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 mapless campaign

Refining the campaign rules

Designing a simple set of campaign rules will at some time need to address the strengths of armies to be used for subsequent battles. The DBA2.2 campaign system had elements that are lost in battle are placed in a reserve and all elements “recruited” are taken from that reserve ensuring the maximum strength will not exceed 12 elements. 

This variant omits the “recruitment” phase by keeping the strength of armies at 12 elements but replacing elements lost in battle with their optional troop type. For example, archers may be listed as (4Bw/Ps), the 4Bw lost in battle would be replaced with the psiloi, 3Kn/4Bd, mounted knights may fight on foot having lost their mounts and levies (7Hd) may be called on to bring the army up to strength. 

Replacing a general lost in battle is handled differently and though DBA3 makes no distinction as to their quality, there are some ways to give a nod in that direction. The player cast a die to determine his quality, a score of 1, the general is classed as “inert” and it functions as a CP or Command Position (see the last paragraph, page 9 of the rule book). Scores 2-6, the general is competent with a score of 6 will enable a player to select the manner of deployment for the next battle as listed below in Deployment Options. 

The campaign objective is to inflict 12 casualties on your opponent. With a minimum of three battles to be played in the campaign, it is possible to reach that goal without being the victor in all three battles. The degree of success is determined by the difference between the scores of the two sides, a minor difference may call for the resumption of another campaign, while scoring twice as many may call for an early demise of a successful general (humour).

 

Campaign sequence

 A first encounter

The role of attacker/defender is determined for the scenario. The defender selects a terrain card and the attacker chooses a side for his deployment. Game continues as normal. 

The second battle

Reference the table below to determine if optional troop types are to be employed, these are noted in red for the scenario and will bring the total number to 12. Choice of terrain card falls to the loser of the previous battle, now the defender.    

The third battle

Two resounding victories may all that is needed to reach a score of twelve, if not, then follow the procedure as noted above. The losing army is the defender and proceed as a standard game.

 

Optional rules

 Replacing a general who is killed or captured, cast a die for his successor: 1 – an inert commander and use the CP or command position rule for the game. A score of 2,3,4,5,6* – a competent general (*see deployment option below). 


Deployment options are three, a standard deployment, an alternate system or the Collision Course variant.The last two listed may be selected if the replacing general has a score of 6. 

Standard deployment follows the sequence in rule book.

Alternate deployment of vanguard, main body and rearguard*.

Collision course variant*.


Allied contingents

These may be employed if listed with the army used. If the allied contingent is part of the losing army, then cast a die on the player’s first bound to determine what action the allies may take for the subsequent battle.  

1,2, 3 – They have been sufficiently bribed and will perform as normal.

4, 5 – Are deployed for battle, but will not attack unless provoked (shot at or enemy enters TZ).

6 – Are deployed for battle, but will depart the field.

 

Replacing troops lost

To determine if optional troop types are to be employed, compare the difference of elements lost in battle. If only a 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. 




Thursday, 26 March 2026

Disaster at Nicopolis 1395

The Hungarian and Ottoman armies were enlarged to 24 elements forming a vanguard, main body and rear guard of equal strength. Simulating an army moving out of its camp to deploy on the battlefield, the defender positioned his vanguard first followed by the attacker. Placement of the remaining groups followed in the same pattern.  

The battlefield, as seen from the Hungarian position, have woods and a stream to the right and the gentle hills represent the slope of a hill line positioned table. Nicopolis is off table to the right of the Hungarian deployment.



Battle one

The Hungarians have deployed their light cavalry on either flank of the French and Burgundian knights positioned in centre.  

Ottoman infantry form the centre supported by Serbian knights with the majority of the Sipahis cavalry on the left, Akinji light horse on the right.


The battle began with the Akinji assailing the Hungarian left. As the lines closed, the Ottoman pursued his effort on the right losing control of the battle developing elsewhere. Taking full advantage of this the Hungarians scored a crushing victory, 11-1.



Battle two

A replay of the battle allowed the Ottoman an opportunity to reorganize the composition of his wings and centre. Artillery have replaced the Serbian knights and both wings have a balance of Akinji and Sipahis cavalry.


This time, the Ottoman struck both enemy flanks, inflicting heavy casualties on the Hungarian right. The situation became desperate drawing both commanders in single combat.


The situation finally stabilised, allowing the French and Burgundians to pierce the Ottoman centre, sealing a Hungarian victory, 8-3.

 

Battle three

The Ottoman, having a better plan, desired another match. The Hungarians deployed in the same manner with the Ottoman cavalry placed on the left and centre, the Ottoman infantry was positioned on the right.


In the engagement that followed, the Hungarian right suffered severe losses with the Ottoman close to turning the Hungarian flank.


Bringing more pressure against the Hungarians, the Ottoman attacked the enemy centre. Unfortunately, the French and Burgundian knights had other ideas and bested the Sipahis assault. Another Hungarian victory, 8-4.

 

Hindsight

I have no doubt the game would have turned in favour for the Ottoman if the French and Burgundians were to charge impetuously. However, the mounted crossbowmen (actually archers) positioned on each flank, reigned in their advance to 1BW per turn.