Monday, July 25, 2016

Ye Who are the Warriors of God - To the Strongest! at Historicon 2016

    I ran a second game with the To the Strongest! rules on Thursday night at Historicon. We had a great group of guys for this game, including a return player (Dave). Once again we had eight players for six slots (due to walk ups), but I had planned for that, so it worked fine. I used 2 decks of 80 cards each per side to keep things moving.


The Catholic "crusaders" move forward to assault the Hussite Wagenburg. Their figures are a pretty eclectic and not necessarily contemporaneous mix of 25/28mm Minifigs Alexander Nevsy range Teutonic Knights, Old Glory Wars of the Roses range, and Pery Hundred Years War Agincourt range, and even a few Hinchliffe figures. 


Hussite players - from left to right are Ted, Will, Roger, and David. The Hussites are mostly Old Glory (especially the 10 War Wagons), with some recent additions of Kingnaker (1st Corps) figures painted in the past few months, as previously documented here on the blog. 


Catholic players - ?? Greg, Dave, Ralph, ?? Frank.


That Wagenburg will be a tough nut to crack!


On the Hussite right, their limited cavalry have trotted out from the safety of the Wagenburg to engage the advancing crusaders. As they are both outnumbered and outclassed by their Catholic opposition, this was perhaps not the wisest move, but it is one way to see how the game plays!


Battle is joined in earnest!  4 of the Wagons have artillery mounted on them (6 box range), 4 have Crossbowmen (3 box range), and 2 wagons have Handgunners (2 box range). All are "Deep" units taking 3 hits to eliminate. Physically, each "Wagon" unit is represented by a Wagon with one stand of missile troops within (except the Gun wagons), behind that 2 stands of missile troops of the same type as the wagon riders, and behind that 2 stands of melee infantry (usually flail men).


The Hussite Right flank cavalry were swept aside with little difficulty, and the wagon line is now under heavy attack! The Hussite artillery in the open, which I have rated as Organ Guns, had better hope they get good Hit cards or they wont be much more than a rest stop for that Cavalry!


On the Hussite Left, Dave has held his small cavalry force back while he waits for the Knights to break themselves on the walls of the wagon fortress. I have used supply wagons for the Hussite camps, with added fortifications to shelter some defending (cheap) light Infantry Crossbows and Handgunners. 


The Hussites bare making the most of their shooting power and rally actions, as their line holds firm. Ralph's Catholic infantry command has hung back after turning an Ace ( = no move) for their first activation attempt three turns in a row! ted has wisely swapped positions with hi Organ Guns and Militia Halberdiers. 


However, the Sergeants blew right through them anyway. "Shock lances are nice!", they observe. Meanwhile, disaster- the Wagon line has been breached by the Brother Knights!


Ralph's men turn a FOURTH Ace! It seems his men think it is the job of the knights to slay heretics, not theirs!


The next turn, they finally start to close, while the Hussite Organ guns, even playing 2 Hit cards per activation, seem to have little effect on the enemy!

Not surprisingly, the sergeants ride down the guns at their next opportunity, whilst the Knights break through and head for the Hussite Camps!  Things are looking petty grim for the men of the Chalice!


However, on the left side of the wagon line, David's patience has paid off,. The attackers are fully engaged and being ground down, so he judged it time to send forth his small cavalry force to sack the Catholic camps, and moves out his own organ guns, supported by the less than well trained civic militia of Prague. 


Six camps in a row = 18 victory medals... IF David's men can scoop them all up before the Hussites break themselves
!

A Hussite camp falls to the Brother Knights, while the right flank wagon holds out against incredible odds!

The Hussite Cavalry, sweeping around the catholic rear, has sacked 2 Catholic camps already (scratch built tents were used for most. 


David moves up his organ guns to shoot more knight, and distract them, as the Catholics attacking the front of the wagon line are thinning progressively. The Hussites, however, are running low on ammunition...


Some Catholic knights, with their general attached, are happy to oblige, running the uppity peasants through with ease!


David's heavy cavalry have snapped up two more Catholic camps, while his Light cavalry faces down some light infantry crossbowmen detailed to interfere with the their Glorious ride. This brings the Catholic army to zero victory medals, and they break of the attack.  Game over!

This was a tense, close, hugely fin game. If you haven;t checked out To the Strongest, I recommend the rules for your consideration. Simon is having a worldwide post free sale on the print edition of the rules this weekend (until midnight Monday July 25th, UK time).

We pretty much played the War wagons as written in the rules, except that they needed a 6+ to hit in melee (until they were disordered), instead of 8+. There was some  limited movement o the wagon units after the Crusaders broke through in spots. 

I personally find the Hussite rebellion fascinating, militarily, religiously, and culturally. I have done a detailed presentation of my Hussite figures, with a lot of history included, in my as yet incomplete Hussite Wars series on this blog:



Hussites
CMD
Description
Save
Spec/Ammo
Pts
VMs
1
Attached General
2+

4
2
1
Cavalry - Lance
7+
Shock
9
2
1
Light Cavalry, Raw - Lance
8+
Shock
4
1
1
Command Cost, Demoralized


17
3
2
Attached General  Heroic
3+
Replay
5
2
2
War Wagons - Guns
7+
Mv/Cover  6
13
3
2
War Wagons - Crossbowmen
7+
Mv/Cover  6
13
3
2
Light Infantry, Raw, Handguns
9+
2
3
1
2
Heavy Infantry Polearms, Raw
8+
2 Handed
5
2
2
Organ Guns, Raw
8+
5
6
1
2
Hero

Replay x 1
1
-
2
Camp w/ 2 sides fortified


3
3

Command Cost, Demoralized


49
8
3
Attached General, Heroic
3+
Replay
5
2
3
War Wagons - Handgunners
7+
Mv/Cover  6
13
3
3
War Wagons - Guns
7+
Mv/Cover  6
13
3
3
War Wagons - Crossbowmen
7+
Mv/Cover  6
13
3
3
Light Infantry, Raw, Crossbows
9+
2
3
1
3
Hero

Replay x 1
1
-
3
Camp w one side fortified, 2 Ammo


3
3
3
Command Cost, Demoralized


51
8
4
Attached General, Heroic
3+
Replay
5
2
4
War Wagons - Handgunners
7+
Mv/Cover  6
13
3
4
War Wagons - Guns
7+
Mv/Cover  6
13
3
4
War Wagons - Crossbowmen
7+
Mv/Cover  6
13
3
4
Light Infantry, Raw, Crossbows
9+
2
3
1
4
Hero

Replay x 1
1
-
4
Camp w one side fortified, 2 Ammo


3
3
4
Command Cost, Demoralized


51
8
5
Attached General, Heroic
3+
Replay
5
2
5
War Wagons - Guns
7+
Mv/Cover  6
13
3
5
War Wagons - Crossbowmen
7+
Mv/Cover  6
13
3
5
Light Infantry, Raw, Handguns
9+
2
3
1
5
Heavy Infantry, Raw, Polearms
8+
2 Handed
5
2
5
Organ Guns, Raw
8+
5
6
1
5
Hero

Replay x 1
1
-
5
Camp w/ 2 sides fortified


3
3
5
Command Cost, Demoralized


49
8
6
Attached General
2+

4
2
6
Cavalry - Lance
7+
Shock
9
2
6
Light Cavalry, Raw - Lance
8+
Shock
4
1
6
Command Cost, Demoralized


17
3

TOTALS


234
(34)


Medals  = Total divided by 3
Reserve Ammo = 1 chit for every unit that can fire, plus 4 additional ammo purchased

Demoralized Command = Lost ½ of Victory medals

Catholic Crusaders
CMD
Description
Save
Ammo/Spec
Pts
VMs
1
Att General Mtd Heroic: Vignolles
3+
Replay
6
2
1
Knights, Lance (Sergeants) Shock
6+
Sv +1 FireD
11
2
1
Knights, Lance (Sergeants) Shock
6+
Sv +1 FireD
11
2
1
Light Cavalry, Crossbow, Raw
9+
2
4
1
1
Camp


1
3
1
Command Cost, Demoralized


343
5
2
Att General. Mtd, Heroic Gr Master
3+
Replay
6
2
2
Later Knights, Lance, Veteran
(Household/Brother Knights)
SHOCK
5+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
16
2
2
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
2
Knights, Lance  SHOCK
6+
Sv +1 FireD
11
2
2
Camp


1
3
2
Command Cost, Demoralized


48
6
3
Att General Heroic (Bishop)
3+

5
2
3
Spearmen
7+

7
2
3
Spearmen
7+

7
2
3
Crossbowmen
8+
6
7
2
3
Light Infantry Crossbowmen, Raw
8+
2
3
1
3
Light Infantry Crossbowmen, Raw
8+
2
3
1
3
Light Infantry Bowmen, Raw
8+
2
3
1
3
Camp


1
3
3
Command Cost, Demoralized


36
6
4
Attached General
2+

4
2
4
Javelinmen (Throwing axes)
7+
ShockMissil
7
2
4
Crossbowmen
8+
6
7
2
4
Dismounted Knights
2 handed weapons
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
4
Light Infantry Crossbowmen, Raw
9+
2
3
1
4
Light Infantry Crossbowmen, Raw
9+
2
3
1
4
Light Infantry Handgunners, Raw
79+
2
3
1
4
Camp


1
3
4
Command Cost, Demoralized


32
7
5
Attached General, Mounted
2+

5
2
5
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
5
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
5
LC Bow Raw (Hingarians)
9+
2
4
1
5
Camp


1
3
5
Command Cost, Demoralized


38
5
6
Attached General, Mounted
2+

5
2
6
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
6
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
6
LC Bow Raw
9+
4
5
1
6
Camp


1
3
6
Command Cost, Demoralized


38
5

TOTALS


235
33

Medals  = Total divided by 3
Reserve Ammo = 1 chit for every unit that can fire
Demoralized Command = Lost ½ of Victory medals

25 comments:

  1. Wow, Peter! That is an impressive looking battle line of wagons. I would hesitate to launch an attack into that too. From your narrative, seems victory hinged on sacking the opposing camp. Is that how battles were decided during these Wars?"

    ReplyDelete
    Replies
    1. It is impressive, isn't it? :-)
      In game terms, in TtS, every army MUST have at least one camp, and can have up to one per command. They contribute a lot of Victory medals for their (low) cost, and that increases the staying power of your army. However, having them sacked is devastating to your army's morale, which is pretty historical. I gave the Crusaders the Max number of camps because their troops were very expensive, and the Hussites pose little threat of sacking them.... unless you let their weak cavalry get around you, and neglect to garrison any of them with at least some cheap light infantry! :-)

      That's partially a familiarity with the game issue. On the other hand, David employed the Hussite cavalry exactly as he should have - to counter-punch when the attackers were weakened and distracted, which is how they were used historically as well.
      I've played the Hussites in three different rules sets now, and in each case the result was similar. The Hussites look unbeatable as they pepper the attackers with various missiles. Then the melee troops close, and it's tough slug against the Wagons, but then gaps open and the crisis of the battle arrives. As long as there are reserves to close any breakthroughs, the Hussites generally prevail. If not....
      Each of these gmaes have been surprisingly fun to play. We had a great time with the Hussites at Historicon, and the first time I ran them with my own Band of Brothers, 2nd edition at Historicon about 10 years ago, my freind and fellow Renaissance wargames enthusiast was a player and said it was one of the most fun games he had ever played. Sadly, Peter, who was roughly my age and an attorney in private practice, died rather suddenly just a few years later. He ran many great Renaissance themed games at Historicon over a period of a decade or more, including the sieges of Malta and Vienna, the battles of the Swiss Burgundian Wars,Great Italian Wars and more. He is missed!

      Delete
    2. I'm a little bemused at this necessity for camps in ancient-mediaeval rules. Seems to me to be driven by wargames lore and the need for results in competition games rather than historical support.
      I would not for a minute claim to be across even one part of such a huge range of history, but it seems to me that, even if there were instances where the enemy camp was the focus of action, most of those were after the battle was won, surely (such as Hattin)? You or Jonathan will politely set me straight, no doubt!
      Not that I am trying to over analyse things. It's a game, in the end and this one looks to have been great fun for all involved. Classic Anderson stuff.
      *You* should get one of those medals Peter, for consistent service to the hobby by providing excellent games, over a wide range of periods, for people to become involved with at conventions! One of these days I'll find an excuse/time to get to the eastern US in July to join you :)

      Delete
    3. James,

      I suppose that I would also think of Camps as a way of requiring players to pay attention to their rear areas and line of communications. You are only required to have a single camp in TtS, in which case losing it would not be a big deal aside from loss of ammo resupply. The Hussites certainly DID carry their supplies with them (Otherwise the Wagenburg would be a pretty short term ploy - run out of food and water after a day?) Most Medieval armies, too, had significant trains for supplies, camp followers, servants etc. Sacking the enemy camp was certainly not uncommon in Ancient times. You could eliminate the camps from TtS without much effect upon the rules.

      Delete
    4. Thanks for your very kind words as well, James, and it would be great to see you at a Historicon some year. We have had visitors from Australia a number of times over the years!

      Delete
    5. ...by way of a footnote... In V2 (2017 or early 2018) camps will become optional. Victory medals will be lost if a player doesn't have any units in each third of a battlefield, which will will partially replace them.

      Delete
    6. I was going to say that another positive aspect of camps is the opportunity to add some "place setting" terrain elements, although you can certainly do that anyway!

      Delete
  2. Looks great. Some day, I should go to Historicon and enjoy some of these games in person.

    Thanks for sharing.

    ReplyDelete
    Replies
    1. Thanks, Sean, and, yes, you should. It is well worth the trip. We had players from California and the UK, and often have visitors from as far as Australia!

      Delete
  3. A close and exciting game, and it was great to see those Hussites in action again.

    ReplyDelete
  4. Great looking game Peter - well done on promoting TTS so well in the States!!

    ReplyDelete
    Replies
    1. Thanks, Carlo. As I said, I was mildly surprised at how many guys had never even heard of the rules before!

      Delete
  5. Hi Peter, what a stunning game! Looks really exciting, too.

    Hats off to David for timing the commitment of his small reserve so effectively. Capturing SIX camps can only be a record, I would hazard that no single unit has ever captured so many victory points.

    Thanks so much for promoting the rules- if I can, I'll pop over next year to lend a hand.

    Best, Simon

    ReplyDelete
    Replies
    1. Thanks Simon! It would be great if you're able to make it in 2017!

      Delete
  6. You were a very busy bee at that Con !! Another excellent looking game

    ReplyDelete
    Replies
    1. Yes, indeed I was; normal for me, though!
      I was very happy with how the game looked and played.

      Delete
  7. Great looking game, nice to see all your hussites getting a run out and a relief as I was rooting for them! I always think of to the strongest as an ancients rule set I'll have to rethink about them for late medieval /renaissance.
    Best Iain

    ReplyDelete
    Replies
    1. Thank you, Iain. I was rooting for them too! It was closer than I thought it would be, actually. Indeed, were it not for "David's Wild Ride", the Hussites would highly likely have lost. Renaissance would probably require very minor adaptation, and a Pike and shot variant (ECW, TYW, etc) is under development, probably starting major play testing later this year.

      Delete
    2. I originally wrote them as an ancients set, but the medieval lists are very popular downloads so I know they are being played a lot for medievals. I'm currently working on an Italian wars expansion and a new ECW set, which as Peter says will be play-testing very soon (Next week I hope!).

      Delete
    3. Simon, I'd definitely be interested in playtesting those. I have sizable ECW armies of 25mm Minifigs that would love to get onto the table!I've written several rules sets of my own, and assisted and or playtested others.

      Delete
    4. Certainly. I'm putting the finishing touches to them this weekend, I'll add you to the list!

      Delete
    5. Excellent! That will supply the motivation to clear everything off my table that has sat there since Historicon (as is usually the case for about a month, LOL!)

      Delete
  8. Beautiful game and nice write up. Thanks for sharing. I am just launching into TtS. Played one game so far and really enjoy it. I am in KC. Where are you located? Hope to make it to Historicon next year.

    ReplyDelete
    Replies
    1. Thank you, David. I am in Bridgewater, Connecticut; a long way from KC, I am afraid. I expect to run some TtS! again at Historicon 2017, and we are hoping top have Simon attend as well...

      Delete