day out with Mr Steve

Next up JJ gets to see Furioso, the Renaissance rules from Alternative Armies, played up at Chez Chaz, plus work continues on Romans and Dacians

Sunday, 1 July 2018

Battle of Honiton Bridge, 5th century Romano-British vs Saxons - Augustus to Aurelian

Illustration by Angus McBride
It was back in 2016 that I first got a chance to play-test Augustus to Aurelian (AtoA), following my dissatisfaction with the crop of Ancient Rules titles that had hit the wargames market in the preceding years.

As an early adopter of the concepts of friction and limited control of ones forces, expressed by Richard Clark and Nick Skinner at the Too Fat Lardies, I was immediately drawn to the attraction of AtoA in that the game engine was developed around those very ideas by the use of cards or chits to determine activation.

This idea has become more common and much more accepted now as an idea to the point that now the debate has moved on to can we describe any game a wargame if we don't include friction.

It was probably the noise created around some of the other large game ancient sets published at the same time as AtoA that caused them to get somewhat overlooked and a few of us are now inclined to develop collections around them to illustrate what a good set of rules Phil Hendry came up with and to look at expanding them to cover other large battle periods we are interested in.

You can look at some of the early games played together with materials developed by club members here and on the DWG Club Blog.

Devon Wargames Group - Augustus to Aurelian
JJ's Wargames - Augustus to Aurelian


Too Fat Lardies - Augustus to Aurelian

As followers of the blog will know I am deep into building my Romano-Dacian collection which in time is planned to include Sarmatian and German forces together with a larger collection of Romans to allow civil conflict battles from the Principate era. I also have plans to take that collection further with the addition of a British/Caledonian army and possibly a Parthian force to top and tail the most likely enemies a Principate Roman force could expect to face.

Alongside my own collection, which is designed to model forces that the rules were principally designed for, fellow DWG member and friend Nick has already put together a large collection of Dark Age figures that he was keen to use with the rules, which after some considered tweaking has worked for the games we wanted to do.

Likewise Nick has experimented with the earlier Roman Republican era by recreating some Roman-Italian wars scenarios incorporating the odd pike phalanx to see how they coped with the needs in that period and again AtoA proves to be a very solid engine to work with.

Despite being quite a different period to the one I am working towards, the similarities presented in the game reported here and played this weekend are very stark with warbands predominating and the use of pilum or dart like throwing weapons prior to close-combat.

Those factors and that Nick's size of collection closely mirrors the planned tables I intend to produce proved a huge attraction to play in this game, not to mention getting to play with such a lovely collection of figures and with friends from the DWG. 

The game was also another 'proof of concept' scenario where we were tweaking the use of command levels and the play of the initiative seizing 'carpe diem' chits and seeing how many turns of play were possible with the rules with this size of game over a day of play.

Map to illustrate the deployment and where the action occurred

Romano-British Briefing

Commanders
All commanders are classed as Level 3, this gives more flexibility when it comes to orders. Each
commander also has a sub-commander which can be deployed at any time to take command of some
units within division. This will be explained fully on the day.

Jon Jones: aka Aulus Paulinus
Steve Huntsman: aka Grasientus
Steve Land: aka Functio

Unit list
Romano-British - Number of Units Stands per Unit
Infantry Units 
Companions 1/3
Nobles 2/4
Legionaries 4/4
Limitanei 6/4
Bowmen 2/3

Cavalry Units
Body Guard 1/4
Heavy Cavalry 1/4
Medium Cavalry 2/4
Light Cavalry 2/2

Skirmisher Units
Bow 4/2
Javelin 4/2

Romano-British deployment is anywhere alone the southern edge, the river is classed as difficult terrain.

Other hazards may appear on the table top, as your troops have not been able to fully scout the battlefield.

The table at the start with the Roman-British on the right and with their march stealing forces in place on hill 4 (top right)
and in the village (top centre)

Stealing the March - Key Objectives
There are five key objectives which can be captured and held, which are numbered on the map. Each commander can attempt to steal the march on their opponent, and try and take and hold the objectives before the battle begins.

How does this work.
Each army commander has five steal points, each point represents a unit, these can be any units which are within your army.

For example
The British player wants to steal the march on two objectives, and bids 3 points on objective 3, the village and 2 points on objective 5 the hill.
Units for objective 3
• 1 x Noble Heavy Infantry
• 2 x Legionaries medium Infantry
Units for objective 5
• 1 x Heavy Cavalry
• 1 x Light Cavalry

A command stand must be placed with each bidding group, this can be a sub commander (level 1) who is operating independently from their division. Which is only in play as long as the units are separated from their division. Alternatively, a player may take control of them with their commander. It should also be pointed out if the enemy player also bids on the same objectives, that all troops of both sides which had been placed as a bid will be placed around the objective just outside of charge range.

Saxon warbands and light troops in the centre

Saxon and Irish warbands behind the river opposite the bridge

With both commands having sent in their deployment plans prior to our gathering the table top set revealed that the Romano British had gained a hold on both hill 4 and the village allowing the army to see the Saxon deployment before deploying their own follow up forces.

This was, as it turned out, a double edged sword in that the Romano Brits could arrange their divisions appropriately on their pre-planned deployment areas but that it would mean a race to support the 'speed bump' forces particularly in the village which they would need to defend until the close of play.

As it turned out they came very close to doing just that despite overwhelming numbers of enemy thrown at their position.

Two Roman-British Limitanei and javelin skirmishers hold the village awaiting support

Romano-British light forces out on the left flank around the broken ground below hill 5

The centre of the Roman-British line with legionaries, nobles and companions

The Romano-British right with two warbands of Foedarati on the extreme flank added before the start of play

The nature of these stand up battles where features are key objectives is that you see a typical attack and defence game and with a bit of a slogging match as the two sides seek to make breakthroughs.

The Romano-British are Romano in name only as they are not using the triplex-acies that their Principate forebears would use thus able to batter the first warbands that hit the line and then replenish the forward units with fresh ones fed in to replace them, something that AtoA models quite well.

The small force in the village prepare to resist whilst the rest of the army closes up

The two lines start to come to grips

Thus we had a typical dark-age set to with the use of our Level I commanders very helpful in directing the initial clashes as their senior commanders brought up reserves.

The cavalry, something the Romano-British excelled in come to grips first with the struggle on hill 5

A fierce struggle ensued in the meadows close to the village

This was a really quite large battle for this size of table and thus the Romano-British were unable to take advantage of their cavalry superiority by infiltrating the rear area of the Saxon line as they pressed forward to contest key areas of ground.

That said the size of the battle really tested the ability of the rules to cope and keep the game moving along with lunch and pre-battle coffee breaks.

In the end we managed to cycle through seven turns of play having started at about 10.30 and finished at about 17.30.

Leaders need to be close to the action

Saxons and Irish pressed on over the river

The Romano-British forces holding hill 4 went over to the attack as the Saxons came across the river

As the infantry close the javelins and pila start to fly

With regard to the use of the 'carpe diem' chits, the distribution was similar between the two forces but with the added twist that they were not added to the bag when played but simply used just once to influence play.

An interesting idea that is all what AtoA is about, allowing players to tailor the rules to the situation they want to model.

The pressure on the Roman garrison in the village builds

Massed Saxon warbands press forward

The view of the Romano-British left flank viewed from the Saxon held hill 5

The cavalry melees turned into a too-and-fro affair as they often do as both sides attempted to gain dominance

As we got to the close of the game both sides were giving each other a good battering but with many of the better Romano British infantry units not involved due to limited access to the front line.

The small better quality Romano-British legionary units seemed very capable of giving an account of themselves against the much larger warbands when one or two of them got into the battle.

That said the Limitanei with their light armour and less effective weaponry performed marvels in their staying power and kept the game in their favour right up to the last turn when they finally broke after heroic resistance.

I have a feeling that my better equipped auxiliaries will be able to give an ever better account of themselves.

The Romano-British centre closes up on the village and meadows

The fighting went on all day in the centre with the Romano-British begrudgingly giving ground

The close terrain limited the options other than to keep on attacking what was in front

The attacking posture of the Romano-British right flank forced the Saxon left to pivot and meet the threat

The lines were gradually grinding the forward units down with many close to their break point but desperately holding on

As you might imagine, I came away from this big game very enthused with the rules and my own plans which now include getting some movement trays for my own collection following seeing how Nick's set up greatly improved moving such large forces about the table.

The Romano-British cavalry couldn't break through 

The Saxon left flank looked the more exposed part of their line as the battle came to a close

Having held all day the Limitanei in the village finally broke on the last turn giving the Saxons a one point advantage in key areas held.

Thanks to Steve L for his hospitality and table, to Nick for setting up the game and providing the bulk of his collection and to Steve H, Steve M, Stephen H, Ian and everyone for making a very fun day rolling bones.