Prufrock's Wargaming Blog

Prufrock's Wargaming Blog
Showing posts with label To the Strongest!. Show all posts
Showing posts with label To the Strongest!. Show all posts

Sunday, October 15, 2017

Of blowouts and birthdays.

My recent return to To the Strongest! has now concluded. Unfortunately, there were a few problems with the camera, but now that I have a new SD card installed, we are back to normal on that score. The other camera problem is that the tabletop looks a tad forlorn, though this is not the camera's fault. My carpet tiles are fine for a biggish 5 x 4 game with five hundred figures on the table, but rather sad and flat for a 3 x 2 one with only 150. So too do my generic 100 yen shop hovels look rather less than impressive. Not for the first time I can see that I'm going to need to up my terrain game...

Anyway, to my surprise, the game ended up a blowout in favour of the Normans, who I thought were going to struggle to make much headway against the Anglo-Saxon shieldwall. As it turns out, the Anglo-Saxons were a little too enthusiastic in their attempts to bring the Norman horse to battle, and as a consequence the line became disjointed early and the Normans were able to gang up on poorly supported units and wear them down.

The deep shieldwalls were tough, but they just could not get back into position and suffered for it, by being out of command and/or teamed-up upon.

Any normal wargamer would have known this already - as did I in fact - but sometimes it seems I just have to learn the hard way!

The Anglo-Saxons lost three deep shieldwall units and 2 generals (13 victory banners) against no losses for the Normans, so the game was up. The Norman horse managed to evade Anglo-Saxon charges for the most part, but even when they were caught or elected to stand they were able to pull back or rally before they were finished off.

Anglo-Saxons/Normans is quite an intriguing match-up (as you would hope!) in TtS. There are some nice tactics to play around with, but I must have the Anglo-Saxons hold their line and their discipline better in future.

View from behind the victorious Norman left. Dodgy hovels can be seen in the distance.

Again from the Norman centre.
And finally from the Norman right.

In other news, it was my birthday earlier this week, and my dear and long-suffering wife sanctioned the online purchasing of some birthday treats. A visit to the Book Depository website later and the reprint of Ian Heath's classic Armies of Feudal Europe and the Dan Mersey fantasy skirmish rules Dragon Rampant were on their way here. I was sorely tempted to pick up Bloody Big Battles too, but will save that one for next time.

On the figure front I see that I'm not quite finished with my Dark Age project after all: I'm going to have to pick a few more Anglo-Saxons, Vikings and Normans to paint up as hero and leader figures so that I don't need to cover the table with those mood-damaging cube markers.

It seems a wargamer's armies are never done!

Tuesday, October 10, 2017

To the Strongest revisited

Well, the time has come to pull out Simon Miller's fine To the Strongest! rules again. I keep meaning to play them, and now that my Dex Bellorum project is complete, I've got small-based units I can use to do so, and don't need to use the big table.

So I'm going to do a solo run-through to reacquaint myself with the rules.

Here are the armies: 

Normans.
3 Generals
13 Units
3 Commands
32 VPs, 11 Victory Medals, 133 points
Save / VPs /
Pts / Ammo

The King (R)
Great leader, heroic, mounted, senior
3+ / 2 / 11 / -
Milites
Veteran cav, javelin,
6+/ 2 / 11 / 2
Milites
Veteran cav, javelin,hero
6+/ 2 /12 / 2
Milites
Cav, javelin, hero
7+/ 2 /10 / 2
Gascons
Light infantry, javelin
7+/ 1 / 4 / 2
Camp
12 VPs, Demoralised on 6, 51 points
-- / 3 / 1 / --

His Retainer (C)
Heroic, mounted
3+ / 2 / 6 / -
Spearmen
Veteran shieldwall, hero
6+/ 2 / 10 / -
Spearmen
Shieldwall
7+/ 2 / 7 / -
Spearmen
Shieldwall
7+/ 2 / 7 / -
Crossbowmen
Crossbowmen
8+/ 2 / 7 / 6
Skirmishers
Light infantry other, bow
8+/ 1 / 4 / 3
Skirmishers
Light infantry other, bow
8+/ 1 / 4 / 3
Camp
15 VPs, Demoralised on 8, 46 points
-- / 3 / 1 / --

The Bishop (L)
Heroic, mounted
3+ / 2 / 6 / -
Milites
Veteran cav, javelin, hero
6+/ 2 /12 / 2
Milites
Cav, javelin
7+/ 2 / 9 / 2
Milites
Cav, javelin
7+/ 2 / 9 / 2

8 VPs, Demoralised on 4, 36 points



Anglo-Saxons.
3 Generals
12 Units
3 Commands
34 VPs, 11 Victory Medals, 133 points
Save / VPs /
Pts / Ammo

The King (C)
Heroic, senior
3+ / 2 / 6 / -
Fyrd
Veteran shieldwall, deep, hero
6+/ 3 / 14 / -
Fyrd
Veteran shieldwall, deep, hero
6+/ 3 / 14 / -
Fyrd
Shieldwall, deep
7+/ 3 / 10 / -
Fyrd
Shieldwall, deep
7+/ 3 / 10 / -
Skirmishers
Light infantry, other, bow
8+/ 1 / 4 / 3
Camp
18 VPs, Demoralised on 9, 59 points
-- / 3 / 1 / --

His Brother (R)
Heroic
3+ / 2 / 5 / -
Fyrd
Shieldwall, deep, hero
7+/ 3 / 11 / -
Fyrd
Shieldwall, deep, hero
7+/ 3 / 10 / -
Fyrd
Shieldwall, deep, raw
8+/ 3 / 7 / -
Skirmishers
Light infantry other, sling, raw
9+/ 1 / 3 / 2
Camp
15 VPs, Demoralised on 8, 38 points
-- / 3 / 1 / --


His Brother (L)

2+ / 2 / 4 / -
Fyrd
Shieldwall, deep, hero
7+/ 3 / 11 / -
Fyrd
Shieldwall, deep, hero
7+/ 3 / 11 / -
Fyrd
Shieldwall, deep
7+/ 3 / 10 / -

11 VPs, Demoralised on 6, 36 points


The battlefield is 8 squares by 12, with minimal terrain, so that the two armies will have a good opportunity to just go at each other hammer and tongs.




Monday, November 23, 2015

Sertorian Wars with 'To the Strongest!'

As mentioned in my last - rather breathless - post, today was a day in which I actually got to get some gaming in, and with another human being, no less!

Luke arrived nice and early and after we fluffed about a little getting reacquainted again after so long the first game got underway about 10:30. The match-up pitted Luke's pseudo-Sertorians against my own partisans of either Metellus Magnus or Pompeius Pius (whichever way you choose to look at it, my lot were an uneasy company!).

The battlefield. Sertorians with the blue shields, Sulla's minions with the red.

The first few turns gave little indication of the carnage that would follow. If my men advanced gingerly on the flanks, they did so gladly in the centre. Luke's meanwhile held back in the middle (one eager unit of Spanish lights excepted) and claimed the high ground elsewhere.

Opening moves.

We had an early setback on the left, losing our light cavalry to missile fire, but this was offset by success on the right, where the enemy general was pulled from his horse and slain as his friends forsook him.

In the centre the Sertorians kept drawing us forward, and we were happy to be in this way drawn.

Mixed fortunes on the flanks; feverish advance in the centre. What could go wrong?

Our men on the left struck a decisive blow in seeing off the enemy's heavy cavalry. Unfortunately, we got ourselves into a badly-managed tangle in so doing, which left us unable to easily prosecute attacks against the remaining units of that enemy command. Several turns of turning (or not turning, depending on how early we failed our activations!) saw us make little progress and ate up valuable time.

On our right the men were somewhat reluctant to close with the enemy despite there being an opportune window for doing so. Questions may perhaps be asked.

But I am getting ahead of myself...

The infantry lines before contact.

Shameful mucking about on our left...

Indecision on the right...

But eventually the lines meet!

Nonetheless, we found ourselves around turn six with a glorious opportunity to press for victory. We had induced the enemy to advance out of his strong defensive position in the centre, giving us temporary local superiority there as a consequence (see picture above).

But at this juncture either Metellus Magnus or Pompieus Pius (whoever it was I refuse to admit that it had anything to do with me) managed to forget which units belonged to which command. For two crucial turns, half of our legionaries were not given attack orders at all!

Within a few short and abominably overseen turns we went from this:

"We can just about taste it, lads!"

To this:

"Don't worry, the veterans might still do something..."

To this:

"Jupiter..."

And we'd been 'stewrendously dismogrificated', as it was reported in Rome.

The whole sorry scene.

And a Shameful Defeat was thereby visited upon us.

But what a game! There is so much to like about To the Strongest! that it's hard to know where to begin. Still, we'll give it a crack.

1) You get army lists. It seems like a long time since I've sat there with ten minutes before game start trying to figure out the best army mix, and I've missed doing it. After this game I actually wanted to work out the ideal armies for situation, opponent and points value.

I haven't been excited about that kind of thing for 20 years.

2)There is a sly mix of 'oh, fer f...'s sake' and 'YEESS' moments throughout the game. An atmosphere develops that's hard to describe. There's a sort of heightened quality to the action that is not exactly cartoonish, but comes close. You end up laughing when things go against you, yet on another level there's a tightening up and an awareness that to play this well you're going to have to put a bit of time and thought into it, and will need to keep your wits about you.

It is a lovely thing to get that 'this is a real game we've got here!' feeling, but when it comes with an 'and I enjoy it even when  I'm losing' corollary, you're moving into rare territory.

3) Space is left for players to make their own mistakes.

4) There is room for satisfying application of tactics.

5) There is a plenty to think about when you're done.

Simon Miller has put together a great set of rules here, and they are only going to get better as they are further refined. They are really well done.

Edit: you can see Luke's report here.

Friday, April 3, 2015

Romans and Gauls

Following on from our first game of To the Strongest on April 1st, we made an early start next morning so that we could get another battle done before Luke was due back in Osaka (Luke's report can be found here).

Simon Miller has said that Romans vs Gauls was a good match up under the rules, so that's what we decided to play. This time Luke took the Romans, generously allowing me the chance to squeeze into some tight trousers and don a checked cloak.


Luke won the initiative and pushed forward on all fronts. He had gone for a mixture of medium-sized legionary units supported by veteran small units. I enrolled eight bands of warriors and went for cavalry, hoping again to gain ascendancy on one flank and use my deep units to burst through where I could. I enlisted six heroes to lend weight to my attacks; Luke grabbed four.


My cavalry command was a bit slow to get moving, but elsewhere we were able to present a satisfyingly solid front to the dastardly Romans and their tricky commander.


The lines soon came into contact and battle was joined. Annoyingly for both of us, we kept forgetting to use our heroes to re-roll early missed attacks. I need to get some figures to use for the wee champions - little coloured blocks are clearly not obvious enough for our aging eyes!

The initial stages of the fight in the centre were characterised by much effort but little headway.
On the right we had some marvellous success: our cavalry stole a march on their Roman opposites, attacking from both the flank and the front.

Our cavalry can just be seen outflanking the Roman left
Unfortunately for us, the cavalry missed their next five attacks (and yes, I forgot to use my hero for two of them!), Luke got some veteran legionaries over as cover (a la Caesar at Pharsalus) and we began to take casualties.

In the infantry clash the legionaries began to wear us down with their combination of standard and small sized units. Under Luke's sure hand they were able to rally hits on the larger units and exchange lines to protect weaker/damaged units and or deliver a second attack (I thought line exchange worked really well here).

For us, we were unable to rally any hits successfully, and things were beginning to look a little shaky.

Gallic casualties mount as the flexible legionaries mount powerful attacks..

Luke effected a first breakthrough on the left of the Gallic line, but we were able to immediately plug the gap by bringing forward our reserve.

Reserves, eh?  
With the Roman cavalry threatening to outflank us via the stream, the cavalry on our left fired off a few desperate javelin volleys. Incredibly, both hit, and the turncoats (Aedui, no doubt...) broke! Thus inspired, the infantry redoubled their efforts (ie, we gave up trying to rally hits and just went all out on the attack), and the Roman line - thinner in the centre than at its ends - began, for the first time, to show signs of weakness.

Javelins over the stream...
But the situation on our right was now desperate as the legionaries stormed through there as well. With no reserve left, it was up to the warriors of our main line to make up for it, and they did, bursting through the Roman centre themselves.

The Roman line thins...

Our right is about to collapse.


And then we are through in the centre.

Could this be a glorious day?
With the battle entirely in the balance, both sides needed three victory medals to win. In practice, the Romans had to destroy one unit of warband or the cavalry and leader (in photo below) still trying to finish off the cavalry on the Roman left.

For the Gauls, victory would require the destruction of two standard units (cavalry or legion) or a standard unit and a small unit (veteran legion).

You have done well, but a little bit more help from you is required, mes ami!!
We held a slight advantage in that it was our turn, and we could choose where to strike, but we also knew that it had to be won right now: we could not survive the next Roman attack.

Accordingly, we decided to attack first on our left, needing one hit to defeat the legion there, and then to try our luck on the right again, hoping our cavalry could finally score the hit they needed to break their enemy.

Would it be victory or death?


The attack was launched on our left, but we could not land the hit.

Then the Romans battle back and break us!

A triumph, Gaius!

And so ended a tense and thrilling game.

Thoughts

Everything in the rules worked very well here. There were ups and downs for both sides, and while the Romans held the edge, the Gauls came back strongly and almost snatched a victory against the odds.

Luke played a very strong game, I thought. He used the army well mixing standard and small units in double line, and some quick thinking (and steady nerves) saved the breakthrough on his left from becoming a rout. To be honest, we were lucky to come back into the reckoning; but you have to take your luck when you can get it in this game.

Once again we came away thinking that Simon Miller has really got something good going with To the Strongest! It will be interesting to see where he takes things from here.

Thanks for reading, and hope you enjoyed the reports.


Thursday, April 2, 2015

Romans and Macedonians

And so to the battle.  Luke took the Macedonians and I the Romans, who won the scouting contest and gained the initiative. The commands were divided up as shown in the photo below. I needed to claim 13 victory medals for the win while Luke needed 12 (for Luke's take on the battle, see this post on his blog named - coincidentally? - hoti to kratistos!).



My overall plan was to try to use my cavalry advantage on the left (command 1) to win through there and either get into the baggage or hit the rear of the phalangite line.

The knottiest problem I faced was how to deal with Luke's deep pike units - each of which could take three hits - with my legionaries, who could only take one hit each. Would I try to defeat him with depth, or aim to get around his flanks and win that way?

All this and more was going around in my little head...

As usual for me, things started badly. Pulling four ones in a row for activation meant I only got to move a single unit in the whole of turn 1!

April fool!  The velites are sheepish after the rest of the army played a wee trick on them...
I must confess now that we made a bit of a rules blunder. While deployment in To the Strongest! is by command, and taken turn about, activation is by army, and within that command by command. That this change occurs had completely slipped my mind, and having got into the deployment rhythm we continued that on in the game proper, activating commands turn about instead of army by army. It probably didn't make too much difference to the result, but did lead to an extra layer of decision making as we wrestled with which command to activate at any particular time.

With that confession out of the way, we return to a battle in which, over time, our main lines came into contact in the centre of the field. Luke's lighter troops had secured the wood on his left, forcing my right wing into a defensive posture, but on the other flank my cavalry command had made better progress, taking the hill and endeavouring to drive off the enemy horse.



Unfortunately, in a most dreadful few turns, the javelins of the velites and the pila of the legionaries proved completely ineffective. The phalangites hit us at full strength, destroying both the hastati units of our centre command almost immediately.

Ouch! Hastati gone, and veteran pike leading the advance.
We tried to recover the situation by pulling back and hitting the lead phalangites from three directions at once. These efforts, however, were in vain: a mixture of failed activations and poor attacks over the course of several turns saw the phalanx stand firm against all dangers.

A grim struggle in the centre.
Our left was doing better: having driven off the enemy heavy cavalry and general, we sent the allied light cavalry in behind the phalanx. Their javelins struck home...


 and then they charged in...



...scoring two melee hits!  At this there was much rejoicing amongst the Romans, not least because these very Tarantines were a gift from the author of TtS! himself!

Luke sportingly agreed that their success was very appropriate!

Sadly for us, the success didn't last - the phalangites coolly saved one of the two hits and the line steadied.

This was the high point of the battle for the Romans, and from here our fortunes rapidly declined, as the remainder of this report will illustrate:

Nail-in-coffin 1: The phalangites advanced.


Nail-in-coffin 2: They shrugged off hits with timely rallies.


Nail-in-coffin 3: Every time they scored a hit of their own, one of my units was destroyed.

Nail-in-coffin 4: We lost the cavalry battle on the right flank (this as the result of a rash advance which I gave myself a good kicking over!), our cavalry on the left were tied up and picked off by some great shooting by the camp guard and the Tarantines were unable to follow up their success against the rear of the infantry line.

Ouch! Down to the triarii.....

And our right flank guard is now gone, too.
The Cretans - and grinning death - put paid to the other Tarantines!
Under pressure!


Seeing that the poor old Romans were being well beaten - and it was 3:30 in the morning - we called it a Macedonian victory, took a few photos, and prepared for a new game on the morrow.

Thoughts 

We both really enjoyed the rules. There were cries of elation and frustration during the gameplay but no sighs of boredom, so Simon is onto something good.

We did feel that there may be a few oddities. It seemed for example that light cavalry could evade off board and then reappear on table a little too easily (and could reappear in some rather awkward places). I was biased though; this minigame of evade-off-table-and-reappear-on-a-unit's-exposed-flank effectively prevented my victorious left from being able to capitalize on their initial success.

The other thing (and again I am biased!) was that the Macedonian phalangites were able to sustain hits and then rally them, but being small units, the Romans once hit were removed from the table. There is not the ability to rally and reform a Roman line in the way that Scipio did at Zama, for example.

But - as Simon warned me in advance - the game has its nuances, and it's quite likely that, first battle in and gaming with a tricky opposed pair, I have simply failed to see subtleties and employ optimum tactics.

Anyway, minor quibbles aside, it was a thoroughly enjoyable game, and the more we played the more we came to admire what Simon has done with these rules. In my opinion, they are well worth checking out.

I'll stop here, but there is another battle report to come at some stage.

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