Friday, April 15, 2022

MURTEN REIMAGINED





What if, instead of a “dull and wet Saturday morning,” as Richard Vaughan describes the weather on the fateful day of 22 June 1476 in his scholarly and excellent book, Charles the Bold: The Last Valois Duke of Burgundy, when a disorganized and unprepared Burgundian army was routed by the irresistible advance of Swiss contingents, the weather had been fair and mild? Admittedly, a long and somewhat complex question, but still one that merits consideration. Further, what if the engagement took place five days prior, on 17 June? What if a group of several thousand Swiss soldiers did not have to force march 140 kilometers in just three days and then, upon arrival, get a very brief period of rest (in a driving rainstorm, it should be mentioned) before joining their fellow countrymen and going into battle? Finally, what if, just for the sake of this exercise, the Duke was given the moniker Charles the Competent instead of Charles the Rash, and had his army of approximately 15,000 drawn up in prepared positions and ready for battle on that aforementioned albeit adjusted date? 


After a few frustrating weeks of studying new source material, after starting and then stopping more than several drafts wherein I attempted to explain or narrate how I would stage a refight of the historical battle of Murten, I decided to “move the goal posts” as it were. I decided to explore a different avenue. Instead of stressing over a Featherstone-quality refight of this particular historical battle, I would simply create a counterfactual scenario. As for the general look of my model landscape, I would rely on the wargamer-friendly diagram provided on page 388 of Richard Vaughan’s text. As for the orders of battle, I would also rely, in very large part, on his research. Additional information would be gleaned from other sources, a few of these being used in my previous post, “Modeling Morat,” which was published to this blog on January 24. As for the rules that would be employed for this solo scenario, I thought I might try or revisit Simon Miller’s innovative, dice-less and ruler-free To The Strongest!


Unfortunately, recent developments, most notably a rather spectacular failure to stage a refight of a “makeover of Magnesia” using To The Strongest! have given me pause, reason to withdraw, regroup, and reconsider what I am looking for or trying to accomplish with such large endeavors. As a result, instead of a traditional battle report, the following pages present a scenario or an outline for a scenario of the proposed counterfactual. 


Terrain

Several enlargements were made of the map found on page 388 of Charles The Bold. Using the provided ground scale, I crafted a crude transparent overlay in order to determine the best orientation of my tabletop model. After doing some basic calculations, it appeared that it would be possible to use my smaller table (45 inches by 78 inches) to represent a rectangle of battlefield measuring approximately 2 kilometers across by 3 kilometers in length. This would permit me to model the four identified hills or knolls, the built-up-areas of Burg and Salvenach, the ravine bordering the eastern side of Burg, and the edges of both the Murtenwald and Galmwald. I would also be able to replicate the rather extensive road network across this six square kilometers of ground. Additional figuring informed that I could prepare a gridded battlefield measuring 14 squares by 21 squares, with the sides of these squares being a uniform three inches. This would result in an approximate ground scale of 47.6 meters to the inch, though I would not be so very concerned with this metric. 


Troops

On page 391 of his superlative book, Richard Vaughan informs the interested historical wargamer about the command structure of the Swiss formation. He explains: 

The van was commanded by Hans von Hallwil of the Aargau . . .; the centre by 

        Zuricher Hans Waldmann; and the rearguard by Caspar von Hertenstein . . . A 

        cavalry contingent from the Lower Union powers led by Duke Rene of Lorraine . 

        . . advanced separately, ready to protect the flanks of the van. 


At the bottom of this same page, the prolific author estimates the strength of the Swiss, offering, “perhaps it approached 25,000 men in all.” Turning to another source, in “The Battle of Murten: The Invasion of Charles the Bold and the Survival of the Swiss States,” a paper submitted to the Swiss American Historical Society Review, Albert Winkler notes:

The size of the Swiss army at the battle of Murten was probably larger than the 

        force at Granson [sic]. Panigorola [sic] stated he talked with two prominent Swiss         

        prisoners after the battle of Murten who told him that there were 30,000 men on 

        foot and 1,600 on horseback with the army. Recent historians have estimated the 

        size of the Swiss infantry at nearly 24,000 men.


While the writing team of Roger Douglas Smith and Kelly DeVries are discussing an earlier contest (Grandson), their broad description of the composition of the Swiss army on page 190 of their excellent study, The Artillery of the Dukes of Burgundy: 1363—1477, is rather helpful. Evidently, there were five pieces to the Swiss formation “puzzle.” These were: “pikemen, halberdiers, crossbowmen, coulovriniers, and cavalry.” 


Under the Representative Scale section of Version 1.1 of his rules, Simon Miller explains, “To The Strongest! does not prescribe a particular representative scale (i.e., the number of real-world soldiers that are represented on the table by a single miniature.)” He continues, describing a variety of scales and approaches based on figure scale and financial reserves of the interested player-generals. As I do not use painted miniatures, this question is somewhat moot. However, if I establish an approximate scale of 1 unit represents around 500 actual men, then I can suggest that the Swiss army, at least for the purposes of this present project, could be modeled with 48 units. Following, please find a suggested order of battle for this fictional engagement, based on the Swiss 1291 to 1522 BCE army list. 


The Van or Vorhut

1 x Hans von Hallwil — attached heroic general on foot

4 x heroes

1 x light cavalry with crossbow

3 x light infantry with crossbow (skirmishers)

3 x light infantry with handgun (skirmishers)

3 x billmen, deep

2 x veteran billmen, deep


Van values: 24 victory points; demoralized with loss of 12 victory points / cost of 94 


The Main Body or Gewalthaufen

1 x Hans Waldermann — attached heroic general on foot

1 x anonymous subordinate commander — attached heroic general on foot

1 x Standards

12 x heroes

2 x light infantry with crossbow (skirmishers)

2 x light infantry with handgun (skirmishers)

6 x billmen, deep

7 x veteran billmen, deep

7 x veteran pikemen, deep


Gewalthaufen values: 70 victory points; demoralized with loss of 35 victory points / cost of 291 


The Reserve or Nachhut

1 x Caspar von Hertenstein — attached heroic general on foot 

4 x heroes

2 x light infantry with crossbow (skirmishers)

2 x light infantry with handgun (skirmishers)

3 x veteran billmen, deep

3 x veteran pikemen, deep


Nachhut values: 24 victory points; demoralized with loss of 12 victory points / cost of 93 


Cavalry contingent - 

1 x Rene, Duc of Lorraine — attached heroic mounted general

1 x hero

3 x Lorrainer Knights: lance, deep


Cavalry contingent values: 11 victory points; demoralized with loss of 6 victory points / cost of 70


If my calculations are correct, and constructive feedback is always appreciated, then it appears that the Swiss alliance has a victory point total of 129, which means their effort to throw off the yoke of Charles’s interference will fail when they lose 43 victory medals. In brief review, the Swiss will field 5 commanders, 21 heroes, and one stand of army banners or standards. They will have 3 units of knights, 14 units of skirmishers, and 31 units of billmen and or pikemen.


Shifting my attention to the Burgundian side of the model battlefield, I thought I might start with the artillery arm of Charles the Bold . . . I mean Competent. Unfortunately and as might be expected, the studied source material varied widely in estimations of the numbers of pieces present. The only solid evidence was found in the work written by Smith and DeVries. On page 191, they report on Charles trying to rebuild his army and especially his artillery strength after the loss at Grandson. They state: “His plea for gunpowder weapons resulted in a train of at least 50 serpentines and 3 large bombards and mortars.”The free Burgundian Ordonnance army list available from Simon Miller (please see  https://bigredbat.blogspot.com/2022/02/updated-to-strongest-medieval-army-list.html) offers two varieties or troop types: bombards (i.e., cannons) or organ guns (i.e., organ guns). As I could discover no preferred or suggested unit scale, I prepared 4 stands of bombards and 6 stands of organ guns. These “batteries” would be divided between a left, center, and right, with the majority of the pieces going to the center. 


In brief overview, 20 units of foot and 10 units of cavalry were fabricated for the heterogeneous formations under the command of Charles. My suggested or “work-in-progress” order of battle is “detailed” below. (Again, constructive feedback or suggestions for improvement/revision are appreciated.) 


Burgundian Left

1 x anonymous attached mounted general

1 x Bombards

1 x Organ Guns

2 x heroes

1 x Italian mounted crossbowmen

1 x Italian men-at-arms — later knights, lance

1 x Ordonnance archers — veteran longbow, stakes

2 x Ordonnance archers — spearmen with extra longbow

1 x other crossbowmen

1 x Ordonnance handgunners


Burgundian Left values: 18 victory points; demoralized with loss of 9 victory points / cost of 87


Burgundian Center

1 x Charles the Competent — senior, heroic, mounted general

1 x Army Standard

1 x subordinate commander — attached general on foot

2 x Bombards

2 x Organ Guns

4 x heroes

3 x Ordonnance gendarmes, etc. — later knights, lance

1 x Ducal Household — veteran later knights, lance

2 x Feudal men-at-arms — knights, no lance, raw

1 x Household infantry — veteran billmen, extra longbow

3 x Ordonnance pikemen — deep pikemen

3 x Ordonnance archers — bowmen, stakes

1 x English archers — veteran longbow, stakes

1 x other crossbowmen

1 x Ordonnance handgunners


Burgundian Center values: 45 victory points; demoralized with loss of 23 victory points / cost of 213


Burgundian Right

1 x anonymous attached mounted general

1 x Bombards

1 x Organ Guns

2 x heroes

1 x Italian mounted crossbowmen

1 x Feudal men-at-arms — knights, no lance, raw

1 x Ordonnance archers — veteran longbow, stakes

2 x Ordonnance archers — spearmen with extra longbow

1 x other crossbowmen

1 x Ordonnance handgunners


Burgundian Right values: 18 victory points; demoralized with loss of 9 victory points / cost of 87


Doing some more basic math, it appears that the total number of victory points on the Burgundian side of this fictional battle is 81. This means that Charles and his men will quit the field when 27 victory medals have been surrendered to the Swiss. In addition to being outnumbered in terms of actual units or “models” of units (there are 24 units in the Swiss main body and 28 units in the entire Burgundian force), the Burgundian point value is 287 compared to 551 for the Swiss contingents. 


Remarks

It might prove interesting to conduct a survey of historical wargamers to see how many approve of, disapprove of, or have no strong opinion either way about counterfactuals. Speaking for myself, I find them to be fertile ground for tabletop experiments and scenarios. I think “what if” wargames permit—if not encourage and require—the flexing of critical thinking skills. 


Given the imbalance in force sizes and point values, it appears that this scenario, at least in its current state of development, would seem to guarantee a Swiss victory. The degree of that predicted certainty remains to be seen. Perhaps then, some kind of parity can be reached by awarding the Burgundians victory points for staying on the field (tabletop) for a certain number of turns? 


To be sure, it is disappointing as well as frustrating to have to reformat a planned battle report into a simple scenario. It has the unpleasant aroma of failure. Then again, I think it is preferable to salvage something as opposed to present nothing to readers who might have an interest in this particular period of military history. If, at some future point, I decide to return to Murten and or the campaigns of Charles the Bold, then I will have at least some kind of foundation to build upon, so I won’t have to “reinvent the wheel” as they say. I won’t have to start by staring at a completely blank page, which can, more often than not, be more intimidating that facing an advancing formation of Swiss pikemen and halberdiers. 


SPARTANS vs VIKINGS: Part 3*




A special rule regarding the shieldwall is found and explained in some detail on the bottom half of page 29 in the Extra IMPETVS 2 Supplement, which contains army lists for ‘The Roman Empire,’ ‘The Year 1000,’ and ‘The Crusades in the Holy Land.’ Briefly summarized, in order to create or form a shieldwall, “a Unit must be Fresh, not Disordered, and remain stationary during activation.” Units in shieldwall deny impetus to attacking formations, and they also gain a positive modifier when being fired at frontally (the large shields, the protective stance and etc.). Evidently, a shieldwall can be maintained if the unit becomes disordered or moves. However, “The Shieldwall is lost when the (frontal) Unit is no longer fresh.” 


Revisions to this special rule are found on page VIII of ADVANCED IMPETVS: Amendments, errata, clarifications . . . (Version 1.7, September 2015). The formation can be adopted as a reaction, like evasion, as well as through a voluntary action. Disordered units are permitted to form shieldwall, and the usual denial of impetus and enemy missile fire modifier apply. An exception is made for any kind of artillery that may engage the shieldwall formation. Offensive movement is not allowed when in shieldwall. Retreats and “push backs” are permitted. If a unit is already engaged in melee, it cannot form (a) shieldwall. 


Regrettably and unfortunately, I did not have a chance to fully test these revisions during my third tabletop experiment, as the planned scenario “fizzled” after the first couple of turns. This is why there is an asterisk in the title. Upon review, I think the decision to cancel the solo wargame was the product of a number of variables. Broadly speaking, it was simply a case of “Life getting in the way.” To be certain, there was some “trouble” with the rules as I do not possess a wealth of experience with them, but I would maintain that this was a distant second to the more pressing concerns of work and other commitments. 


In the small hope of salvaging something, or maybe inspiring a reader to pick up this particular gauntlet, I present the few sub-sections that were completed before the Viking longships sailed away or before the Spartan hoplites were carried home on their shields. I close this truncated post with a fourth sub-section, appropriately titled ‘Lesson(s) Learned.’


The Armies

An “army” of Spartans was drafted from page 7 of ‘The Age of Hoplite’ section in Extra IMPETVS 4. There were 4 units of Spartan Hoplites, attached to one of these Discipline A units was the general, who was classified as ‘expert’ which gave him a leadership bonus of +3. There were 2 units of Perioikoi Hoplites and 4 units of Allied Hoplites. All of the heavy infantry formations carried the long spear as their main melee weapon. The Spartan army was completed with the following: a unit of Slingers; a unit of Peltasts; a unit of Helots, and a unit of Medium Cavalry. The Command Structure of the Spartans was rated as ‘Good.’ Adding up the values of these various units and command structure, the ancient Greeks would field an army worth 346 points. Granted, this is nearly 50 points greater than the 300-point cut off for a formation under a single command. 


The Viking “army” was drafted from page 25 of ‘The Year 1000’ section in Extra IMPETVS 2. There was a single unit of Guard Huscarls in which the bearded, brave and broad-chested Viking commander was embedded. Three units of Veteran Huscarls were also a part of this potent force. In the “main body,” there were 5 large units of Huscarls. (A large unit comprises 2 units joined together, with the second unit costing less points than the frontline formation.) There were 4 large units of Hird as well. For a skirmisher “screen,” the Vikings had a single unit of archers. The Viking commander, let us call him Faynir the Fair, was rated, coincidentally, as a ‘fair’ leader of men. The Command Structure of the Viking army was categorized as ‘Poor.’ Calculating the overall value of the Viking force, it was determined that Faynir would muster 318 points of warriors for the coming action. While he was outmatched in a strict comparison of points, the Viking chieftain did have more units to work with. The large formations counted as two units, so the Vikings with 23 units, outnumbered the Spartans who had 14 units. 


The Terrain

With regard to the look of my tabletop, I thought I would see what happened when I borrowed an idea from Jason Monaghan. In the May 1991 issue of Miniature Wargames (yes, I am going back three decades here), he offered an interesting if also too brief account of the competition at ‘VAPNARTAK.’ The third of three provided “Dark Ages” scenarios offered: “A symmetrical battlefield featuring two low hills, two woods and the following objectives: 7 houses worth 10 points each if burned; 6 flocks of animals worth 10 points each if captured, and 6 wagons of loot worth 20 points each if captured.” The wagons and flocks of livestock would count for zero points if destroyed or slaughtered to deny the enemy. This setting was modified slightly for my purpose. The “960 paces”square playing surface (the rules used for this competition were WRG 6th Edition) was adjusted so that a rectangular table measuring 78 inches by 45 inches would serve as the “field of honor.” To add a little bit more of a “Greek flavor” to this scenario, two olive groves and two fields of grape vines were added to the already busy terrain. The number of houses was reduced from 7 to 5. The animal herds of flocks were divided evenly between sheep and goats. As I was employing colored counters instead of traditional 25/28mm scale units, I made the half-dozen flocks 7 cm square; the stone or wood buildings 5 cm square; the wagons of loot 4 cm by 3 cm, and the olive groves as well as the cultivated areas representing patches of grapes measured 16 cm long by 9 cm wide. The woods and hills were comparatively larger features, and were not exactly symmetrical, so in this one aspect, I was departing from the overall design of the original scenario. 


Deploying for Battle

Faynir drew up his bearded and bad-smelling men in a very broad arrow. His unit of Guard Huscarls was the point, obviously, and occupied the slight hill on his side of the chosen battleground. These fierce veterans were screened by some skirmishers armed with bow. To the right and left of his bodyguard, Faynir posted units of Veteran Huscarls. Next to these formations were large units of Huscarls and on the very edges of this broad arrowhead, there were large units of Hird. Across the complicated landscape, King Insolenius arranged his Spartan formations for battle. 


The right of the Spartan line was held by the citizen hoplites. The King was in the ranks of the phalanx one unit in from the flank. A group of Helots formed a kind of reserve to this section of the line. A field of grapes separated the Spartan hoplites from seven units of Periokoi and Allied hoplites which formed the rest of the line of battle. A segment of this formation was screened by a small group of slingers. The far left of the Spartan line was covered by a unit of peltasts. The far left of the line was assigned to the single unit of medium cavalry in the Spartan army. 


Lesson(s) “Learned” . . .

I admit that I am a little bothered by this development, by the way things turned out, of course. On further reflection, I suppose that I could have waited for things to settle down and then proceeded with this third installment of a planned six scenarios. However, I found my solo wargaming interest drawn (and rather strongly) to a modification of Magnesia as well as further exploration of the 1476 battle of Murten. (Ironically as well as disappointingly, these projects did not come to fruition either. The former was discontinued after a decent investment of time and effort; the latter was revised so that it could be presented as a scenario instead of a battle report.) I was also looking ahead to the L’Art de la Guerre version of this ahistorical match. It appears, then, that the fault is more mine than something I can lay at the feet of “Life getting in the way.” Hmmm . . . I wonder if I might be able to salvage something of this idea when I plan and play the To The Strongest! scenario of this counterfactual competition? 

Friday, April 1, 2022

ANTIOCHUS vs PORUS




Estimating that I was setting myself up for a solo wargame lasting at least six hours if not longer, an Indian army worth 300 points and a Seleucid army of equal value was drafted from the free lists available at http://meshwesh.wgcwar.com/home. [1] The unusually (some might remark ridiculously) large armies were fabricated as I have an affinity—or is it weakness—for staging fairly big battles on my tabletop. The selection of the opposing forces was inspired by Martin Smith’s recent post to the ‘What was the last game you played?’ discussion thread in The Society of Ancients forums. [2] The justification for this very large scenario was two-fold. First, it would give me more experience and practice with the TRIUMPH! rules. Second, it would give me an excuse to take a break from “work” on two long-term solo projects, one being a hypothetical experiment involving Spartans and Vikings, the other being a historical campaign game between Rome and Carthage.


Orders of Battle

I started with the Indians. (Please see http://meshwesh.wgcwar.com/armyList/5fb1b9e0e1af06001770979e/explore.) I started by building as many stands or units of war elephants that were permitted in a force six-times the usual size employed in a standard game of TRIUMPH! The following list details the troop types and number of stands or units that were prepared for the planned fictional engagement:


Troop Type / description             Number Point Value

Elephants / war elephants             18 units 072

Chariots / 4-horse chariots with 3 crew     10 units 040

Horsemen / bad horse             12 units 036

Bow Levy / hereditary or mercenary archers     36 units 072

Heavy Foot / hereditary or 

mercenary javelinmen                                             18 units                 054 

Horde / poor quality infantry             13 units 026


                            107 units 300 points


After studying the Seleucid (280 BC to 167 BC) army list (see http://meshwesh.wgcwar.com/armyList/5fb1b9dfe1af060017709702/explore) for a while, I decided to forgo the cataphracts and camels (even though the latter are not a dedicated or separate troop type under these rules) and assemble an army for the summer of 221 BC, so I could at least deploy a contingent of Galatian cavalry and infantry.


Troop Type / description             Number Point Value

Knights / Companions             04 units 016

Knights / Agema                     02 units 008

Knights / Xystophoroi             06 units 024

Javelin Cavalry / Tarentines, etc.             04 units 016

Horse Bow / Medians, Skythians, etc.             05 units 020 

Pikes / phalanx                     30 units 090

Raiders / mercenary thureophoroi             06 units 024

Skirmishers / Cretans, Asiatics, etc.             08 units 024

Light Foot / Anatolians, Thracians, etc.             05 units 015

Elephants / war elephants             04 units 016

Javelin Cavalry / Galatians             04 units 016

Warriors / Galatians             09 units 027

Scythed Chariots / Battle Card                 004

                                                                                    87 units 300 points


While both armies would have an equal number of points, the Indian generals would have 20 more units than their foes. The Seleucids would have an advantage with regard to heavy horse and pike-armed foot, but this would very likely be countered by a large number of war elephants as well as heavy chariots. To be certain, there was also the impact of a deluge of arrows delivered by massed ranks of archers to be considered. 


Terrain & Deployments

Initially, I thought I might landscape my tabletop so that it looked something like the spectacular battlefield pictured in Simon Watson’s thought-provoking article “Tactica II: A Personal Perspective,” which appeared in the March/April 2020 issue of Slingshot. (The photos on pages 22-23 are very impressive, in my opinion. I was surprised that the table could hold the combined weight of so many model pachyderms!) Then I started thinking about making my fictional battlefield look like the ancient field of Magnesia. (See https://www.thewargamespot.com/magnesia-190bc-super-field-of-glory-aar/ for an example.) After mulling over some other options, I decided to borrow the terrain used in “A Return to Ancients,” a battle report written by Chris Tofalos and published in the October 1990 issue of Miniature Wargames. An otherwise featureless and verdant plain would be bordered or “bookended” by several patches of woods. The Indians would line up on one long-edge of the fictional battlefield; the Seleucids would occupy the other long-edge. 


Assuming the role of Porus, I placed my cavalry (Bad Horse) on the right and my chariot corps on the left. The space between these line of battle “bookends” was filled with archers (Bow Levy) interrupted every few units by a stand of elephants. Misjudging the length of table needed to field all of these troops (what else is new?), the Indian army had to deploy a second line. On the left, the combined archers and elephant “division” was split; half was forward and the remainder was in reserve. In the approximate center of the second line, a line of infantry (Heavy Foot) screened a mass of levy troops (Horde). The right of the line was reinforced by a strong corps of Heavy Foot, reinforced by 4 elephant units. These colorful pachyderms were grouped into a dedicated formation and positioned to the right of the foot, in support of the left end of the cavalry line. 


Picture 1 

Taken from above the Indian left and Seleucid right, looking down the length of the tabletop. One of the four patches of woods (difficult terrain) is visible. The orderliness of the opposing battle lines is clearly evident. The Indians have deployed many stands of Bow Levy “anchored” by troops of elephants. They also have reserves. The Seleucids have deployed a rather impressive looking/imposing phalanx. This was later adjusted/corrected, as an error was made with respect to supported units counting as 2 stands. However, even with this mistake, the overall look of the battlefield was not changed significantly.



Antiochus (played by the author as well) assigned his cavalry to the wings and trusted his center to the phalanx. Starting on the left and working toward the right, Javelin Cavalry screened a small force of Companions. The Galatian contingent was next, with more Javelin Cavalry poised on the left of a line of Warriors. The center was held by what might be described as a slight stair-step of phalanx formations. The pikemen were deployed in depth or with supporting stands so that they would be rather powerful in melee. These bristling-with-pike-points formations were accompanied by skirmishers, a handful of light infantry (Light Foot) as well as a troop of elephants. The “division” on the right side of this composite formation contained several units of veteran pikemen, commonly known as the Silver Shields. To the right of these experienced heavy foot were some Thureophoroi (Raiders) and some light infantry, skirmishers, and another troop of pachyderms. The right wing was held by several units of Horse Bow and a fairly potent force of Xystophoroi. The commander of the Seleucid army led a small force of two units of Agema. These proud and veteran horsemen were positioned a short distance behind the Silver Shields. As for the scythed chariots, half of these “guided missiles of the ancient period” were deployed in front of the veteran pikemen and the other half were arranged in front of the Thureophoroi. 


Picture 2 

An aerial view of the line of heavy chariots arranged on the Indian left wing. While primitive, at least when compared to three-dimensional 28 mm figures, these bases are functional and assist in the “suspension of disbelief” for the personal theatre of solo wargaming.


Picture 3 

A close up of the command group of Antiochus. The individual leader is not represented; he is assumed to be integrated within the squadrons of Agema. During the course of the battle, this small group of powerful cavalry did quite a bit of moving but never crossed spears or swords with any enemy formation. 


Picture 4 

Taken from behind one of the corrected “divisions” of the Seleucid phalanx, this command or corps shows 5 units of supported pikemen (10 units total), a troop of elephants, and some skirmishers and light foot as a screen. As the pachyderms were included in this formation, a command roll of 2 or more was needed to make a tactical move. As seen by the die, this formation had command and control issues throughout the course of the engagement.


Scenario Rules

  1. For this scenario, I adjusted the listed dimensions for the various types of troops. My units would have a width of 50 mm or 5 cm. Their depth would be modified accordingly. For example, Bow Levy units would have a depth of 35 mm while Heavy Foot would have a depth of 17.5 mm. The various cavalry formations would have a depth of 35 mm, while the Indian chariots would have a depth of 50 mm, just like the elephant stands employed by both armies. This adjustment would give me an MU of 25 mm or approximately 1 inch. This revision would make measuring movement, missile ranges, and command distances a little easier. 
  2. According to the Indian army list, the “General’s Troop Type” is elephants. Finding this a bit restrictive, I created a couple of other “command stands” for this fictional engagement. There was an Indian sub-general riding in a 4-horse chariot over on the left wing. There was another Indian sub-general on horseback over on the right wing. These leaders would benefit from the +1 melee modifier even though they were not perched on top of a pachyderm. 
  3. Reviewing Battle Card Number 15 (Scythed Chariots and Stampedes), I decided to allow Scythed Chariots to be directed at or played against any enemy formation or troop type, not just “close order foot stands.” The exception would be elephants or elephant-screened stands. The close combat process would remain unchanged. As a “wrinkle,” when the Scythed Chariots had been let loose and the combat resolved, another die roll would be made by the Seleucid player. Two six-sided dice would be rolled and on a result of 2 or 3, panicked or routing Scythed Chariots would impact a friendly unit or units. The unit or units in the way of the fleeing Scythed Chariots would receive a minus 1 modifier in its next combat phase. (This amendment or tinkering was inspired by two articles about refighting Magnesia which appeared in Slingshot, The Journal of the Society of Ancients, written by Mark Grindlay and S. J. Randles, respectively.)
  4. Four stands or units of Seleucid pikemen were classed as Veterans or (Argyraspides - the Silver Shields) and so, were given a +1 melee modifier. 
  5. To reflect the possibility of elephants panicking after being defeated in combat or being “pin cushioned” by a missile barrage, I am going to try and incorporate the elephant rampage rules found on page 61 of the L’Art de la Guerre rulebook. Instead of inflicting a step-loss on the strength of the impacted unit, a minus 1 melee modifier will be placed to represent the disorder caused by a maddened animal running amok through the ranks.  
  6. As an experiment, instead of granting the Army Generals the usual +1 melee modifier (this puts them on an equal footing with all other commanders), I thought I might try permitting Army Commanders and ONLY Army Commanders to throw two six-sided dice when engaged in melee and take or use the better score. 


Summary of the Engagement

As might be expected, the first contacts and clashes occurred on the wings of each army. The faster moving cavalry and chariots were able to engage for several turns before the slower moving infantry of one side advanced far enough to reach the maximum arrow range of the waiting lines of Indian archers. As might also be expected, the nature of the terrain on the flanks of the battlefield did not allow either side to employ their full strength. The ensuing melees were piecemeal and confused to say the least. Initially, the Indians gained the upper hand by rolling really good dice. However, as often happens both in real life and on the wargaming table, things turned, and rather quickly too. In chaotic combat between the trees and among the undergrowth, two units of chariots were destroyed on the Indian left by some Xystophoroi formations. Over on the other wing, three units of Indian horse fell victim to three units of enemy cavalry who rolled much better combat dice. In another couple of turns, the Indian luck continued to run cold on the flanks and both commands on the wings found themselves demoralized. A few units continued to fight on, bravely or foolishly, but it could be remarked that by this point, with the Indian wings in tatters, the day belonged to the Seleucids. 



Picture 5 

Taken above the Indian left wing, showing the confused combat between the chariots and Seleucid cavalry (a mix of Horse Bow and Knights) among the crowded terrain on this flank. (The yellow dice were used by the Indian formations; the blue dice were used by the Seleucids.)



Picture 6 

Another and later view above the Indian left, showing the approach of the Seleucid line. The formation forward of the green d6 (command die for this corps or division) consists of Thureophoroi (Raiders) and light infantry. They also have a troop of elephants to their right, supported by skirmishers. The Indian formations waited for the enemy troops to come to them rather than make any offensive move. 



To cross the t’s and dot the i’s however, Antiochus needed to decide the issue in the center with his phalanx and supporting troops. Once again, during the initial round of fighting, the Indian melee dice were superior and many a Seleucid unit found itself forced to fall back or, in rare circumstances, eliminated by a heavy barrage of arrows. The impact of the Seleucid scythed chariots was negligible. The Indian infantry turned most of these vehicles and their horses and riders into pin cushions. In one unfortunate case, some panicked scythed chariots turned and fled directly back into a formation of friendly troops. 


Picture 7 

Taken above the left flank of the Indian foot and elephant line of battle. The Seleucid mercenaries (Thureophoroi) have engaged but have been thrown back by a combination of poor melee dice and effective arrow volleys. The Indians have several units in a second line, whereas the Seleucids do not have any immediately available reserve. However, it should be noted that by this time, the Indian left wing was essentially gone, its chariots being destroyed or routed in a series of sharp melees taking place next to or within some woods. 



Picture 8 

Taken above the Indian right wing, showing the demoralized (indicated by red markers) units of cavalry (Bad Horse) facing numerous bases of Seleucid Knights, Javelin Cavalry, and a few units of Galatian cavalry. Like the opposite wing, the cavalry contests here were confused as a result of the nature of the terrain. 



Picture 9 

The Galatian warriors and one of the Seleucid phalanx “divisions” have engaged the Indian line. The supported pike units have done better than the Warriors. In another turn or two, the Galatian contingent would become demoralized after “bouncing off” the units of archers or suffering from their repeated volleys or arrows. The Indian reserve (Heavy Foot) played no part in the fighting in this sector of the field.



Orderly formations of archers anchored at intervals by colorful elephants really could not stand in the face of concentrated attacks by supported units of pikemen, however. On the flanks of the main Seleucid thrust, Thureophoroi and Galatians did solid work as well. In these sectors, the elephants and arrow volleys did more damage. In fact, by the seventh turn, the Galatian warriors and their mounted brothers (those that remained, anyway) were demoralized. Around this same time, the right and left wings of the Indian army collapsed completely. Additional pressure was applied to the main Indian battle line and though the Silver Shields did not have an excellent day, their advances combined with other phalanxes produced enough kills or routs to tip the scales all the way in Antiochus’ favor. 


Picture 10 

After stumbling during the initial phases of the combat, the Silver Shields (units with a purple marker) performed better, managing to break apart an otherwise solid line of Indian archers and elephants. The battle was halted before the veteran pikemen could make contact with the reserve formations of Porus, however. 



Remarks

With the reader’s permission, I should like to start with a consideration of the rule “tweaks.” From there, I want to look at the larger points of the just completed wargame scenario, commenting on and critiquing plans and tactics. When that’s done, I would like to try assessing this solo wargame in terms of a discussion recently held over on The Society of Ancients Forums. Specifically, the conversation revolved around a 06 March 2022 post by Steven Thomas about game design, in which he and a friend considered the following attributes: simulation, playability, and abstraction. In a final paragraph, I should like to offer an overall summary judgment. Here, I will speak to the perennial questions of engagement and enjoyment. In the same paragraph, I should also like to assign myself a grade for this latest non-traditional effort. 


In general, I thought the rule amendments or tinkering worked fairly well. I understand and accept that traditional historical miniature wargamers will/will continue to “turn their noses up” at my approach, but that subjective judgment aside, I think the revised dimensions of the participating units worked just fine. It was convenient and simple to use inches instead of MUs measured in groups of centimeters. While the aesthetic appeal of my tabletop cannot begin to compare with (fill in the name of any of a hundred blogs here), the overall impression of a large contest between Indians and Seleucids was achieved, even if it was done in two-dimensions instead of three. 


At the risk of being corrected (and part of me hopes that I am [including sources or links in the respectfully critical comments or replies would be appreciated]), it made more sense to me to have the sub-general in command of the chariot corps riding in a chariot as opposed to the howdah of a brightly painted pachyderm. The same thinking applied to the Indian cavalry wing. Elephants cost more command points to move, so saddling a chariot corps and a “division” of horse with a lumbering command and control center, does not make a lot of sense to me. 


While the scythed chariots struck home in three out of four cases, their effect on the targeted formations was negligible. As stated above, most of these chariots were “shot to pieces.” I think this “tweak” might need a little more “tweaking.” At the risk of getting ahead of myself, modeling these chariots and their ability was more abstracted than any other aspect of the contest. 


I confess that I was a little surprised at the comparatively poor performance of the Silver Shields. On a number of occasions they were forced to fall back when receiving arrow volleys. They were also driven back when these formations butted heads with troops of enemy elephants. That said, I think the additional +1 modifier was reasonable and realistic. 


The irony is not lost on me that I forgot to apply the elephant rule amendment during the course of the tabletop battle. There were a few occasions when pachyderms were destroyed or routed and I wondered why they would not have an effect on neighboring units. It is rather embarrassing but also human or entirely within the character of a historical wargamer to draw up a scenario rule and then completely blank on it during the scenario. 


Antiochus moved more than his counterpart during this fictional engagement. However, the Seleucid king never engaged in combat with any enemy formation. For the majority of the battle, Antiochus stayed behind the phalanx formation on the right of the line. (The Thureophoroi [aka Raiders] were over to his right-front.) Though I did not have a chance to test this amendment or “tweak,” I think it would have worked well enough. 


On reflection, it appears that I was not aggressive or dynamic enough with the Indian formations under my command. I played a passive role for most of the engagement. I let the Seleucids choose the music: I let them come to me. Given my limited understanding of ancient military history, I suppose it was a given that the chariots and cavalry wings would implode. The terrain in these sectors of the battlefield was not really ideal for mounted troops and, well, it seems quite apparent that the Indian horse, especially, as well as the chariots were outclassed by their Seleucid counterparts. I held out some hope that my massed archers and anchoring elephants would give the Seleucids pause. I confess that resolving missile fire is quite different in these rules. In some sense, I felt a little cheated by not being able to “range in” on the advancing phalanxes like I have done before when using Armati or other rules. When the battle was decided, I had two formations containing Heavy Foot, Horde, and several groups of elephants, that were untouched. Given that melees were going on to my front, I could not simply “pile” these units into the general combat. Too late, I am wondering if I should have revised my deployment. Perhaps these better troops would have done well in the first line or even assigned to a flank/wing. But then, this kind of arrangement did not impress me as very historical. 


In playing the role of Antiochus, I had no “brilliant” battle plan other than to advance, engage, and hope that my pike phalanx did its best. To be sure, I was hoping to achieve a victory on one wing and then roll up the Indian army. While I did eventually destroy both wings belonging to Porus, I was not able to take advantage of this and wipe out his army. I was disappointed that my auxiliary troops and Galatian warriors did not do better. I would have thought that against “bow levy” or Bow Levy, my better close-in fighters would have bowled them over. I was also disappointed by the apparent inability of my pike phalanxes to slice through the opposition. It occurs to me that my lack of die rolling skill or luck during critical moments of a turn played more of a role in this scenario then did my lack of a cohesive and comprehensive plan of battle. I neglected to mention in the brief battle report narrative that there was one section of my infantry line that threw a “1” nearly every turn for its command die. As the formation included a base of elephants, the minimum die roll needed was a “2.” To say that this was frustrating is stating the obvious. Anyway. 


For an admitted novice with these rules, I thought the game flowed fairly smoothly. I was able to play a turn without stopping every 30 seconds or so to consult this page of the rules or that table on the QRS. To be certain, I carry baggage and bias from other rulesets. For example, instead of picking and choosing my melees for resolution, I simply went from one end of the table to the other. In some respects, I still find it odd or interesting that a friendly unit in corner-to-corner contact with an enemy will count as support or an overlap. This strikes me as a curious way to simulate combat on an ancient battlefield. To that end, abstracting combat ability by assigning various modifiers based on fighting foot or mounted troops is also interesting and curious. By no means do I make these remarks as a form of complaint. Like I remarked above, I have a certain amount of experience and recognize that this experience has, for good or ill, ‘informed’ my opinions about ancient warfare and ancient wargaming. 


Without employing painted and based figures, I staged a battle between Indians and Seleucids. This tabletop contest lasted nine turns, when victory was declared for Antiochus and his men. (Exact time was not kept for each turn and the typing of notes regarding each. However, I would estimate that the total time spent was around 4 hours, quite a bit less than my original estimate.) I guess that this simulation of an ancient battle was fairly realistic, though there are some caveats that need to be mentioned. First, how realistic is it to have cavalry and chariots “mix it up” inside of wooded terrain? Other rulesets that I have employed and enjoyed forbid chariots to move into let alone through this type of terrain. Certain types of cavalry can, but are penalized in terms of movement and melee ability. Also, why isn’t fatigue in some form or another represented? Again, I refer to previous experience with other rules. However, based on the reading that I’ve done, it seems evident that close combat in the ancient world was a very trying experience—and that’s putting it mildly. Mental exhaustion had to accompany the physical, so it would seem that my “colored cardboard men” or someone else’s traditional miniatures would have to pull back and take a break; pull back to reform and rest. It seems that this aspect of ancient combat is not factored into the TRIUMPH! rules, or it is, but abstracted to the point that I didn’t notice. It seems that something similar is going on with respect to morale and the condition of the battle line. In the recently completed scenario, for example, there were more than several instances when a unit would be doubled (i.e., destroyed or shattered) and removed, accordingly. Strangely enough, there was no apparent morale impact to adjacent friends, unless one counts the overlap rule and subsequent melee disadvantage. 


In summary and on further reflection, perhaps the trinity of simulation, playability, and abstraction is too complicated a subject matter to thoroughly and thoughtfully consider in a simple battle report. Then again, it may simply be a case of my not having the higher-level thinking required to sufficiently address and consider these critical components of game design and wargaming.


In this fictional contest pitting Antiochus against Porus, I was engaged but I cannot say that I enjoyed it as much as I have other solo scenarios. Was this because of the size of the battle and my comparative inexperience with the rules? I don’t know. It goes without saying that some rule mistakes were made. I would be foolish to claim otherwise. For example, I did not mark the Galatians as a demoralized contingent until a turn after it happened. Did this gaffe upset the balance of the wargame? I think not. Did the other mistakes, small ones and likely consistent, tilt things too far in favor of the Seleucids? Again, I think the answer is no. Was this lack of enjoyment a product of carrying around that baggage and bias mentioned above? Perhaps. Was there not so much fun in it as I was feeling some pressure to get something new up on my blog? Maybe. Then again, it could very well be that I was thinking ahead to other projects and did not focus as much as I should have one the scenario at hand. 


To continue an apparent trend or practice, after reviewing the pictures, typed notes, and the initial draft of this report, I would give myself a grade of B-minus (perhaps an 82 on a 100 point scale) for this recently completely solo wargame. However, this “poor” performance does not mean that I will stop studying TRIUMPH! Ideally, I should like to secure a slot in a large or even mega-TRIUMPH! game at a local convention, either this year or next. That way, I can get a proper education by playing with and against those player-generals who have truckloads more experience. With that additional knowledge, I can look forward to staging more TRIUMPH! battles on my tabletop as well as writing more reports.



 

Notes

  1. There are three Battle of Hastings videos to be found at https://www.youtube.com/channel/UCIMiqEZjn1w43ZN1ox_JXWw/videos. Viewing each episode in succession, one would have to set aside roughly 3.5 hours of time. This historical refight was played by two individuals, assisted by an umpire/commentator. As my planned battle is twice the size of this traditional and rather aesthetically pleasing wargame, I figure that it will take me at least twice as long to complete as I am commanding both sides in addition to acting as umpire. 
  2. Please see Reply #1943, posted on February 22. Martin played a comparatively small but enjoyable solo game employing a modified version of “Bob Cordery’s ancients rules from ‘Developing the Portable Wargame.’” In a hard-fought contest, the Seleucids pulled out a win after the morale of the Indian army collapsed.