Labels

Saturday, 5 April 2025

Lion Rampant Second Edition - Mongols versus Turks, c1260.


Two Lion Rampant games set around 1260, two years after the Mongols had ruined and depopulated
Baghdad and wiped out its Abbasid Caliphate. Kitbuqa is the Mongol general in charge of forces in
the middle East.


The first game scenario is taken from the second edition of the core rules and is Number 16: Bloodfeud found on page 166. The back story is that a Mongol Warlord has raided a Turkish caravan and taken captive the betrothed (a Princess) of a local Turkish Prince. The Mongol Warlord is so smitten by the Princess's beauty and charms, that he has decided he will marry her himself. On hearing this, the Princess informs the Warlord that she will never marry someone who looks and smells like a reanimated corpse. In his fury, the Warlord has the princess strangled and her body sent to the Turkish Prince, her betrothed, who understandably is now determined to take his revenge on the Mongol Warlord and rides with a large force to intercept the Mongols.

The Attacker (The Turks) must kill his opponent's Leader with a Lucky Blow, a challenge, or by wiping out or routing the Leader's unit. The Defender(The Mongols) must destroy or rout his opponent's Warband and keep the Mongol Warlord alive.


The Turkish force comprises three units of heavy cavalry with bows; two Elite units of infantry, one with a Holy Man (+1 for that unit's courage tests) and one with the Leader, the Turkish Prince (+1 to any units taking a courage test within 12" of his unit and 1x reroll for a failed activation once per turn); a unit of Archers and two units of Light Infantry with Javelins.

The Mongol force comprises three units of Heavy Cavalry with bows, and one of these contains the Mongol Warlord (+1 for any unit courage tests taken within 12" of his unit as well as 1 x reroll for a failed activation once per turn); a force of Genoese Mercenaries comprising one unit of Elite foot with a commander (+1 to that unit's courage tests); one unit of Heavy Infantry with Pavises and one unit of Crossbows with pavises.

The above forces were used in both Games One and Two.

GAME ONE
As the Attacker, the Turkish force deployed on the Northern long edge of the 6x4 board and the Mongols on the Southern edge.

The Turkish force deployed all three units of Heavy Cavalry on their left flank. In the centre were the two Elite units of Infantry with the Leader and Holy Man and on their right flank were the Archers and two units of Light Infantry. The Mongols deployed their Cavalry units in the centre and on their left flank alternating light and heavy units. All three Genoese units were on their right flank.


The game started with the three units of Turkish cavalry advancing towards the Genoese on their left flank. At first it looked as though all three units were aiming for the Genoese, but two swerved to the right riding towards the centre of the battlefield, while a third moved towards the Genoese Crossbows, who initially seemed reluctant to fire. 


On the right flank the Turkish Light Infantry advanced enthusiastically towards the Mongol cavalry and as the Mongol force approached, formed shield walls to weather the anticipated arrow storm. They left a gap between them to allow the Turkish Archers to shoot though at the advancing Mongols. The two Turkish Elite infantry units moved up to support the Light infantry and boost their morale. Both Light Infantry units took casualties from the Mongol arrows, but they stood firm. 


One unit of Heavy Mongol Cavalry hit a shield wall and was repulsed. The shield wall became battered, but so too did the Mongol Cavalry unit which had also taken heavy casualties and was reduced to half strength. The Turkish unit never recovered and eventually left the field. The battered Mongol Heavy Cavalry unit was targeted by the Turkish Archers and was wiped out. The other Turkish shield wall fared better and weathered successive arrow strikes and even managed to hit a unit of Mongol Heavy Cavalry with their javelins causing some casualties.


Back on the Turkish left flank, the Genoese Crossbows fired on the remaining unit of Turkish Heavy Cavalry, and one warrior was swept from his saddle, but the unit passed a courage test and moved away from the Crossbows and headed towards the other Turkish cavalry in the centre of the battlefield. This effectively left the whole Genoese force side lined as it would take two or three moves before any of their units could contact an enemy unit.


Meanwhile in the centre of the battlefield the Turkish and Mongol Cavalry exchange arrow fire. The Turkish arrows start to wear down the Mongol Cavalry units, but in the process, a Turkish Cavalry unit is routed only for the gap to be filled by the Turkish Cavalry unit that had moved away from the Genoese Crossbows.


At this point the Mongol Warlord's unit enters the fray to the right of the Turkish centre. The Turkish Prince sees his opportunity and moves forward, waiting for his chance to engage the Mongol Warlord in battle. With the Genoese left behind on the Mongol right flank, the Mongol cavalry units are now taking hits from javelins thrown by the Turkish Light Infantry, from Turkish Cavalry and the Turkish Archers.


Two more of the Mongol cavalry units become battered and move back from the fight. Although the Mongol Warlord's unit is pretty much in tact, it slowly starts to wither under the pressure from the Turkish missiles. The Turkish Prince seizes his chance and attacks the Mongol Warlord's unit with his Elite infantry. The Mongols fight bravely, but they are tired and reduced in number and when hit by this fresh unit, the Warlord himself fails the courage test and flees from the field. The Turkish force is jubilant as they take control of the battlefield, but although the Mongols have been beaten, the Turkish Prince has not had his revenge. Another time, perhaps....
 
GAME TWO
The scenario is loosely based on Scenario 9: Attack on a Crusader Village on page 129 of Lion Rampant Crusader States book. Rather than go into a blow-by-blow account of the action, I will give an overview and cover points that arose during the game, which as it turned out was a little unbalanced in favour of the Defender. Remember both forces are identical to those used in Game One.


In this scenario the Genoese have taken control of a small walled village that has its own well and is to act as a staging post for further Mongol advances into the Levant. It is crucial that they retain control of this valuable source of water. 


With the Genoese ensconced in the village, the Turkish force deploys along the North and South (long) edges of the table. The Mongols will deploy on a short edge of their choice at the start of turn two.


The Turkish force has two clear turns to engage the village defenders before the Mongols can intervene, and this they did with gusto shooting arrows 'en masse' and Javelins as well, but here came the first issue. Only two or three casualties were caused amongst the defenders and this was due to both the quality of their armour and the cover afforded by the stone wall and Pavises. 


This meant that even a Crossbowman unit would take four hits before a model would be removed, and the Heavy infantry also with Pavises and the Elite Infantry required five hits to remove a figure. That is hard work. My suggestion for anyone wishing to fight this scenario, would be to just take the normal armour of the troop type and add one for the cover, although this would still mean five hits to remove an Elite infantryman.


The Mongol Cavalry very quickly made contact with the Turkish force attacking the village and it quickly became clear that there was no way the Turks would be able to capture the village. Here, again, my suggestion would be that if using an attacking force that is predominantly cavalry, they should not be deployed until the start of turn three with their activation happening in turn four. 


I felt another important observation made by one of the players, was that, as the Defenders have the security of a walled position, it would be a good idea to either reduce the size of the defending force or increase the size of the attacking one. This is the classic wargaming dilemma, where we want to even things up a bit to produce a balanced game, but how much do we add without over egging the cake? I think I'll leave that one with you to ponder on.



Thank you to the players who were thoroughly good sports and were patient while I snapped away in an attempt to capture some key moments. 

I hope you enjoy the pictures.

Mike

Saturday, 29 March 2025

'Oi That’s My Pig!', a Dark Ages game using Dux Bellorum

Editors Note: Ok I know these are Vikings, but who illustrates Scots and Angles raiding?

Setting:
A band of 'Scottish Persons' have been 'Biden' their time and have now illegally crossed the border through a gap in the old roman wall, it’s a lovely wall, probably the best ever; the weather is both bitterly cold and wet but this hasn’t deterred them, not even the presence of 'Ice' stopped them. Once across they head south as fast their furry feet can take them (I don’t know any Scottish people but as I live in Wales I assume there’s not much difference between our Celtic cousins), looking for warmer climes and something to steal/permanently borrow. As they near a small fishing village they can see a glow in the distance …. Is it the warning beacons or just the forest on fire because someone forgot to refill the duck pond?


The game starts as they approach the village, their scouts tell them that it is weakly defended and full of pretty animals (sorry that should read plump).


And So:

The Beacons are lit, Grimsby calls for aid! Will Rochdale answer the call?

With the terrain causing problems the Scottish raiders split into two roughly similar groups trying where possible to group move so as to get into the village as quickly as they could before help arrived. The mounted skirmishers rode out on the left wing with their eyes on some cattle at the far end of the village whilst the infantry advanced on the village. What defenders there were formed up into a shieldwall and chose a blocking position and hoped for the best.


The game would be determined by how many of the animals the Scots could grab and get back off their table edge with each figure counting as one point.


The villagers skirmishers were soon cut down by their opposition but the shieldwall stoutly defended the entrance way, giving ground slowly despite facing two groups of warriors and it needed the General's companions attacking from behind to finally end their valiant resistance.

With the village cleared it was every man for himself as figures split off from their groups to snatch any animals they could get their hands on, as the pig pen was broken into a cry was heard, 'Oi that’s my pig !' as the umpire decreed that one particular porker was worth double points.


Noticing a stand of six cats guarded by someone looking suspiciously like the club president after having fallen down a well and possibly still living in it; a single raider made a grab for the animals. Very little of him remained afterwards and no one made that mistake again (a straight dice throw determined the winner, the raiders bag contained a collection of variously numbered D6’s, the umpire's contained D20’s). Well at least I was having fun.

By now the first groups or reinforcements had arrived, the Scottish mounted skirmishers never made it to the cattle as they fell under a hail of arrows but the terrain hindered both sides and the Angles arrived into the village in dribs and drabs. One group on the right wing managed to save a few of the sheep as their new owners struggled to get them away and then faced off against a Scottish unit across a stream, despite being Noble warriors they couldn’t force their opponents back and vice versa with both sides trying to cross and getting pushed back losing figures as they did so.


The Angles recaptured the now almost deserted village destroying the remaining raiders acting as a rearguard and pushed on after the retreating Scots.

Meanwhile on the Angles left wing more reinforcements had arrived threatening to cut off the Scots but again hindered by the terrain and a stout defence by Scottish bands sent to hold them off this didn’t make any headway.


All over the board single Scottish figures were herding their reluctant plunder back whilst the remaining groups faced off the pursuing Angles however the animals were not being that cooperative as they only had a single move each turn (as opposed to two by everyone else).

Each herder had to pass their activation roll each time to move (an 8 on two dice), if this failed they were offered the option to roll the umpires white dice. For some reason they were suspicious of this at first but as desperation set in the first brave sole asked for the dice . . . which turned out to be a scatter dice and on the whole worked out in their favour. Some people should be more trusting.


The end was drawing near and the Angle leader and his companions had by now caught up with his Scottish equivalent. The Scots were slowly pushed back losing round after round, other raiders tried to help but the Angle General was still getting the better of the fighting. As more Angles cleared the village they moved to join their leader and forced the other Scots to turn and face them. Pushed back again the Scottish general, seeing that his men had now managed to get their stolen animals off table, ordered a withdrawal and the rather battered Angles having had the worst of the fighting overall let them go.

A win for the Scots by 1 or 2 points

Stay turned for part two later in the year
Oi that’s my Sheep!


Rules: Dux Bellorum liberally interpreted by me
Figures: Gripping Beast, Foundry and Footsore
Buildings etc. Gripping Beast, Hovels, 1st Corps
Animals: the above plus Pendraken

This has been a Mr Steve production

Saturday, 22 March 2025

Legends of the Old West - The Magnificent Seven.


Our first meeting in March 2025 saw me put on a wild west game to the excellent, if out of print, "Legends of the Old West" rules. (readily available as a free PDF on the Net though) The scenario was based on the 1960 film, "The Magnificent Seven", with Yul Brunner, Steve McQueen, Charles Bronson, Robert Vaughn, James Coburn & Horst Buchholz, facing off against Eli Wallach and his Mexican bandits.

Out of print, "Legends of the Old West" rules.

The scene started with Calvera and his thirty odd bandits returning to a Mexican village that they intended to pillage for food and supplies, before going into the hills for winter. This was what they had been doing for years and they left the villagers enough to live on, so they had the strength to plant and reap next year's crop. Except this year was different. The villagers had sold everything of value they had, to raise money to employ seven gunfighters to protect the village.


Calvera and company had ridden into the village square, only to be confronted by the seven gunfighters. Calvera was confident, as he had the numbers to ignore these few and then firing started. With seven or eight of his men being killed in the rout, Calvera raced back up the road.

It was at this point our scenario started.

The "Magnificent Seven" were, what the rules call "Legends", with the exception of Chico, who was
just a minor "Hero". All had six guns and four also had "repeating carbines". The "Legends" had special abilities and traits suited to the characters portrayed in the film. For instance, Lee had "Fearsome Reputation", which meant anyone trying to shoot or melee him had to pass a Pluck test first or freeze in fear. He also had a Pluck of 2, as his bottle had gone and he was often a quivering wreck ! Three of the "Legends" formed one group in the East of the village, with the other group being on the Western side. Chico led a third group of machete armed villagers, who were split between East and West.


Calvera's bandits were thirty strong and split into three groups of nine, each led by a minor or, in the case of Calvera, a major "Hero". To make life easier for bookkeeping, all the bandits were "Festooned with Pistols", which meant they never suffered an "out of ammo" or 'jammed" result for their handguns; they simply drew another pistol. A number of bandits also had "cavalry carbines" and Calvera had a "repeating carbine".

The bandits noted the new walls all round them, so chose to ride across the stream and regroup. Taking his own and one other band round the village to the West, Calvera sent the other bandit group round the Eastern edge of town. Reacting to these moves, the Eastern group of gunfighters, led by Chris and played by Nathan, engaged Sam's bandits as they crested a rise, dropping one with a long range shot.


In the West, Chico crouched on a roof, firing at Mike's bandit group, whilst Bob led his men straight into the village.

Sam had decided the ground was for plebs and led his men across the roofs of the buildings. Crossing a gap between buildings, one bandit failed his leap roll and hit the ground badly, dying in the process. Meanwhile the rest of Sam's group took cover in some rocky terrain, whilst Nathan moved his group and some villagers to meet them. Nathan's group came under fire from Bob's bandits and took up position behind a wall, to return fire.


Meanwhile, in the West, Mike's bandits dismounted behind a sturdy building, as Matt moved up his villagers. Some villagers were cut down by fire from the bandits, but then a hand to hand struggle ensued, as Chico and more bandits exchanged fire. Soon Chico was aided by fire from Britt and Vin and bandits started to fall to both fire and machetes. The villagers were starting to wilt though and were forced back. Chico rushed downstairs to block two bandits entering the house, as a throwing knife from Britt felled one.


In the East the villagers had rushed one of Sam's bandits, Sam decided a bandit on the roof could even things up and fanned his six-gun at the villagers. Now fanning is not accurate and leaves the pistol empty (not an issue when "festooned with pistols"), but fanning a six-gun into a close quarters fight risks friend and foe. Sure enough a villager was dropped, quickly followed by a bandit. Oops ! Not down heartened, Sam persisted with fanning throughout the game, whenever he was in range, earning himself the nickname "Sam the Fan". When Chris joined the party another bandit found himself filled full of lead. With Bob also shooting across the table and killing Bernardo, the first Legend was down.


Things were hotting-up in the East, with bandits forcing Chico back into the house. As others held off Britt. Chico was driven back to the roof and coolly invited the bandits up to fight him there. Britt threw a knife at one of the bandits who was shooting at him and he dropped to the ground. 


More bandits and heroes fell and the remaining villagers gave up the ghost and fled.

The battle was nearing a climax, as Chico battled on against the bandits on the roof, whilst Britt and Vin shot it out with Bob's intact gang.


In the East Lee was killed and Chris wounded, but Sam was down to his last bandit !

After several more rounds of fighting and multiple "Head for the Hills" tests on both sides, Calvera and his men could take no more and ran.


The game gave a full day's play and some great cinematic moments. I didn't like Chico's character in the film, but in the game he was "de man" ! The less said about Chris the better really.

Many thanks to Bob, Sam, Mike B, Nathan and Matt for taking it all in the spirit which it was intended. Especially Bob, as he couldn't hit a barn door with a shovel for most of the game.

Vince

Saturday, 15 March 2025

The Great Italian Wars, Battle of Marignano 1515 - Furioso.

The Battle of Marignano 13th-14th September 1515 - Milek Jacubiec.
 
Introduction: 
The Battle of Marignano (modern Melegnano) was fought on 13th -14th September 1515, 10 miles southeast of Milan. The battle between King Francis I of France and the Swiss Confederacy, had a long-lasting effect because Switzerland became neutral and has remained so ever since; individual Switzer’s would continue to serve as mercenaries however. This battle was during France’s third campaign to capture Milan; but why were the French always trying to do so?

Why the French Claimed Milan: 
The repeated French campaigns to capture Milan do not make much sense until we address France’s claim. In the late medieval-era the Kingdom of Lombardy, was ruled jointly by two brothers, Bernabo Visconti in Milan and his younger brother Galeazzo in Pavia. King Jean II of France was captured at the Battle of Poitier in 1356, and the English demanded two million crowns in ransom. Galeazzo Visconti offered six hundred thousand crowns towards the ransom, in exchange for Jean’s daughter, Princess Isabella de Valois, marrying his son Gian.

Isabella of Valois (1348–1372), c14th century - unknown French artist

When Galeazzo died, his heir Gian poisoned Bernado, moved to Milan and became the sole ruler. Bernabo’s grand-daughter Valentina, was married to King Jean’s grandson, later Charles V. This did
not go down well in Paris as this undermined the Charles/Valentina's line in inheriting Lombardy and
Milan. When Isabella de Valois died (naturally) Gian married his uncle Bernabo’s daughter (and his
cousin) Caterina Visconti; this further undermined France’s claim because daughter Caterina’s issue
had preference over grand-daughter Valentina's issue. Isabella Visconti (nee de Valois) had one
surviving daughter, who married into the French royal house of Orlean and Catarina Visconti (nee
Visconti) had two sons.

On Gian’s death Caterina’s first son Gian-Mari became Duke but he was very unpopular and soon
assassinated, so his younger brother Filipo-Mari became Duke. Filipo-Mari died unexpectedly
(something he ate?), leaving only an illegitimate daughter Bianca-Maria who was married to Milan’s
military-captain, the Condotieri Francesco Sforza.

Francesco Sforza and Bianca-Maria Visconti.

In the succession struggle that followed, Bianca-Maria and Francesco Sforza came out on top; Francesco Sforza becoming The Duke of Milan. The French royalty saw their claim to Milan as way superior to that of an illegitimate daughter, married to a soldier of fortune. These dynastic machinations were the basis of the de Valois’s claim to Milan and exemplifies the difference between renaissance Italy and the rest of Europe. In Italy somebody with the drive, talent and ambition could rise-up in society regardless of their background; elsewhere your ancestors were the deciding factor. 

The Third French Campaign to capture Milan: 
In the DWG post of 18th January 2025 about the Battle of Cerignola, link below, the history of the first two French campaigns in Italy is covered; there were four campaigns in all.

Devon Wargames Group - The Great Italian Wars, Battle of Cerignola

When King Louise XII (1462-1515 of the second campaign) died without a male heir (his daughters were precluded by Salic Law), his cousin Francis (1494-1547) became The King of France. At his coronation, Francis had The Dukedom of Milan included as one of his titles. Immediately after his coronation the 20 year old Francis, began planning a military campaign in Italy. Francis’s great rival was the Hapsburg Emperor Charles V and Francis wanted to strike in Italy before Charles and his allies could strike in France. The previous two campaigns had not yielded much for France and there was now an, albeit rather shaky, anti-French coalition composed of The Papacy, Milan, Venice, Hapsburg Spain & Austria and England, but the members often fell-out with each other too.

Francis I painted in 1515 - Jean Clouet.

The Campaign: 
The Italian army, under the direction of Pope Leo X (member of the powerful Florentine ruling and banking family, the Medici’s) deployed to defend the expected Alpine passes the French would use. As Venice had allied itself to France, more troops were deployed on the eastern boarder of the Duchy and Spanish troops were marching northwards from Naples too. 

Francis audaciously crossed the Alps by a previously unknown pass, the Col d’Argentiere; his descent into Piedmont was totally unexpected and threatened to out-flank the Papal forces. A daring French cavalry raid captured the defender’s commander, the Spaniard Prospero Colonna, 600 horses and much loot; the now leaderless Spanish army halted. The Papal army began to fall back towards Milan so as not to be cut off. But crossing of the Alps had been exhausting for the French too, as new roads had been built for the French artillery train; Francis preferred to negotiate.


In all of this, nobody had given much thought to the Swiss mercenaries that made up much of the Papal army. The Milanese nobility thought the Sforza’s usurpers, and the commoners thought them tyrants; the Sforza’s relied so heavily on the Swiss that Milan was as good as a protectorate of The Swiss Confederacy. Fearing that the population of Milan might welcome Francis and they would be cut off from home, the Swiss mercenary troops hurriedly marched back towards Milan and Francis met them near Marignano. 

Portrait of Mathieu Schiner (c.1465-1522) - Unknown author.

Francis parled, and the Swiss initially agreed to him becoming The Duke of Milan, in return for their wages and a promise of safe-passage to Switzerland; but the representative of the Swiss Confederation, Cardinal Matthaus Schiner a firm ally of the pope, persuaded the Swiss otherwise. It was close to sunset on the 13th of September 1515, when news reached Francis that the Swiss were deploying for battle.

The Battle: 
The Swiss formed up in their usual three pike block formation with a forlorn-hope of halberdiers; the forlorn-hope advanced rapidly to seize the enemy artillery. Even though the French had been caught by surprise, the attack was only partly successful, as the French had carriage mounted guns, not fixed bombards. Soon French formations were joining the fray, including their Landsknecht pikemen. The Swiss loathed Landsknechts and visa versa, as usual in these cases, both forces flew at each other. 

The French cavalry had driven off the Swiss forlorn-hope and recaptured the guns, but the Swiss pikemen were pushing forward. Francis and the cream of France’s chivalry charged the Swiss head-on or in the flanks. As the daylight faded both sides were caught in a deadly game of push, shove, fall back, regroup, charge again. By 10pm it was too dark to tell friend from foe and the fighting died down but neither side would yield the field; Francis slept in his armour under a gun carriage.

A contemporary painting of Franco-Venetian forces driving back Swiss mercenaries and German Landsknechts at the Battle of Marignano, 1515 - Attributed to Maître à la Ratière.

The next morning the battle was rejoined as soon as it was light, but now the French artillery was ready and, as the Swiss advanced, swaths of men were cut down. Still the Swiss closed rank and pushed forward, leading to more desperate fighting. 

Eventually, news arrived that the Venetians were near and realising that the battle was lost, the Swiss withdrew in good order. The carnage had been terrible, 14,000 Swiss, innumerable Landsknechts, alongside French cavalry and foot too. Many noble French gendarmes had been killed and others wounded multiple times. Francis knew his army was near-beat so he ordered them not to pursue as the remaining Swiss marched out of Milan and back towards home. 

Massimiliano Sforza, circa 1496-1499 - Giovanni Ambrogio de Predis.

In 1516 the French and Swiss signed an agreement of perpetual peace that has, more or less, continued to this day. Francis now boasted that he was more successful than both Hannibal and Caesar combined, for crossing the Alps and for vanquishing the Swiss (Helvetti). 

Maximilian Sforza (above) surrendered Milan to Francis a few days after the battle and went into comfortable imprisonment in France. But the Sforza’s, with the help of the Hapsburg Emperor Charles V, would get Milan back in 1521 and Francis would have to fight for it all over again in 1525.

https://www.alternative-armies.com/products/furioso-renaissance-wargame-rules-digital-paid-download

How the game played: 
We used the Alternative Army rules set called Furioso, which is specifically written for this period and has the right feel. The set up was my interpretation of the historical start to the battle, with units joining in gradually as the hours progressed. The forces and their characteristics are based on the army lists provided in the rule book.


The orders of battle:
French - three leaders, two light guns, two field guns, four units of landsknechts and one French pike block (8 bases per unit), two units of Gendarmes and two of Archers (four bases per unit. Four leaders were provided for the French and they were invited to choose two as the third one must be King Francis himself. Leaders can be rash or cautious – there are no cautious leaders in this battle – and add to unit activation and combat. Apart from Francis, who was designated rash, the French chose Charles of Bourbon and a Landsknecht commander, both bold.


Swiss - three leaders, one vanguard pike block of 12 bases, one centre block of 16 base, one rearguard of 12 bases and three units of Halberdiers 4 baes each. Five leaders were provided for the Swiss, one per pike block, but they must be assigned blindly to each pike block, representing their electoral leadership system. Like the French, Swiss leaders can be rash or cautious – there are no cautious leaders in this battle – and add to unit activation of combat. The Swiss deployed two bold commanders for their vanguard and rearguard and a rash general for their main pike block.


The French start with just their guns on the table. The Swiss attack with their three pike blocks in echelon starting with their vanguard pike block deployed on the left flank and their three units of halberdiers on the table. As the game progressed the French could bring on two units per turn and the Swiss one pike block. The stream that intersects the table counts as an obstacle that units must halt at before crossing.


Initially some good shooting by the French artillery delayed the left flank halberdier attack and then the vanguard pikes though some poor initiative dice; it was all their commander could do to keep them moving forward. In the same move French landsknechts were marching onto the field opposite the Swiss vanguard. But the Swiss main block and rearguard troops had no such hesitation as they deployed onto the field and seeing yet more landsknechts, their traditional enemy, they were soon advancing impetuously towards them. 


Now the Swiss vanguard seemed to find its spirit and began to advance more resolutely with its halberdiers charging a French artillery battery. The French tried to hitch up and evade the charging Swiss but to no avail were caught in hand-to-hand fighting. The French artillery men were made of stern stuff and just about managed to defend their guns long enough for Landsknechts to reach their positions.


The main Swiss pike block and halberdiers, urged on by their rash leader, charged into the nearest facing landsknechts and a terrible melee began. In these rules, traditional enemies fight two rounds of melee in each activation, to represent the furious nature of their combats. The Landsknechts suffered badly from these types of attack, not just from Swiss 'furiousity' but some uncanny good dice throwing by the Swiss players too! As the battle progressed the Swiss slowly but inexorably got the upper hand.


As the sun fell below the horizon the French gendarmes arrived and launched their first charge of the game driving off the right flank Swiss halberdiers. But now it was dark and the game came to a temporary halt (lunch break to you and I).


Overnight both sides had drawn-off their positions and half of the casualties’ incurred on the first day were returned to their armies. The Swiss, pleased with the previous day’s action and confident of the morrow, formed up at the stream intersecting the battlefield consolidating all their troops into three pike blocks. 


The French had completely reorganised their deployment with massed artillery and all their pike men into a battle line, even though some of the landsknecht units were a bit depleted in numbers. The French cavalry was deployed off-table on both flanks waiting for the Swiss to advance. If the artillery could cut down enough Swiss and the landsknechts hold the line the cavalry could attack the Swiss flanks; in the early morning sun battle recommenced.


The Swiss needed no second bidding and soon all three pike blocks were impetuously advancing towards the French. The Landsknechts advanced enough to keep the Swiss off the artillery and as the Swiss charged the landsknechts for yet more terrible slaughter, one of the smaller landsknecht blocks crumbled under the onslaught. But the centre Swiss pike block was just about held as it seemed overnight the Swiss dice rolling had returned to average and a small improvement in the French too.


The flanking Gendarmes charged the exposed Swiss pike block sides, but the sheer size of the pike block absorbed the impact of Francis and his nobility, who bounced off. The French artillery was starting to make some progress with barrages of hail shot on the unengaged parts of the Swiss pike blocks though.


But nothing could stop the Swiss who absorbed everything the French could throw at them, their pike blocks being thousands of men strong and they charged and pushed forward again seemingly unstoppable. At this point Charles of Bourbon claimed to have met some approaching Venetian reinforcements, so we concluded the game.


Afterthought: 
The rules include army lists with point values for each unit type, so I had made the two armies as near as even as possible. Perhaps this was a mistake and the size of the French landsknecht blocks should have been larger, as well as providing the French with more artillery since it seemed to under-perform, relative to the historical battle. The French should have been allowed to deploy faster on the first day too, stopping the Swiss from overwhelming their pike blocks so ferociously. As the umpire there is nothing you can do about dice rolling however.


The rules are written for 15mm figures and while information is provided for playing with 28mm the players agreed that we need to give more thought to this. We seemed to get confused about base sizes quite easily, partly because a fair number of our figures were not based consistently. I hope to put on a few more games this year, in the run up to our refight of the Battle of Pavia in December.


Thanks to the players, Alex, JJ, Chas and John. Figures are Perry, Wargames Foundry, Mail Fist Miniatures et al. Thanks to Alex Chas Paul and Vince for lending figures, even though the latter two didn’t play in the game.

Stephen H