Thursday, 7 May 2026

A medieval watermill

The painting of miniatures for the early Hundred Years War project is complete, now on to the construction new terrain features for this period. One item, the watermill, has remained on the back burner for years, and after a few weeks of wrestling with its construction, here are photos and a brief text of the process. 

Construction

Materials used are the same as those for other buildings made; dense foam board, 1.2mm triplex for bases, Milliput (superfine white), an old needle for scoring and heavy grade paper for the wheel.


Step 1

Two mills were planned, each differing in architecture. Sketches were made to determine the size of the wheel in relation to the building, a reminder to the reader, structures are smaller than 15mm scale and fit our DBA games.


Step 2

Cut and shape dense foam board (pink); length, 45-50mm, width,30mm, height, 40mm. The structures were glued to a 1.2mm thick triplex base.

Step 3

Two sides of the walls were covered with Milliput superfine white and score supports, windows, doors and stone work with an old needle. The superfine white needed a full day to cure, but when hard, continue covering the structure. In two steps, you have avoided the unnecessary corrections, elimination of finger prints or misshaping of walls.


Step 4

The early style watermill will have a thatched roof and this will be the last step. The second mill will have a tiled roof, to be added after the building is painted. (See Late Medieval Building post of 24 May 2024)   

Step 5

From illustrations, waterwheels varied in size and after a number of sketches a wheel with a diameter of 22mm seemed right. A mockup was sketched with spokes to serve as a guide during its construction.  


Step 6

Construction paper is cut in 4mm wide strips to be shaped for the wheel and blades.

Begin curling one strip to serve as the wheel and glue.

Two lengths, a few millimeters longer than the diameter will make a cross.

Fixing the cross to the wheel, cut sections from each and dovetail the pieces together.

Seal the joints with white glue.


Step 7

Cut the strips in lengths that will radiate from the center and beyond the wheel.

Sections are cut to dovetail the “spoke” to the wheel.

Seal the joints with white glue.


Step 8

Joining the wheel to the building proved another puzzle, as the part of the wheel should appear submerged in the water. That part should become flush with the water surface, this meant trimming the blades and flatten that portion making contact with the water surface. This will be painted to match the water.

Final step

Two combination river and rough ground pieces were made for the placement of the watermill. The larger piece can accommodate some greenery and trees.


Finished

Earlier medieval model



Later period




Thursday, 30 April 2026

Pick a card, any card

We use terrain cards to speed the process of placing terrain for our games. 


This has the added advantage before a feature is placed on the board, the attacker can select his side for deployment. No need to shift a game board. 

We began with six cards for each terrain type, but this steadily grew the more games we played with arable having the greatest number.

The designs are simple cartographic symbols for hills, plough, rivers, etc. These could be further embellished with colour, but as is, they serve their purpose.


Jan is adept with ChatGPT and photographing one card, the software produced in seconds a coloured version of the card.



Aquitaine 1333, further campaign tests

Testing and refining the campaign rules continues between the painting flags and the latest construction project. The latest test moved the timeline forward to pair the IV/62a English and the IV/64a French. This meant an increase in the number of English and Welsh longbowmen to rain death and destruction on French knights.

Using the standard deployment, three tests were done and in test one, the English deployed in extended line, each men-at-arms flanked by longbowmen. The French massed all their cavalry on one wing and infantry on the other. As the English advanced slowly forward, the French attacked in echelon, infantry leading, cavalry held back. Soon as the infantry struck, French cavalry launched their attack. In four turns, the battle finished with a decisive French 4-1 victory.




Test two and three were played on new terrain, similar deployment, ending in French victories, 4-2 and 4-3.



fourth game tested the alternate placement of the vanguard, main body and rear guard as this could become an option for players. Despite early French losses, England blundered by having its flank turned and losing the battle, 4-2. 

The collision course variant offers yet another option and this became the final test for the afternoon. Using the same terrain, the rear guard of both armies arrived early. Thereafter, low pip scores prolonged the deployment to battle array, with the first casualties falling on turn 10. This was the closest fight with both sides reaching breaking point on turn 12, yet victory eluded the English, turned out to be the longest test played, needing 12 turns to reach an even 3-3.



Tests four and five;

The French were organised thus; vanguard, 2 x 3Kn, 2 x Ps, main body, 1 x general 3Kn, 3 x 3Kn and rear guard of 2 Genoese x 4Cb, 2 pavisiers x Sp.

The English vanguard, 1 x Hainaulters (3Kn), 2 x men-at-arms (4Bd), 1 x archers (4Lb), main body, 1 x general (3Kn), 1 x men-at-arms (4Bd), 2 x archers (4Lb) and rear guard, 1 x Hobilar (Cv), 2 x Welsh (3Lb), 1 x Gascon (Ps).

Tuesday, 28 April 2026

A map-less campaign

Refining the campaign rules

Determining what number of elements may be used for subsequent battles differs rule set to rule set. In my experience, deploying the survivors of a previous encounter will have a losing player spiral to a quick end. Alternatively, keeping a full twelve elements for a subsequent encounter seemed a better solution, however, one minor change would make this a better test of wits; replace lost elements options listed for that army. As an example, archers may be listed as (4Bw/Ps), the loss of the 4Bw would be replaced with the psiloi, further, mounted may lose their mounts and levies may be called upon to continue the struggle. These options would be noted for each participating army.   

I like the manner DBMM treats generals as either brilliant, average or inert, though DBA3 makes no distinction to the quality of generals, there are some ways to make a nod in that direction. Replacing a lost general, the player cast one die. On a score of 1, the general is classed as “inert” and its replacement functions as a CP or Command Position (see the last paragraph, page 9 of the rule book). Scores 2-5, the general is competent and a score of 6, the player may select the manner of deployment for the next battle. This may be a standard deployment, the collision course variant or the alternate deployment of “battles” or divisions. As this campaign rule set is developed for our medieval games, players will be accustomed to organising their army in divisions or “battles”. 

To determine the victor of the campaign, a sides total number of casualties inflicted are compared and the difference will become the degree of success. If the difference is small, this may force another campaign to be made at a future date, scoring twice as many over your opponent would be considered a decisive victory and perhaps cause for an early demise (humour). 


Campaign sequence

 A first encounter

Determine who is the defender/attacker, the defender will select a terrain card, the attacker chooses a side for his deployment. Game continues as normal and losses are noted.

The subsequent battle

Severe losses may necessitate the use of optional elements, these are noted in red and will be used to bring the total number of elements to 12. The losing army now becomes the defender and selects a terrain card. Play the game as normal and note accumulated losses.   

The third battle

If available, further replacements are selected from the army list, if not, then army composition remain unchanged. The losing army is the defender and proceed as per a normal game. Accumulated scores are noted and in the unlikely event scores are tied, despite one side having lost two battles, a fourth and final engagement will be required to determine the outcome of the campaign.

 

Optional rules

Replacing a general who is killed or captured, cast a die for his successor. On a score of 1, he is replaced by an inert commander (use the CP or command position rule for the game). On a score 2 - 5, he is a competent general, score a 6, the general may select deployment options (see below).

Deployment options: a standard deployment follows the sequence in rule book, an Alternate deployment positions the vanguard, main body and rearguard in sequence and Collision course variant. The latter two may be used only if the replacing general has a score of 6. 

Allied contingents may be employed if listed with the army used. If the allied contingent is part of the losing army, then on the player’s first bound of the subsequent battle, determine what action the allies may take. A score of 1 -3, they have been sufficiently bribed and will perform as normal, a score of 4 or 5, they will deployed for battle, but will not attack unless provoked (shot at or enemy enters TZ), lastly, a 6, allies are deployed for battle, but will depart the field on the player's first bound. 

Replacing troops lost. Compare the number of elements lost in battle and if the difference is 1 or 2, the losing player may use again his current composition. If, greater than 3, the losing player must use replacement options.

Note: Hordes lost do not count as casualties to determine the need for replacements, but are tallied as elements lost at campaign end.

Sunday, 12 April 2026

Stilicho vs. Alaric, a test case

Linear campaigns are a simple way of bringing continuity to a series of related battles. To avoid unnecessary bookkeeping to track the loss of particular troop types, a simpler method is to change the composition of forces for a subsequent battle, retaining twelve elements. The changes would make use of the alternative troop types noted on an army list; these may reflect strongpoints stripped of their garrisons, raised levies or a new ally. The following series of battles will put these options to the test.

II/78a Western Roman Army

1 x Stilicho (Cv), 1 x equites (Cv), 2 x equites Illyriciani (LH), 2 x legionnaires (4Bd), 3 x auxilia palatina (4Ax), 2 x auxilia palatina (4Ax or Ps), 1 x cataphract (3Kn) or clibanarii (4Kn) or horse archers (LH) or bolt shooter (Art).

II/65c Alaric and successors

1 x Alaric (3Kn), 2 x nobles (3Kn), 1 x cavalry (3Kn or LH), 4 x warriors (4Wb), 2 x prisoners or ex-slaves (4Wb or 7Hd), 2 archers (Ps). 

Elements marked red are replacements to appear in battle three and a fourth if needed.

 

Battle one; Alaric and noble knights attack the Roman left and to put Alaric off balance, Stilicho sends his equites Illyriciani to threaten the supporting Gothic warband. Alaric’s attack met with stiff resistance offering Stilicho the opportunity to place more pressure on Alaric’s infantry. Unfortunately, breaches in the Roman line could not be contained by Stilicho’s reserve cavalry and heavy losses forced Stilicho to withdraw his army. A victory for Alaric, 4-2



Battle two; the Roman left, protected by the river becomes the focal point for Alaric’s main assault. A fierce struggle develops pushing the Roman left back, nonetheless, elsewhere Gothic infantry suffer severely, forcing Alaric to call a retreat. Stilicho gains a marginal victory, 4-3.



Battle three; Stilicho places the newly arrived bolt shooters (Art) and archers (Ps) on the left flank to face Alaric’s ex-slaves (7Hd) and Alani horse archers (LH). Pushing his artillery and archers forward of the main battle line, the Goths are provoked to an attack. As the lines clash, the Gothic right is hard pressed by Rome’s superior advantage of cavalry. The flight of Gothic slaves exposes the Gothic centre offering Stilicho a clear path to victory, 4+2Hd-2.



Assessment

Alaric is forced to retreat eastward ending the campaign. Comparing casualties suffered, Stilicho’s victory was not as significant considering the 9 casualties sustained versus Alaric’s 12 (10+2Hd). A system of grading will need developing.  

The change in composition affect the deployment and tactics used, which worked well. Thinking further, this may take place earlier. This will also need developing. 

Note; horde do not count as an element lost when determining the winner of a battle, but are tallied when calculating the winner of a campaign.   

Tuesday, 7 April 2026

The duchy of Aquitaine, 1324

Between painting sessions, I am toying with a possible mini-campaign for our game next week. This will be a simple linear campaign with its outcome based on three or four battles. This campaign is loosely based on the War of Saint-Sardos in Aquitaine.

During this period, Charles IV increased his authority while expanding France’s territory. The Duchy of Aquitaine became a source of friction between England and France, though an English domain it still owed fealty to the king of France. Long periods of negotiations ended in failure prompting Charles of Valois to invade Aquitaine in August of 1324.

Forces

IV/23 Feudal English

1 x general (3Kn), 3 x knights (3Kn), 2 x city militia (Sp), 2 x Welsh longbow (3Lb), 2 x levies (7Hd), 1 x hobilar (Cv), 1 x Welsh javelinmen (Ps).

IV/4b Feudal French

1 x general (3Kn), 3 x knights (3Kn), 2 x communal militia (Sp), 2 x feudal spearmen (Sp), 1 x mercenaries (4Cb), 1 x archers (3Bw), 1 x archers (Ps), 1 x ribauds (5Hd). 

 

Invading Aquitaine, Charles of Valois encountered an English force deployed for battle. The English struck first directing their attack on the French centre and left wing. The entire French right, comprised of knights, charged the English left, bringing their planned attack to a halt.

Welsh longbowmen rained havoc on the knights leaving the proposed English attack on the French centre to resume, eventually forcing the French from the field. England 4-2



Recovering near a hamlet on the River Lot, the French gathered all their knights and positioned them in centre, Doing likewise, the English charged their counterparts across the field.

The English gained ground in the centre, but all was for naught as both flanks crumbled under the thrust of French spears. France, 5+Hd-4.

 

Retiring along the River Lot, the English deploy their knights in centre with the bulk of their infantry positioned on the left. The French mirror their deployment, ensuring an inevitable clash of knightly arms.

The knights meet mid-field; however, the French are not aligned drawing the Flemish infantry into the cavalry battle. This proves fortuitous for the English, as French losses become severe, bringing the battle to a close. A second English victory, 4-2.


The campaign season ends with England retaining their toehold in Aquitaine, however, events at home would soon change the political scene.   

 

Refining the campaign

This brief exercise has generated several ideas requiring further thought. 

Subsequent battles would use 12 elements, but optional elements may be put into play.

Optional elements would be based on losses incurred in the previous battle.

Campaign ends with one side scoring 12 or more casualties and two victories.

Tuesday, 31 March 2026

Latest production from the workbench

These are the new additions to the early period Hundred Years War project.

Mounted French knights now have an equivalent element on foot. Each is accompanied by a retinue figure to fill out the number of blade. The Blue Moon figures are dismounted English hobilars from their Crecy & Poitiers lists and fit well as lesser armoured French men-at-arms and blade elements for the IV/13b Medieval German and IV/57b Low Country armies.  

Knights of Burgundy

Knights of Beauvaisis, Knights of Artois and Constable of France

German heerban & Flemish Guildsmen


The Jacquerie

These are Blue Moon figures and make the 6 horde needed for two command of IV/64b Medieval French. The Jacquerie uprising lasted from 1357 to 1358; Froissart gives a start date of 1357 as this corresponds with the humiliating loss at Poitiers. The defeat meant unemployed troops, having no paymaster, formed roving bands of Free Companies acerbating the plight of the peasantry a decade following the Black Plague. 

For our games, the Jacquerie will form an ‘allied contingents’ restricting their forming groups with other French elements.