Monday 30 November 2020

Dark Ages Campaign - 799AD Shattered shields in Seissllwch?

Well actually it's going to be in Devet down in the south west of Wales, but that doesn't have the same ring.  The Prince of Seissllwch has decided that Devet would make a nice country estate for his son and heir.  Late in the summer he assembles his fighting men for a strike to the South West.  

Now this is a unbalanced affair as Devet can only put 4 elements into the field to face 10 from Seissllwch.  Its not really the kind of tabletop action wargamers would normally fight out, but that's the joy of a campaign.  They throw these unbalanced scenario's up from time to time and they need to be fought out.  It creates a different mindset to the line 'em up and let 'er rip type of game where both sides have some chance of a win.  Instead in these games different objectives come to the fore.  Can the men of Devet do any damage to the invaders or do they decide discretion is the better part and all that and hide in the mountains.  If they hide in the mountains how do the invaders winkle them out?  Does Joe peasant farmer really care who the local bigwig is?  If he does, does he care enough to fight for a loosing cause or does he just get on with working the land?  After all the land is always there, while Princes come and go, tithes and taxes will still be due no matter who sits on the throne.  It will still be a Welshman won't it  which probably counts for something.

So the issue is would this result in a battle, Guerrilla warfare or an acceptance that there is a new ruler?

What does the hive mind think?  I may even take it into account! 

Thursday 26 November 2020

Random thoughts #11 - when funerals outnumber weddings

 That's when you know age is catching up with you, or so said my old Grandad.  Like much of his received wisdom this turns out to be truer then I should like.  No weddings this year but three funerals all of which I had to attend virtually via video feed.  I'd like to say technology is defeating lockdown but it really isn't.  There is no chance to get together after the funeral and have a wry smile over the long gone antics of the dear departed, you know those 'do you remember when [insert name here] did [insert weird shit [insert name here] did 40 plus years ago] moments.

Which led me to wonder what would the random weird thing be that comes up at my post funeral get together.  It's not like there isn't a good selection to choose from!

Wednesday 25 November 2020

Its been a funny old year


 I think it's due to the self-isolating but my painting mojo had deserted me for the best part of three months.  I simply couldn't summon up the enthusiasm to put paint to figures.  Even the frequency of my blog posts slowed down. Happily I can report a slight return to form and I have managed to finish painting  over seventy 6mm figures so far this month, mostly Late Imperial Romans and Maurikian Byzantine proxies.  

The bad news is that while I'm not out of figures to paint, I am running low on the stuff I need for the projects I'm working on, and I missed the Baccus ordering window to top off stocks!  I will have to peruse the Irregular Miniatures catalogue instead.  I'm also running low on some DBA/ADLG bases but I have an order on its way to cover that so that shouldn't be a problem and I have included 60 x 30mm ones for Alter of Freedom units as well.


Lots still to paint, mostly mounted troops.

As you can see there is still plenty to go at on the painting table at the moment and I might just end the year without increasing the size of the lead pile!  Currently the lead pile is ahead by something like 230 6mm figures for the year.


Wednesday 18 November 2020

Dal Raitia 799AD - Pictia attacks Comgail (Dal Raitia)

The Pictish Forces are advancing from the North East and near an insignificant settlement called An Cladach they clash with the Dal Raitian royal army.  The Dal Raitian Scots are defending and the invading Picts are being run by the AI rules.  I am again using De Bellis Solitarius which are available as a free download from the Fanaticus and other, websites.  Versions are available for DBA 2.0 and 3.0 and I find that they give an interesting game by virtue of setting constraints on what the AI side is allowed to do while allowing player input within those constraints.  Before the game started I decided on the Scots deployment.  I then rolled up the Picts overall tactical stance for the encounter and then their deployment.  Think of that as the commanders pre-battle briefing from the CinC something like:

"Right settle down and listen up,  here is the plan.  We outnumber them almost two to one so they either have to hit us hard and fast before we have the line properly set up or they will want to defend and use the ground to their advantage.  If they attack their initial charge is a problem but if we stack the spearmen deep we should be able to absorb the impact.    

Moravin, you have the larger command so act aggressively, I'm putting you out on the right flank with Mar.  You have the majority of the mounted lads so if you get a chance to get around their flank, take it. Especially if you see a chance to attack their camp.  Nothing like having your women attacked to take a man's mind off the fighting eh?  

I will be in the centre with the rest of the Army, so that's you three, Strath Erin, Athfotla and Monath.  Your boys will hold the centre and cover our camp.  Nothing too clever required there, I think we can hold back in a defensive posture and see how things develop on the right.  If they attack us then all the more space on the flank for the mounted lads to use.  I'm pretty sure their entire strength is in the field against us but I'm not ignoring the risk of them trying to land behind our flank from boats.  Moravin the beach is on your flank so have a think about about what you might do to cover that eventuality will you. 

Everyone happy?  Excellent well grab what sleep you can and we shall see what the morning brings."

Or as the dice rather more prosaically gave me; place the camp as near the centre line as possible and behind any available bad going.  Command 1 (The King with  8 elements) deploy in the centre with a defensive stance.  Command 2 (11 elements) deploys on the right flank and takes an aggressive stance.  Pike form up two deep if facing warbands.  Fastest troops deploy on the end of the line.  

The Scots have 11 elements to deploy including the King.  There is nothing to loose and a defensive strategy just will not cut it.  The Scots will probably never have more men in the field than they have today, so they have to take the fight to their Pictish cousins.  Accordingly I have decided to go with a littoral landing.  That will be on the Pictish Right which it turns out are under orders to be aggressive and so with any luck it will land behind their flank.

The Scots briefing is an altogether more downbeat affair.

'Alright then sit down and take a drink it may be the last one you get from me.  You all know the Picts outnumber us and have a point to prove having had a beating from the Strathclyders of late.  They have crossed the mountains to get at our heartlands so I doubt they just want to talk.  Tomorrow is going to be bloody, the only question is whose blood will be on the heather?

We don't have the luxury of giving up this ground and there are no reinforcements coming. What we do, win or loose, we do with the men we have, here, at this place.  They will come on fast and that is our one advantage as it will give us the option of turning their flanks.  I will have the main body but  you Comgail,  you will lead a small group to land on the beach behind them.  Hit them in the flank or rear and hit them hard.  Make them rue the day they came to Dal Raitia.  You will be the hammer, we will be the anvil and between us I intend to crush them.  Now go see to your men, tell them of certain victory on the morrow and, remind them that they are fighting for their homes and families.

The Day of Battle

'The day of battle  dawned and looked set fair so the fight commenced almost immediately. Our landing party sprang into action as soon as the Picts were in reach and charged up the beach into the end of their line.  Two units of Pictish light horse turned to meet the threat.  Meanwhile our main line advanced as quickly as they could but it was clear that the landing party would be on their own for a wee while.  We could tell that the attack from the beach had the Picts rattled as their advanced stopped dead on that flank.'  

1. The armies deployed -landing party ready to storm up the beach!

A good opening pip score allows the out of command littoral landing to get into contact with the end of the Pictish line.  In their turn both Pictish commands get abysmal pip scores and low aggression scores meaning that the right hand command who are meant to be moving up stall as their flank units have to deal with the Scottish attack. The left hand command does manage to advance to occupy the boggy ground to their front.  This was repeated for the next two turns where the Picts consistently rolled single pips for both commands.

'We couldn't believe that the beach attack had thrown the enemy into such confusion, we could see that the fighting was muckle fierce on that flank and one group of Pictish light horse was soon destroyed.  The rest of that wing seemed incapable of reacting to the attack.  Our main body continued to push forward towards the enemy with our wilder tribesmen leading the advance.'

2. Picts in a pickle - down one LH already

I roll two dice for each Pictish command the large dice is the aggression for this turn the smaller the Pip score.  The aggression roll is adjusted based on the starting aggression and the pip score.  The photo below shows just how bad the Pictish rolls were!

3. On the defensive. Awful dice mean the Picts cannot put attacks together!

As the day rolls on the landing party takes out a second light horse unit it had pinned back against the end of the Pictish line. The poor Pictish command rolls are really hurting them and the right wing is only one unit away from becoming demoralised.

4. It looks better than it really is for the Picts (on the left here)

The terrain is helping the Scots.  The aggressive Pictish right wing has to overcome the flanking attack and get through the woods to to turn the Scot's left.  The other flank, which is wide open, is facing the defensive Pictish wing who are less likely to take advantage.  The boggy ground is doing nothing to slow either side but it is preventing the Pictish spearmen gaining the rear support bonus  Fast Pike would gain in clear terrain.

5. The Scots have a decent defensive line at least

It isn't until turn five that the Picts get a decent pip and aggression roll and with the Scots racing forwards to the attack with their main force it isn't a moment too soon.  They bring more troops up to the fight on the right wing and push forwards in the centre where the two lines come to close combat.  There the fighting leads to a first casualty for the Scots and the usual confusion as the neat lines dissolve.  At this point you would have thought that things are about to improve for the Picts, they are in contact all along the line and should be able to bring the advantage of numbers to bear.  You might have thought that but, the dice gods really have it in for the painted people and in the first combat they loose another unit.  Even worse this is from their right wing command which pushes them over the edge into demoralisation.  There is a single ray of hope now as a second scots unit was destroyed in the combat round, so the Scots are edging closer to their break point. 

6. A turn later and the battle is slipping away from the Picts

The next couple of turns have the Picts attempting to keep their right wing on the table by using pips to force unit's hold their ground.  Because they are demoralised that wing can't do anything but hold or retreat and it takes a pip to have a unit hold in place, they can't initiate combat although they can defend.  Their biggest problem is that if they hold the units closest to the edge of the table in place then those who are pinning the Scot's beach landing in place have to retreat and that opens the way for a camp run.  On the other wing I successfully override the standing orders for a turn and send a Pictish light infantry unit sprinting for the Scot's camp but with my Scot's cap (should that be bonnet?) on I counter that with a Scots light infantry unit in the following turn by bringing close enough to pin the Picts in their threat zone.

7. Although the Picts' left is holding men a streaming to the rear on the right wing

Things are looking bleak for the Picts now as the only command that can act has defensive standing orders so is going to struggle to advance to combat.   Poor dice rolls on the other wing are allowing units to head to the rear there.  Although the Pict's have managed to get into a good position for an attack the defensive stance stops them from capitalising on it and I failed the override dice roll for them.  A poor pip roll for the demoralised command sees four elements leave the table and that is game over.

Although not particularly heavy, the losses will have an impact on both sides the Picts have lost three elements and the Scots two.  At least the King of Picts was able to escape the disaster.

The Pictish chronicles simply recounts 

'The fury of the Scotsmen knew no bounds'

This game taught me a few things about these troops.  Fast pike are capable troops but only if well deployed the +3 rear support bonus would have made a huge difference had I been able to use it.  It was only the poor initial deployment that worked against them and I should have redeployed the line to get them into good going.  The terrain made no difference to movement for the infantry as both sides have fast foot or solid auxilia who are not slowed in bad going.  Still the Picts are not going to let a little thing like two defeats in one turn change their ambition and they will be be back.