Tuesday 30 March 2021

DBA3 tests

Following the discussion of wedge formations (6Kn) listed for the Medieval German Army at the DBA Fanaticus Forum, a suggestion was tabled to allow such knights to ignore enemy corner-to-corner overlaps in melee combat. At the moment, this applies only for psiloi (Ps) and scythed chariots (SCh).

To test its impact, four late medieval armies were paired for the tests, these were the Medieval German (IV/13c, the Later Polish (IV/66), the Teutonic Order (IV/30) and the Lithuanian (IV/18), producing nine battles. 

Poland vs. Medieval German

After a number of spirited actions, I can report the following on mounted actions. Knights ignoring a corner-to-corner contact, are less likely to hold position while calculating optimal conditions, but now readily engage enemy troops, especially cavalry. In a few cases, this helped the German knight reach a “twice as many” outcome for a few combats.


Light cavalry battles lasted longer forcing an opponent either to expend pips to improve the combat odds or historically, fall back to supporting troops. The changes also reduced the need of wide flanking manoeuvres, as LH could skirmish longer. Reliance of the LH column to gain the +1 for support was replaced by two LH forming a line in a number of combat situations.    

IV/13c Medieval German 1440-1493 AD

1 x General & guard (6Kn), 2 x knights (6Kn), 1 x crossbow cavalry (Cv), 1 x crossbowmen (4Cb), 2 x mercenary pikemen (4Pk), 2 x mercenary crossbowmen (4Cb), 1 x feudal retainers (7Hd), 1 x archers (Ps), 1 x bombard (Art) 

IV/66 Later Polish 1335-1515 AD

1 x General (3Kn), 3 x rycerz or hussars (3Kn), 3 x czeladz (Cv), 2 x Hungarian or Cuman horse archers (LH), 1 x murderous rustics (3Bd), 2 x town militia (8Cb).


Teutonic Order vs. Later Polish

The Teutonic Order, having a greater number of knights, formed its mounted in two divisions, with a third comprised of foot troops. Knightly combat generally resulted with sides moving back and forth with the advantage of an overlap becoming decisive on the following bound of melee.

In general, the number of turns needed to reach a decision was increased, but became a positive twist as it built more tension in the game. On average games lasted 5 or 6 turns for the first two games and the last took much less.



IV/30 Teutonic Order (Livonian) 1201-1525 AD

1 x General (6Kn), 1 x ritterbruder (6Kn), 1 x knechte with crossbow (Cv), 3 x crusader knights (3Kn), 1 x Old Prussian (3Wb), 1 x turcopole (LH), 1 x spearmen (Sp), 2 x crossbowmen (4Cb), 1 x Livonian levy (3Ax)

IV/66 Later Polish 1335-1515 AD

1 x General (3Kn), 3 x rycerz or hussars (3Kn), 3 x czeladz (Cv), 2 x Hungarian or Cuman horse archers (LH), 1 x murderous rustics (3Bd) or czeladz (Cv), 2 x town militia (8Cb) or czeladz (Cv).


Teutonic Order vs. Lithuanian

The last series of three games, matched the Teutonic Order against an old nemesis, the Lithuanian. The first two games demonstrated the lethal accuracy of the German crossbow, yet despite the defeats, there were a few melees underscoring the advantage of LH in line over elements in column. 

Game three, the Lithuanians remained in the saddle to flat-foot the Teutons. Operating in pairs, the Lithuanian LH gained the upper advantage to turn the Teutonic left flank. In desperation, the Teutonic charged the Lithuanian centre only to send them back on their heels. inflicting no casualties. This was the only Lithuanian victory and one needing the fewest number of turns, three.  




IV/18 Lithuanian 1132-1515 AD

1 x General (Cv), 3 x horsemen (Cv//3Bw), 5 x horse (LH//3Bw), 2 x horse (LH//3Bw), 1 x horse (LH//3Bw).

IV/30 Teutonic Order (Livonian) 1201-1525 AD

1 x General (6Kn), 1 x ritterbruder (6Kn), 1 x knechte with crossbow (Cv), 3 x crusader knights (3Kn), 1 x Old Prussian (3Wb), 1 x turcopole (LH), 1 x spearmen (Sp), 2 x crossbowmen (4Cb), 1 x Livonian levy (3Ax).


To recapitulate:

Ignoring corner-to-corner contact of overlapping enemy elements.

-      Worked well for both knights in wedge formation and light cavalry.

-      Some melees did take longer to reach a result.

-      Games generally took an extra turn or two to resolve.

-      The extra time brought more tension to the game, which was good.

2 comments:

  1. Did the LH feel more like LH with the ignore corner-to-corner overlaps?

    ReplyDelete
  2. According to my readings, the light horse performed as cavalry should; using column (2 elements) to maneuver and line to make contact.

    ReplyDelete