Introduction
I do not know a lot about the Dark Ages, other than they mostly were not dark. I am slowly making my way chronologically through historical battles to playtest my own rules. But have always been keen to try out some battle post-600AD as I am very unfamiliar with that era. I purchased As Told in the Great Hall: A Wargamers Guide to Dark Age Britain by Martin Hackett years ago to help out (at least for Britain). It is a good read, and also contains some dark age scenarios. I meant to use them back in 2014 for a November challenge (where I try and stretch myself for more solo gaming than normal, and based around a theme) but never got around to it. But November 2020 approached and I had a revised plan. I did complete this in November but it has taken me this long to find time to write it up.
Note that some of the book may be
dodgy (e.g. see http://tomstoysoldiers.blogspot.com/2015/02/as-told-in-great-hall-review.html),
and Battles of the Dark Ages by Peter
Marren is a much better read on dark age battles. But “As Told in the Great Hall” has gaming
scenarios!
The plan
The book does contain Martin's
rules for Dark Age Britain but I will be using my own fast play rules. I
was originally also thinking of playing the 15 battles with different rules
that work well on a 2’x2’ but my mojo is not in the right place at the moment
to be able to tackle this! I have been tinkering with these rules again
recently and keen to give them a go. Ancient Battlelines
Clash is designed to play in about 30 minutes on a 2’x2’ table. However, I don’t think I am up to 15 battles
on this size. It hit me when looking at
the scenarios that the width of the battleline is about 3-8 units. If I use one
40mm wide base per unit I can play on a 1’x1’!
Easier to find the time, easier to setup etc. Will likely double a unit’s bases if the
battleline is only three wide, just to fill in the table. The games will be very much a broad brush approach to the battles.
I had read the book a few months
before deciding to do this and seemed to think there were about a dozen
scenarios. One took place in an urban environment (Shrewsbury http://www.localhistories.org/shrewsbury.html
) and did not appeal; another was in the dark (Buttington) and used a method to
simulate movement in the dark and did not appeal either. So that left
about 10. I then started marking up the scenarios in the book. 17
all up, minus the two I discounted are 15. 15 games. I have decided
I will not be doing detailed reports for every game. This blog post is a report
summary of each game with some pictures to back them up.
The scenarios
These are the 15 scenarios I played:
Scenario 1 – Battle of Mt Baedon
516AD
Scenario 2 – Battle of Camlann 537AD
Scenario 3 – Battle of Dyrham 577AD
Scenario 4 – Battle of Maserfeld
641AD
Scenario 5 – Battle of WinWaed
654AD
Scenario 6 – Battle of Nechtansmere
685AD
Scenario 7 – Battle of Ashdown
871AD
Scenario 8 – Battle of Wilton 871AD
Scenario 9 – Battle of Ethandun
878AD
Scenario 10 – Battle of Brunanburh
937AD
Scenario 11 – Battle of Maldon
991AD
Scenario 12 – Battle of Ashingdon
1016AD
Scenario 13 – Battle of Fulford
Gate 1066AD
Scenario 14 – Battle of Stamford
Bridge 1066AD
Scenario 15 – Battle of Hastings
1066AD
I have stayed mostly true to the
scenarios’ deployments as per the book, the troops a little less so and
sometimes referred to other army lists for troop types. For many of the battles the deployment and
troops are unknown and the book’s scenario is a best guess anyway.
Scenario 1 – Battle of Mt Baedon 516AD
Arthur charges out of a hill fort
to attack the Saxon invaders.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Badon
Setup
Arthur: 1 x Heavy Cavalry with General, 5 x Medium Infantry, 3 x Skirmishers, 1 x Light Cavalry. Breakpoint: 7
Arthur's army |
Saxons: 1 x Heavy Cavalry with General, 5 x Warbands, 2 x Skirmishers. Breakpoint: 6
Saxons |
Arthur to the left after just leaving the hill fort. Note the ground slopes upwards form the Saxons to Arthur's army. |
I have set the starting positions
assuming Arthur is about to charge the Saxons (The scenario has the Britons
deployed in a hill fort).
Game
Arthur advances. The Saxons right charges up the hill and one
warband makes contact. Saxon leader
manages to contact some infantry and push them back but charging up hill is not
helping.
Arthur's army charges down the hill and the Saxons charge up to meet them. |
Arthur charges the enemy leader but
is locked in melee. A subsequent combat
sees the routing of the Saxon leader and cavalry!
The Britons manages to destroy a
warband on their left flank.
The Saxon left forces back the
light cavalry and is in melee with some British infantry.
Losing the leader and cavalry tips
the Saxons over their breakpoint but will play until one more Saxon
non-skirmisher lost.
Arthur defeats the Saxon leader (and cavalry unit). |
Arthur does the trick, destroying another Saxon warband in the centre.
Although Saxons defeated, I played one more turn and Arthur defeats a Saxon warband. |
Verdict
First outing for the refined rules
and working well. Fighting uphill I
thought would be bad for the Saxons but held out quite well in the first
charge. Once in a melee being uphill
showed its advantage.
Scenario 2 – Battle of Camlann
537AD
King Arthur faces his enemy Mordred
in an epic showdown to the death.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Camlann
Setup
Arthur: 1 x Heavy Cavalry with General, 4 x Medium Infantry, 2 x Skirmishers.
Arthur |
Medraut: 1 x Heavy Cavalry with
General, 4 x Medium Infantry, 2 x Skirmishers.
Medraut |
Also, will play this one until one
side is eliminated/routed to reflect the original battle.
Lastly, The book scenario had them
fighting over a ford. With equal forces,
whomever moved first would have a good advantage defending the bank of the ford
so I have assumed the battle did not take place over the ford, or the ford was
inconsequential.
Deployment
Arthur on the left, Medraut on the right. |
Game
Skirmishers are cleared on both
sides and Medraut charges in. The entire
line is engaged.
Both sides charge in. |
A bunch of average rolls sees all disordered. They are all equal combats so only a 1 (bad for attacker) or 6 (bad for defender) would swing the battles.
The next turn sees 3 (!) Sixes for
Arthur’s battleline! Medraut is among
the casualties.
Extremely good luck for Arthur sees Medraut and two of his heavy infantry routed. |
Bizarrely, Medraut’s side then rolls a 1 for the final humiliation of losing their entire force without inflicting any casualties.
Arthur wins, destroying the opposition with no loss to him. |
Verdict
The game could have gone either way
but with a string of 6s followed by a string of 1s it was going to end badly
for one side. History is changed.
Scenario 3 – Battle of Dyrham 577AD
The West Saxons attack an alliance
of three British kings, the latter holding a defensive position on a hill.
Internet links:
https://weaponsandwarfare.com/2020/05/15/the-battle-of-deorham-a-d-577/
https://en.wikipedia.org/wiki/Battle_of_Deorham
Setup
British: 1 Heavy Cavalry (with
leader), 3 x Medium Infantry.
Breakpoint: 4
The Brits, defending the hill. |
Saxons: 2 x Elite Warbands (one
with leader), 3 x Warbands, 1 x Skirmishers. Breakpoint: 5
Saxon invaders |
Deployment
British on the left, Saxons on the right. |
Game
Warbands charge and roll 2 6’s in
first contact. Impetuous charging, even
uphill and also some elite warbands means that two of the infantry units are
simply destroyed. A warband crashes
through to the cavalry but is forced back.
Half the British force wiped out with the first Saxon charge. |
The Brits have reached their breakpoint! A very fast game.
Verdict
With these small battles, it just takes a few good dice for it all to end so quick. I do not mind and am well used to it having played lots of games small in scope.
Scenario 4 – Battle of Maserfeld 641AD
Mercian Penda with Welsh allies
attempts to stop the growing power of Northumbria under Oswald.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Maserfield
http://legio-wargames.com/maserfield-ad-642/4537040166
Setup
Northumbrian: 1 Elite Warband +
General, 4 x Medium Infantry. 2 x Skirmishers.
Breakpoint:5
Northumbrians |
Mercia (left) and Welsh (right) |
Deployment
Northumbrian on the left, Mercians and Welsh on the right. |
Game
Both move up, skirmishers exchange
missiles. One Northumbrian skirmishers
stop a Welsh warband form advancing with the other one. This was important as the single Welsh
Warband roll high and could have destroyed the opposing infantry, instead only
disordered.
Welsh warband fails to rout Northumbrian infantry (at front). |
On the other flank, all locked in
melee with some disorders on both sides.
Northumbrian left flank in melee with the Mercians. |
Northumbrians have lost two infantry
and the Mercian’s one (to Oswald the General who advances into the gap). But still anyone’s to win.
Losses on both sides. |
The Welsh lose an infantry, the
Northumbrians lose two and are beyond their breakpoint and flee.
But the Northumbrians lose even more and flee the field. |
Verdict
As per history. I really enjoyed this game – there were enough differences in the units to be interesting matchups and no outrageous die rolling by either side. It would be fun to play this one on a 2’x2’ table with more units and maybe adding one Welsh cavalry unit for even more flavour.
Scenario 5 – Battle of WinWaed 654AD
Thirteen years later Oswald’s
brother Oswiu manages to seek revenge on Penda by catching him unawares before
a swollen ford.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_the_Winwaed
Northumbrian: 1 Heavy Cavalry +
General, 2 x Medium Infantry.
Breakpoint:3
Mercia: 1 x Heavy Cavalry +General,
2 x Medium Infantry. Breakpoint:3
Deployment
Mercians at the ford, Northumbrians to their rear. |
Scenario special rules
After the first melee with the rear
Mercian infantry unit is done, the remaining units in the Mercian columns may
about face.
Each side will fight to the last
unit.
Game
Northumbrian cavalry charges the
rear of the Mercian infantry and unsurprisingly it routs. The other units turn. The Northumbrian cavalry manages to make it
through the other infantry without damage but ends up locked in melee with the
lone remaining Mercian unit – the cavalry.
Meanwhile the other Northumbrian infantry attempts to catchup.
The Northumbrian cavalry ploughs through the Mercian infantry and facing the cavalry. |
And in a shock reversal, the
Northumbrian cavalry flees! (rolled a 1)
The remaining Northumbrian infantry
enter into melee.
The Mercian cavalry routs the Northumbrian cavalry but still has to contend with the infantry. |
No outright win – both still
disordered. Now it becomes a slogging
match – both are even on the roll, but there are two Northumbrian units to the
one Mercian.
The Northumbrian get the upper hand
(rolled a 6 the very next turn!) and win
Verdict
History repeats again. I am glad I
introduced the scenario rules else it would not have been
an interesting game.
Scenario 6 – Battle of Nechtansmere 685AD
(also
known as Battle of Dun Nechtain)
Ecgfrith of Northumbria is
restricted by Mercia in extending south and so turns northward to the land of
the Picts. The latter draw Ecgfrith further and further into their territory and
into an ambush.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Dun_Nechtain
http://angusfolklore.blogspot.com/2018/05/the-battle-of-dun-nechtain-rearguard.html
http://hereticalgaming.blogspot.com/2016/05/the-woeful-battle-of-nechtansmere-ad685.html
Setup
Northumbrian: 1 Elite Medium
Infantry + General, 3 x Medium Infantry.
Breakpoint: 4
Picts: 1 x Cavalry + General, 1 x
Light Cavalry, 4 x Medium Infantry. Breakpoint:
6
Deployment
Northumbrians chasing the Picts at the right, not knowing of the ambush to their rear. |
Game
Northumbrians charge forwards into
the retreating Pictish infantry and are locked in melee. The Pict on the hill advances but is also
locked in melee (bad rolls!)
The Pict ambush is not going as well as expected. |
The other two Pict groups advance.
The Northumbrian General defeats
the Pictish holding force. They pursue,
as does the echeloned infantry unit not in combat.
The Northumbrians hold on. |
The flanking Pict defeats an
opposing infantry. The heavy cavalry
splits off to attack the front Northumbrians.
Another Pictish unit slams into the rear of the remaining infantry in
the centre but is locked into melee.
Finally, one Northumbrian unit succumbs. |
While normally a disordered unit
cannot about face within 6 of an enemy, I will allow the two forward
Northumbrian units to do so. The centre
meleeing infantry unit is destroyed. The
heavy cavalry charges the remaining infantry and destroys it!
There is only one Northumbrian unit left and it is not looking great. |
The Northumbrians have reached their breakpoint and flee.
Verdict
The game last longer than I thought! Partly to do with the fact the centre units held out quite well.
Scenario 7 – Battle of Ashdown 871AD
The Vikings are on a hill and the
Saxons, after losing a short while ago, are ready to take them on.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Ashdown
http://hereticalgaming.blogspot.com/2015/09/battle-of-ashdown-871ad.html
https://weaponsandwarfare.com/2016/05/17/the-battle-of-ashdown-january-8th-871/
https://bucellarii.blogspot.com/2018/10/battle-of-ashdown-871-ad-dux-bellorum.html
Setup
Saxon: 1 Elite Heavy Infantry +
General, 1 Elite Heavy Infantry, 4 x Heavy Infantry. Breakpoint:6
Saxons |
Viking: 1 Heavy Infantry +General, 1 x Heavy Infantry,
2x Poor Heavy Infantry . Breakpoint: 4
Vikings |
Note: Made the Saxons elite to give
them a chance while fighting uphill!
Deployment
Vikings on the hill to the left, Saxons on the right. |
Game
Saxons charge up the hill into
combat. While there was not going to be
some outright routs, the additional units on the Saxon side did see some
Vikings disorders for no reciprocal disorders.
In these instances, the Vikings will be fighting at even more of a
disadvantage.
In the second round of melee, the
Vikings lose two units and flee.
Saxons charge up the hill |
And all over after a few rounds of melee. Vikings flee. |
Verdict
I finally get to use some of the
Vikings figures I acquired in 2012, and then based in 2017. This was a big of a dark age infantry
slog. I think I gave the Saxons too much
of an advantage by making some Vikings Poor and extra units. If playing again, I would not make any
Vikings poor, and may even go as far as making two elites.
Scenario 8 – Battle of Wilton 871AD
It is two months after the Battle
of Ashdown and Alfred and his Saxon force once again faces against the
Vikings. This time he is outnumbered.
Internet links:
https://thehistoryofengland.co.uk/resource/alfred-asser-on-the-crucial-year-870-871/
https://king-alfred.com/wp/2018/06/12/wilton/
Setup
Saxon: 1 Elite Heavy Infantry +
General, 3 x Poor Heavy Infantry. Breakpoint:
4
Saxons |
Viking: 1 Elite Heavy Infantry + General, 1 x Elite Heavy
Infantry, 6 x Poor Heavy Infantry. Breakpoint: 6
Vikings |
Deployment
Saxons on the hill on the left, Vikings on the right. |
Game
First Viking line charges up the
hill. Disorders all round. The second line moves closer. A Viking infantry unit on the right flank is
destroyed and a Saxon unit pursues into the second Viking line and locked in
melee. A Saxon unit is destroyed and the
elite Viking unit in the first line is also destroyed. The Saxon General (Alfred) pursues into the
second line. Meanwhile another Saxon
unit on the hill routs.
(apologies this is the first
picture. The game was very exciting so
forgot to take pictures up until now.)
Vikings charge but saxons push them back and followup. |
A poor Viking unit is routed by Alfred
Alfred routs a viking unit. |
After a few more turns on melee,
Alfred is routed and the remaining Saxons flee.
But Alfred flees and the Saxons lose. |
Verdict
That was quite exciting. The double lines created a great narrative where the first one is broken through to the second fresh line. This would make a good scenario on a larger table.
Scenario 9 – Battle of Ethandun 878AD
Alfred the Great faces the Danish army to stop it form expanding and raiding into the ramaining English areas.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Edington
https://weaponsandwarfare.com/2020/06/16/the-battle-of-ethandun-a-d-878-i/
https://solowargamer.wordpress.com/2014/03/24/the-battle-of-ethandun-part-1/
https://solowargamer.wordpress.com/2014/03/27/the-battle-of-ethandun-part-2/
http://madmacsattic.blogspot.com/2017/09/edington-may-878-ad-part-one-scenario.html
http://madmacsattic.blogspot.com/2017/09/edington-may-878-ad-part-two-game.html
Even an ebook:
https://www.amazon.com.au/King-Alfred-Great-Battle-Ethandun-ebook/dp/B00ONV0VF6
Setup
Saxon: 1 Elite Heavy Infantry +
General, 1 Elite Heavy Infantry, 3 x Poor Heavy Infantry. Breakpoint: 5
Saxons |
Viking: 1 Elite Heavy Infantry + General, 3 x Poor
Heavy Infantry. Breakpoint: 4
Vikings |
Deployment
Vikings on the hill to the left, Saxons on the right. |
Game
The Saxons charge up the hill into
melee. Disorders all round.
The Saxons chaIrge into melee. |
T was likely never going to end
well – the Vikings lose two and the Saxons one.
The Vikings have reached their breakpoint and flee
The Vikings reach their breakpoint and flee. |
Verdict
Another dark age infantry slog. One side on the hill and the other charging up it. The side with the most units/better units tends to win. At least the rules make the resolution fast!
Scenario 10 – Battle of Brunanburh 937AD
Olaf, King of Dublin, heads a
coalition including Scotland and Strathclyde invades England. The Saxon king Aethelstan and his brother
Edmund gather an army and move north to combat the invaders.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Brunanburh
http://hereticalgaming.blogspot.com/2017/08/the-battle-of-brunanburh-937ad-dba.html
https://www.kallistra.co.uk/forum/viewtopic.php?t=901
Also looked at Hail Caesar scenario, DBA3 scenario and Slingshot 103 scenario.
Setup
English: 1 Elite Heavy Infantry +
General, 1 Heavy Infantry, 4 x Poor Heavy Infantry. Breakpoint: 6
The English |
Viking and Allies: 1 Elite Heavy Infantry + General, 1 x Elite Warband,
4 x Poor Heavy Infantry. Breakpoint: 6
Viking and allies |
Deployment
English on the left, Vikings on the right. |
Game
The Allies advance with each contingent
clashed with it opposite group
Vikings and Allies advance into melee with the English. |
Disorders all round. It now is a battle of attrition – basically luck – as the sides are mostly equal and we await the 1s and 6s to see which units give way.
The first to go is a Viking unit.
The English pursue a routed Viking unit (no longer on the field!) |
And then one of the Allies.
And then an Allied unit (English advancing after it routed) |
But disaster – two of the right
wing units of the English routs! The
Vikings pursue.
But then two English unit are routed, including the general. |
These routing units included Aethelstan as the General so the English flee the battlefield a victory to the Vikings and allies.
Verdict
Not many tactics but certainly an interesting game. The shieldwall rules came into play in this battle as they prevented the (sole) opposing warband unit from getting shock.
Scenario 11 – Battle of Maldon 991AD
A contingent of Norse Vikings meet
the Earl Byrhnoth in battle. The Earl
has allowed the Viking to cross a causeway to line up for a battle.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Maldon
And the Hail Caesar scenario
Setup
English: 1 Elite Heavy Infantry +
General, 2 x Poor Heavy Infantry.
Breakpoint: 3
Viking: 1 Elite Heavy Infantry + General, 3 x Poor
Heavy Infantry. Breakpoint: 4
Deployment
Vikings at the top, English at the bottom. |
The Vikings advance into battle. All are disordered. Three rounds of combat later and still all
locked in melee.
Three rounds of melee and no one yet routed. |
But it then all ends badly. Two 1s on the English side sees two units
rout and the battlefield belongs to the Vikings.
But then the English centre and left collapse and the Vikings win. |
Verdict
The game went longer than I thought
but the Vikings would have had to be very unlucky to lose.
Scenario 12 – Battle of Ashingdon 1016AD
(seems to be better known as the
Battle of Assandun)
The last of the battles to determine if the Danes can complete their conquest of England.
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Assandun
Setup
English: Edmund - 1 Heavy Infantry
+ General, 3 x Poor Heavy Infantry. Eadric – 1 x Heavy Infantry, 1 x Poor Heavy
Infantry Breakpoint: 6
English |
Viking: 1 Elite Heavy Infantry + General, 2 x Heavy
Infantry. 1 x Poor Heavy Infantry Breakpoint: 4
Vikings |
Deployment
English on the left (Eadric at the bottom), Vikings on the right, |
Eadric’s two units are setup
uncontrolled. This means his command
will only activate if the enemy moves close enough for a reaction. The Vikings of course will not do so. This best reflects his treachery.
Note: I also noticed that I forgot
to change the English to kite shields for this and the next few battles.
Game
The Viking charge up the hill at
the English. A lot of disorders. The English have an advantage in the first
turn being uphill but subsequent turns the Viking higher morale will give the
Vikings the advantage.
The Vikings charge the main hill. |
Three rounds on combat with no
further casualties and then each side loses a unit. The English unit contained Edmund (the
assumption is he is wounded, just like in the actual battle).
Some losses on either side. |
It was not going to end well for the lone unit holding the English right. It breaks and the entire English army runs.
The English side loses too many units and the Vikings win. |
Verdict
Another shieldwall Vs shieldwall on a hill! At least it was quick.
Scenario 13 – Battle of Fulford Gate 1066AD
Tostig, brother of King Harold, is
in exile and convinces Hardrada, King of Norway to pursue his claim to the
English crown via invasion. In
Yorkshire, Harold’s earls Edwin and Morcar are there to stop them.
Internet links:
This site is brilliant, even has six
maps of the battle sequence:
https://en.wikipedia.org/wiki/Battle_of_Fulford
http://www.angelfire.com/mb2/battle_hastings_1066/1066.html
Setup
English: Morcar - 1 Elite Heavy
Infantry + General, 2 x Poor Heavy Infantry. Edwin - 1 Heavy Infantry, 2 Poor
Infantry. Breakpoint: 6
The English. Edwin on the left, Morcar on the right. |
Norwegian: 1 Elite Heavy Infantry + General, 1 Elite
Heavy Infantry, 2 x Heavy Infantry, 2 x Poor Heavy Infantry. Breakpoint: 6
Vikings |
Deployment
English on the left, Vikings on the right. |
Note: I also noticed that I forgot to change the English to kite shields for this and the next few battles.
Game
The Norwegian right flank wades
into the river. Morcar, on the left
flank, responds by charging downhill.
Disorders all round.
Then Hadrada leads his force off
the hill into the English right flank. They roll 2 1s! But luckily both elite
and so survive.
The forces meet in the valley. |
Mercer (on the English left) routs a opposing unit, but the Norwegians routs one as well. But all is not well on the right flank for the English – two English units rout.
Morcar holds on but Edwin loses too many units and the Vikings win. |
The English have reached their
breakpoint and flee the battlefield.
Verdict
An interesting battle, and a bit
more terrain than normal.
Scenario 14 – Battle of Stamford Bridge 1066AD
The English catch the Norwegians at
Stamford Bridge unprepared for battle.
Internet links:
http://www.battlefieldsofbritain.co.uk/battle_stamford_bridge_1066.html
https://en.wikipedia.org/wiki/Battle_of_Stamford_Bridge
http://sparkerswargames.blogspot.com/2014/10/stamford-bridge-1066.html
Setup
English: 1 Elite Heavy Infantry +
General, 2 Heavy Infantry, 3 x Poor Heavy Infantry. Breakpoint: 6
English |
Norwegian: 1 Heavy Infantry + General, 1 Heavy Infantry,
3 x Poor Heavy Infantry. Reinforcements: 1 Poor Heavy Infantry. Breakpoint: 6
Norwegians (reinforcement at the very back). |
As my rules are quite fast, reinforcements will enter on turn 1!
Deployment
English on the left, Norwegians on the right. |
Note: This is the battle after the
English have crossed the bridge.
Note: I also noticed that I forgot
to change the English to kite shields for this and the next few battles.
Game
The English advance into battle on
the hill. Everyone disordered.
The English charge onto the hill. |
The Norwegians destroy the left
flank English unit but also lose a unit on the flank.
A few losses on each side and then the Norwegians reach their breakpoint and flee. |
The Norwegians lose a unit on their left flank and another unit on their right. But the reinforcements manage to contact one of the pursuing English units...and destroy it!
But the Norwegians have reached their
breakpoint and flee.
Verdict
Another quick game.
Scenario 15 – Battle of Hastings 1066AD
After defeating Hardrada in the
north, Harold rushes south to fight the Norman invasion.
This is an iconic battle and so not
sure that my small game will do it justice!
Internet links:
https://en.wikipedia.org/wiki/Battle_of_Hastings
https://www.beastsofwar.com/featured/wargaming-battle-hastings-1066-anniversary/
http://shedwars.blogspot.com/2019/03/1066-battle-of-hastings-28mm-wargame.html
http://napoleon-complex-gaming.blogspot.com/2017/10/hail-caesar-battle-of-hastings-1066.html
http://nosherswargames.blogspot.com/2011/09/hail-caesar-scenario-hastings-1066.html
Setup
English: 1 Elite Heavy Infantry +
General, 2 x Heavy Infantry, 2 Poor Infantry. Breakpoint: 5
Finally remembered to change the
English figures to the later kite shields for this battle. I did say I was not
that familiar with this era.
The English. |
Norman: 3 Skirmishers, 3 Heavy Infantry, 3 Elite
Heavy Cavalry (1 With General). Breakpoint: 6
The Normans. |
Deployment
English at the top on the hill, Normans below. |
Nice to see cavalry again in a
battle. It was about 10 battles ago I
last had cavalry on the table.
The Normans are in three separate
groups even though they ate all touching.
Being three separate groups means the units cannot support one another.
Game
The Normand advance up the
hill. The skirmishers do no damage so
retire. The infantry then charge into
melee.
Skirmishers do no damage, the Norman infantry now in the fray. |
The Norman left flank retreats
(through the cavalry) and the cavalry unit now charges into the English line.
The left flank Norman infantry retires, leaving the cavalry ready to charge in (they will fail and flee). |
The cavalry flee and the English steadfastly do not pursue.
The centre Norman infantry is
defeated and again the supporting cavalry charge in and deplete the opposing
English unit.
The centre goes much the same way for the Normans but at least the cavalry (with William!) do not flee. |
William manages to destroy an
opposing infantry unit!
The left flank infantry unit
charges up the hill and manages to disorder the opposing English units.
The Norman left flank infantry recover and charge back up the hill. |
The English defeat the Norman left
flank and also pursue!
The left flank of the Normans collapses!
The Norman left flank collapses completely - one English unit pursues. The English left flank has also collapsed. |
The Norman right flank cavalry
moves off the hill to charge the English infantry on the other flank. Meanwhile the Normans move to pin the centre
of the English.
The Norman cavary from the right flank move to the left to attack the English unit off the hill. |
Finally, the cavalry, with William,
succumbs to Harold’s elite force and retries.
The English win.
The Norman centre cavalry (with William) is routed. The English win in this close game. |
Verdict
Having the three lines worked quite well. If I was playing again, I am tempted to reduce the English to 4 units, with 5, they had a free unit in frontage compared to the Normans. Alternatively, I could have spread the Norman force into three separate columns and that way the three units could have engaged the 5. Next time!
Overall Verdict
Thought it would not take up too much time - I mean how long can it take to figure out a scenario with half a dozen units on a side and play it out with fast play rules? Setup, play, take down, photos and note taking would be over in less than 30 minutes. As it was. What I did forget was this is just like my Ancient battle replays – the reading about the battle, the leadup and different scenarios where people have done their own interpretations. All fascinating stuff and I would have spent at least an hour, and usually several hours, on each battle researching. Most fun it was too! Many of the battles are one line of heavy units clashes with another one, and one side is on a hill. But some had tactical nuances that would provide replayability. Some of the earlier ones I think I will run on a larger table later, particularly Maserfeld and Wilton. I got to play in a period I am not that familiar with, I got my Vikings on the table for the first time (I acquired them in 2011) and I got to actually do all this as planned. Well I planned it in 2014 so only 6 years late! Also importantly the rules remain unchanged after the 15 plays. Although not a wide range of units were used, it is a positive indication for this current evolution on the rules. A satisfying solo November challenge.
Thanks for taking the time and effort to play these through and the post all the reports:). I love the Dark Ages period and used to enjoy playing battles with the Dux Bellorum rules, but in the end found the games too similar. This is due to the nature of the period and not the rules of course.
ReplyDeleteThe fun part as you mention is actually often the whole research of a battle prior to the game and then figuring out how to set it up for use with the rules you enjoy playing.
Hello Steve,
DeleteThanks. Yes, there are a lot of line them up and go at each other battles. But there were a few interesting tactical battles there. Research is definitely another fun aspect of the hobby.
Thanks Shaun for sharing a ton of work. The Battle of Nechtansmere 685AD has always interested me, especially the question of cavalry use. I have the Hackett book, and enjoy dipping in, though have not tried his rules.
ReplyDeleteThanks Norm. I found all the battles, or at least their position in history, very interesting. Even if some of them were not as interesting to actually play out on the table.
DeleteHackett's book is a great read, rules are a d10 variation on WRG 6th edition. WRG 6th Edition was the reason I stopped playing ancients for 10 years so they are unlikely to be my cup of tea.
Brilliant, Shaun! A lot of fun to read, and a book I might just have to look out for.
ReplyDeleteCheers,
Aaron
Hello Aaron! It is an very interesting book but note there is a link near the top of the post that does question the historical looseness of the Hackett book.
DeleteYou're incorrect Shaun - the Dark Ages were in fact a tad darker than this age is, much the way that the world was "colorized" in the 1960s.
ReplyDeleteBlame Mr. Edison, and Mr. Kodak. We can only imagine what things were like back then. Well, and Mr. Tolkein of course.
:)
Except in the daytime :-) Although Britain is mostly grey during the day too...
DeleteThanks very much Shaun, loved that. I have played quite a few of these over years, so I found it very interesting to compare my 'relatively' small-board games with your 'ultra' small-board games.
ReplyDeleteI referenced a few of your game reports on some of the scenarios, meaning I used them to help me figure out my version. That, as you say, is very tiny! But found the small size well suited to the broad brush approach to shieldwall games.
DeleteYou know what’s more impressive than playing 15 Dark Ages games? Playing ONE WWII game :) Just kidding Shaun, an impressive feat of wargaming, and I’m glad to see you playing some games.
ReplyDeleteV/R,
Jack
I played one WW2 game last week so on a winner! Writing up the blog post when I have time but expect it later this week (after another ancients post that I have played too).
DeleteExcellent, I await with bated breath!
DeleteV/R,
Jack
Great read. Thanks!
ReplyDeleteHello Kevin - Thanks for stopping by!
Delete