WHO WILL TRIUMPH?
In order to draw my on-again off-again, long-term solo project wherein Spartans and Vikings participated in a number of anachronistic and fictional battles to something resembling a conclusion, I thought I would stage three normal size scenarios using the TRIUMPH! rules. (A sincere apology to Simon Miller and fans of To The Strongest! for not getting around to a scenario or two using these popular card-driven and fast-play rules.) Acknowledging my comparatively low level of experience with TRIUMPH!, I estimated that my total playing time for the planned contests would run to about five hours. (As part of my ongoing education, two Zoom battles on the TRIUMPH! YouTube Channel were studied. The Sea Peoples versus NKE scenario took approximately 45 minutes. The two-part Later Crusader versus Mamluk Egyptians required a little more than a couple of hours before a winner was declared. The length of the latter contest can be attributed to a fairly detailed discussion regarding setting up the tabletop. So, I figured that three solo games might take around 90 minutes each, which adds up to nearly five hours.) Looking over the two army lists (secured at no cost—it has to be mentioned again—from https://meshwesh.wgcwar.com/home), I initially thought each scenario would feature the same armies. However, after thinking it over for a bit, I decided to “change things up,” and allow each force to muster a different combination of formations and units for each contest. The terrain for each battle would also be different. Given that Vikings were involved, it seemed more historically accurate or plausible to cast them in the role of the invader. Therefore, the Spartans would be on the defensive for the three planned scenarios. Aside from this unilateral decision, the procedures for “setting up” each game were followed. (There is a YouTube tutorial about these simple, straight-forward and tournament-oriented procedures.) Well, more in spirit than actually ticking off each item or sub-section. I did roll dice to determine the number of terrain pieces. I then skipped to rolling two dice (one black and one white) to determine the layout of the battlefields. (I did not factor in ‘Invasion Rating’ or ‘Maneuver Rating.’) The Spartans, being the defenders for each contest, were permitted to arrange the various terrain pieces. The second exception here was that I did not allow for any flank marches. A third parameter: Neither side would have a camp on the tabletop. I figured that both the Spartans and Vikings would be more interested in a face-to-face battle than employing some strategy involving subterfuge or guarding their respective encampments.
Battle #1
For the first match, the Spartans brought 4 units of Citizen Hoplites (Elite Foot), 10 units of Perioikoi (Heavy Foot), and 1 unit of Psiloi with javelins (Rabble) to the tabletop. The general of this all-infantry force was found within the ranks of one of the units of Citizen Hoplites. The Viking invaders, all on foot as well, had the following units in their army: 2 units of Huscarls (Elite Foot), 10 units of Hird (Heavy Foot), 1 unit of Hird bowmen (Skirmishers), 1 unit of Freelance Marauders (Raiders), and 1 unit of Berserkers (Warband). Both forces were valued at 48 points each; both forces would be defeated when they had lost 16 points worth of troops.
The nature of the landscape and the initial deployment of the opposing forces can be seen in the accompanying pictures. The Spartans arranged their phalanxes on the near side of the tabletop, with their right resting against a plowed field. The organization of the Spartan line of battle was as follows:
[left] Rb HF HF HF HF HF HF HF HF HF HF EF EF EF$ EF field [right]
Where Rb represents the psiloi, HF indicates the Perioikoi, and EF represents the Hoplites. The EF with the $ symbol next to it is the stand with the Spartan commander.
Across the rather open field, the Vikings assembled their men in the following manner:
Sk
[left] Rd HF HF HF HF HF EF EF$ HF HF HF HF HF WB hill [right]
Where Rd represents Raiders, HF represents Hird, EF indicates Huscarls, and WB denotes Berserkers. The skirmishers (Sk) were posted as a screen in front of the Viking general’s stand.
Picture 1 / Taken above the plowed field on the Spartan right, looking left down their orderly line of hoplites. There is a patch of rough ground in front of their center-right, but otherwise the terrain is flat and clear. The Viking units are visible on the far right of the frame.
Picture 2 / From the opposite side of the field, showing most of the Viking formations arranged for battle. Their right rests on a gentle hill. On the far short-edge of the tabletop, a crude model of a village can just be seen. Given its location, it was very doubtful that it would factor into the engagement.
Picture 3 / Taken from the short-edge of the table where the “village” was located. The left of the Spartan line is protected by some psiloi, while the right of the Viking line has been assigned to some Berserkers. Given the nature of the ground and the presentation of the opposing lines, this would not be a complicated fight, meaning that there would not be a lot of “jockeying for position.”
Summary of the Contest
For a change of pace, I thought I would let the pictures do most of the talking or typing for this first battle as well as “carry the conversation” for the other two scenarios. At the risk of redundancy, both sides committed to a general advance. I did have some concerns about the command and control ability of the Spartan general, but these questions were quickly addressed on the TRIUMPH! Forum albeit in a tone that suggested, to me anyhow, a level of condescension or perhaps it was just impatience. Choosing to ignore this interpretation or tone, I reviewed the rules on the particular point(s) and then resumed play. (In a perfect wargaming world, rule writers would adopt the format of assuming that all of their customers were six-year olds. So they would explain the rules as if they were talking to a six-year old.)
Though the Spartan advance was hampered and then separated by terrain and command and control limitations, and although their first contacts with the Viking formations resulted in several units being forced back, the tide eventually turned in their favor. In a series of sharp melees starting at one end of the line and traveling to the other, one Viking unit and then another and then another collapsed under the steady pressure of hoplite phalanxes. The comparatively rapid victory was not completely one-sided, however. In what might be describe as a “last gasp effort,” the Viking leader inspired his Huscarls to exact a small measure of revenge. A unit of Perioikoi was routed in the last round of melees. The final score was: Spartans 16, Vikings 3. The Spartans had destroyed 3 units of Hird, 1 unit of Raiders, and the unit of Berserkers. These 5 units added up to 16 points which was one-third of the Viking point total. In contrast, the Vikings eliminated a single unit of Perioikoi.
Picture 4 / First moves see a general advance by both sides. The Spartans separate their line as terrain and command and control issues proved a bit of a challenge.
Picture 5 / First contact takes place in the approximate middle of the field. The Vikings elect to start the melee resolution phase by choosing the close combat where they have a slight advantage. The dice gods, as per usual, don’t quite see it that way. (The white dice indicate the melee factor for each unit; the colored dice indicate the melee modifier, for lack of a better word. The result: A 7 to 7 tie. Neither side takes any losses, however. The drawn melee will continue the following turn.)
Picture 6 / Initially, the Vikings do fairly well against the large shields and leveled spears of the Spartans. The Berserkers are neither impressed nor intimidated and force their opponents to fall back.
Picture 7 / On the Spartan right, being outnumbered by Vikings does not matter a jot as long as you have quality and of course, much better die rolls. After pushing back some Hird, the Spartans show no mercy and give no quarter against the Raiders. First blood to the Spartans!
Picture 8 / On the other side of the field, the dice gods continue to smile upon these sons of Greece. A second unit of Vikings breaks under the strain of combat with a hoplite phalanx.
Picture 9 / It is said that bad things happen in threes . . . The destruction of the Berserkers appears to be evidence of that belief. Superstition or not, the Vikings are certainly off to a poor start in this contest.
Picture 10 / Units of Perioikoi on the Spartan left gang up on an isolated unit of Viking Hird. The modifiers give the Greeks a 2:1 advantage, and the die rolls tell the rest of the story. The Vikings are swamped from the front and both flanks. Scratch another unit of Hirdmen!
Picture 11 / As the contest tilts further in favor of Sparta, the Viking commander inspires his Huscarls to inflict some damage at least, to salvage a small measure of pride. This melee was one of those very rare instances when the dice favored the Viking side.
Picture 12 / Over on the far right of the Spartan line, the Citizen Hoplites are able to flank a unit of Viking warriors. For the second time this turn, the adjusted unit modifiers favor the Spartans. While the dice rolls are not great, the Citizen Hoplites secure a fall back result, which means that the flanked Vikings are eliminated.
Comments
Aside from the brief interruption or interference to the Spartan advance, terrain did not play a significant part in this first battle. In fact, I could have set up the fictional contest on a flat and featureless plain. Maybe I could have placed a “model” olive grove near an edge and perhaps a “model” temple in a corner just to add a couple of period or geographic-specific touches. As pictured, there were 4 features (3 ordinary and 1 large) arranged on the tabletop. Normally, the dimensions of a battlefield for units with 80mm frontages would be 75.6 inches by 50.4 inches. My table measured 78 inches by 45 inches, so it was fairly close to the required size. I did not strictly follow the rules regarding deployment, as I arranged both armies in a long line. It did not seem very historical to me to deploy the Spartans in depth. I suppose it would have been more acceptable to provide the Vikings a reserve of some sort.
Having received a tutorial of sorts on the basic or finer points of command and control and giving orders to groups, I do not anticipate problems in the remaining two engagements. Having gained a little more experience with the rule mechanics and as I am using representative counters with the melee information and unit density (i.e., close order or open order) printed on them, I do not anticipate a lot of questions with respect to resolving combats or figuring out what happens afterwards. That said, I did find it curious to see some battlefield situations change as a result of a resolved combat. To expand: It seems to me that once contact is made between opposing stands of miniatures, blocks, counters, or whatever, that some kind of combat should be taking place. That the procedure(s) and result(s) are often based on die rolls and the consultation of a QRS is evidence of the necessary and acceptable abstraction. However, I could not help but note that on several occasions, a melee would be resolved, the losing unit would be forced to withdraw, and then the next thing I knew, it was “participating” in a new melee as a supporting or overlapping unit for a friendly formation that, apparently, waited until the previous melee was concluded before beginning its own fight with an attacking or defending enemy. Of course, I could be entirely mistaken in thinking that melees take place simultaneously once contact is made between opposing lines or formations. At the risk of being dismissed and perhaps even losing some followers, it impresses me as rather unusual that the resolution of melees should be so “gamey.”
I did not keep exact track of the time it took to play this first game, but it was completed, in parts, over the course of a single afternoon. As I started cleaning up the table, I could not help but recall reading various passages from Professor Victor Davis Hanson about the short duration and significant level of savagery in hoplite battles. I think it would be safe to say that the Spartans dominated the Vikings in this first match of a planned three.
Looking ahead to the next contest, I reviewed the Battle Cards available to each army. Finding no “shield wall” category, I wondered if I might try drafting a Battle Card to cover this much discussed tactic. [1] After studying the possible Battle Cards, I decided to proceed without making use of them. I did not wonder, however, about changing the dice that would be used by the Vikings. A new color was chosen with the hope that the different dice might give them more of a fighting chance.
Battle #2
For the second engagement, both sides would field armies containing exactly 47 points each. The Spartans would bring 3 units of Elite Foot, 10 units of Heavy Foot, 1 unit of Rabble, and 1 unit of Skirmishers to the table. The Vikings would have 2 units of Elite Foot, 8 units of Heavy Foot, 2 units of Raiders, 1 unit of Archers, and of course, a unit of Berserkers. [hashtag - Don’t leave The North Sea without ’em!]
For this meeting, the Spartans lined up on the far long-edge of the playing surface. Their collective phalanx was “framed” by a small woods on the right flank and a large gentle hill on the left. The deployment of the Citizen and other hoplites, from right to left, looked like this:
[left] Sk HF HF HF HF HF HF HF HF HF HF EF EF EF$ Rb [right]
small wood
Where Rb represents psiloi carrying javelins, EF represents the Hoplites, HF indicates the Perioikoi, and Sk marks some skirmishers (i.e., slingers). As previously explained, the EF with the $ symbol next to it is the stand with the Spartan commander.
Across the another rather open and flat field, the Vikings assembled their men in the following manner:
[left] HF HF HF HF HF HF HF HF EF WB EF$ Ar Rd Rd [right]
village
plowed field
Where Rd represents Raiders, Ar signifies Archers, deployed in village, EF indicates Huscarls, HF represents Hird, and WB denotes Berserkers. The Viking leader (EF $) was just to the left of the village so that he could manage the Raiders, at least at the start of the affair.
Picture 1 / Looking over the Viking defensive line across to the long line of hoplites. The village, with a small garrison of archers, is at the lower right of the frame. The Viking commander and his unit of Huscarls, accompanied by some Berserkers, stand just to the left of the dwellings.
Picture 2 / Above the right flank of the Viking line looking down the battlefield. The Spartans are deployed on the right. The open nature of the ground is evident.
Summary of the Contest
Although they were enjoying the plentiful pillaging and plundering, the Vikings decided to adopt a defensive mindset for this engagement. They basically anchored their right on a small village. This collection of buildings and so forth was guarded by a unit of archers. Further to the right, there were some Freelance Marauders tasked with taking the flank of the hoplite phalanx when it drew near enough. The rest of the warriors, Huscarls and Hird, would wait and let the Spartans come to them.
The Spartan commander obliged, advancing his long line of elite and heavy infantry at a measured pace across the flat ground. (One could almost hear the flutes of the musicians playing as they marched along with the hoplites.) Viking archers let fly when the enemy came into range, but were soon flushed from between the houses and other structures. The Viking Raiders tried to scoot around the Spartan left, but only succeeded in chasing off some enemy skirmishers. Along the rest of the line, the close combats were very hard fought. Unlike the previous encounter, the Vikings did not collapse like a balloon stuck with a pin. Initially, their movement gave the Spartans a bit of impetus and they pushed back the Vikings in several places. The Northmen came right back however, and either stubbornly stood their ground or forced the Spartans to withdraw a short distance.
The contest raged back and forth, with units on both sides pushing and shoving, hacking and stabbing. Eventually, the tide of the heated battle began turning in favor of the Spartans. Coincidentally or ironically, both sides attempted to turn the left of their opponent. The Berserkers were unable to capitalize on a powerful flank attack by some Huscarls, however. Meanwhile, the Spartan general made better use of his psiloi as well as of his own phalanx of veteran infantry. The Viking line was not rolled up, but it was punctured in a number of places. Even though the Vikings lost again, they gave a better account of themselves in this engagement.
Picture 3 / The Spartans advanced across the field at a measured pace while the Vikings waited. The archers were anxious for the enemy formations to move within range of their arrows.
Picture 4 / The Viking archers let fly from alleys and behind garden walls, fences, etc. But their missiles strike only shields and either stick into them, break, or glance off into either the air or ground around the targeted phalanx.
Picture 5 / The Spartans are so close to the waiting Vikings that they can see the tattoos and warpaint of the fierce-looking warriors. The Vikings can see shield after highly polished shield, crested helmet after crested helmet, and three or four rows of leveled spearpoints.
Picture 6 / Two units of Perioikoi conduct an “urban assault” and force the archers to disperse.
Picture 7 / It looks like the same old story . . . It looks like the dice might favor one side over the other. The Spartan commander and his men force the Viking Hird to fall back.
Picture 8 / The Berserkers miss an excellent chance to carve away a portion of the Spartan left. The hoplites are forced back, but become part of a group instead of being subjected to a disadvantageous match up.
Picture 9 / The Citizen Hoplites barely manage a win against the Hird, but are able to eliminate the Viking unit as it is flanked and will retreat while still in contact with the psiloi. This situation results in the rout of the losing unit.
Picture 10 / Even with the assistance of Huscarls led by their commander, the Berserkers are unable to make a dent in the formation of large shields and long spears. The pre-battle omens and sacrifices must have been very good for the Spartans.
Picture 11 / The change of dice color did help out the Vikings . . . Of course, it doesn’t hurt to have your opponent overlapped on both flanks and then roll a 1.
Picture 12 / The Citizen Hoplites were able to do some damage against the Viking left. Here, the Spartan commander has wheeled his phalanx into melee, and the engaged Vikings are attacked on the flank as well. The dice score goes against the Hird unit and it must fall back. However, its path is blocked by a friendly formation, which results in the losing unit being destroyed.
Comments
I timed this wargame and found that from the first command roll to the final counting of the Viking losses, it took approximately 55 minutes. Let us round that to an hour. First blood on the day went to the Spartans, when they ejected the archers from the built-up-area. This loss would be followed, over a number of turns, by 5 units of Hird. The Vikings were able to exact a price, though. They were able to rout 4 units of Perioikoi, so the Spartans were more than halfway to their breaking point.
Again, I found the selection of which melees to resolve and the outcomes to be interesting if also a little questionable. There were more instances of an isolated unit suddenly being supported as a result of a melee that did not go right for one side. From a timing perspective, this just seems unusual, even contrary to military history, or at least my current understanding of it.
The Viking archers did not do well in this battle. I suppose it would have been better to stuff some heavy foot in the village. Then again, this ran the risk of the Spartans simply ignoring them and focusing their effort on other parts of the field. That said, I think there are interesting possibilities here; I think there are grounds for additional experiments with villages, farmsteads, towns, etc. Then again, based on my reading of ancient military history, I am not aware of any engagements (excluding sieges, of course) that featured or were focused on fighting for possession of a village or town. On immediate review, it appears that I was mistaken in putting a couple of units on the other side of the village. This placement interfered with command and control. Once the main fighting started, I tended to forget about the units that were on the periphery. I also lost focus on the units of Perioikoi that had entered the village or were in its immediate vicinity.
As for my comfort and confidence level with the rules, I think I am getting better. At least I like to think I am getting better. This is not to say that the recently completed solo wargame was perfect. I caught one error and I am sure that there were a few more. That admitted, I do not believe these gaffes influenced the final result. The Spartans are tough troops. They have rolled good dice so far. I am curious to see if these hoplites and supporting troops will make it a clean sweep or if the Vikings will be able to spoil their unblemished-so-far record.
Battle #3
For the final contest of this “what if” experiment, the Spartans took the near-edge of the tabletop again. Their left was marked by a village and their right rested on a gentle hill. The Spartan general deployed his army in the following manner:
[village] Sk Sk
Rb Rb HF HF HF HF HF EF EF EF EF$ LF BH
[left] [gentle hill] [right]
The Rb were Rabble, or psiloi armed with javelins. The HF were Heavy Foot, or Perioikoi Hoplites. The EF, as before, were Elite Foot or Citizen Hoplites (the bearded muscular guys with the red Lambda on their large round shields). The position of the Spartan commander was marked with the $. The LF unit represented Light Foot or Mercenary Peltasts. The BH were Bad Horse, or Spartan cavalry. The skirmishers (Sk) consisted of a unit of archers and a unit of slingers. In terms of value, the Spartans brought 47 points to the tabletop.
The Viking force amounted to just 46 points, spread across 15 units. The desperate-for-a-win Vikings arranged their troops in this way:
[left] HF HF HF HF HF HF HF EF$ WB HF HF HF HF HF HF [right]
[rough ground] [wood]
This army consisted primarily of Hird or Hirdmen (HF), but did contain one unit of Huscarls with the Viking leader (EF$) as well as the almost obligatory unit of Berserkers (WB).
Picture 1 / Take from behind the Viking right flank, showing their progress after a march move towards the waiting line of Spartans. The primitive village makes another appearance on the Spartan left, where two units of psiloi are deployed. The comparatively unnatural state of the battlefield (mostly flat and featureless) is evident. (Note: The terrain blanket is starting to show signs of age and wear. I believe it’s called “pilling.”)
Picture 2 / A view from the Spartan right, showing how the Greek line is “bookended” by terrain features. The peltasts and cavalry have been posted on the right, next to the general’s unit. The line of Northmen is approaching. One imagines most of the warriors to be striking their shields and bellowing in order to intimidate their foe.
Picture 3 / As the Vikings continue to move closer, the peltasts and cavalry separate from the main line and move further to the right. The peltasts will hold the hill and the cavalry will distract the Vikings on this side of the field.
Summary of the Contest
As the following photographs will hopefully show, this was the most exciting battle of the match. In fact, I might go as far to suggest that this contest took home the gold medal when compared to all of the previous wargames staged for this modified long-term project. I beg the reader’s pardon; I get a little ahead of myself.
The Vikings began the dance with a march move. Initially, it appeared that they might have the Spartans at a disadvantage on the right, as units of Hird extended beyond the enemy line. Unfortunately, a very stubborn unit of peltasts arranged itself on the forward slope of the gentle hill and proceeded to give the Viking units in this sector of the field a migraine. Adding to this nauseating discomfort, a unit of Spartan horsemen (not the most impressive troopers in the historical record to be certain) were able to loop around the far left of the Viking line and eventually, gallop into the rear of the main line. The Vikings were also slightly discouraged on their right, as a unit of psiloi (Rabble) scampered into the village and posed a threat to the flank of any advance. In sum, by moving just three units, the Spartans had occupied or otherwise become a potential problem for five units of Vikings. The resulting strain on the central formation of Vikings would soon be made apparent.
Unable to catch the cavalry on their left flank, the Vikings concentrated their efforts against the peltasts on the hill. It was, if I may jump far ahead in the history books, a rehearsal for the Battle of Breed’s Hill during the American Revolution. Three times, if not four, the Vikings, even though attacking with greater numbers, were repulsed. The rest of the command pips were dedicated to the fighting in the center which was, it should really go without saying, fiercely waged and saw both sides pushing the other back in local but not significant successes.
Early on, the Spartans were able to create a hole in the Viking line when they routed the Berserkers without breaking a sweat. Slowly but surely, the Spartans began racking up more kills after this initial win. The Vikings fought stubbornly if not valiantly, but the dice just were not with them, again. A minor victory was claimed on the Spartan left when a unit of psiloi were caught in the open and cut down. A moral victory was won on the Spartan right when the peltasts were routed (finally) and the hill captured. However, for the third time in a row, the two-dimensional and figurative phalanxes proved too capable for the two-dimensional and figurative shieldwalls. The final straw that broke the Vikings back was the arrival of the Spartan cavalry on the rear of a unit engaged to its front. The score for this final battle was: Spartans 18 and Vikings 5. The Northmen had lost their Berserkers along with 5 units of Hird. The Spartans lost only a unit of psiloi and that very capable unit of peltasts.
Picture 4 / Back on the village side of the field, a unit of psiloi moves into the houses and streets while its partner moves to within spitting distance of the Vikings.
Picture 5 / Approximately a third of the Viking army is delayed by the quick moving peltasts and even faster moving cavalry.
Picture 6 / The slingers do better than their friends armed with bows and arrows and force a unit of Hird to withdraw as shields, helmets, and bodies are pelted with a shower of sling stones.
Picture 7 / The peltasts deliver the first of several bloody noses to the Vikings as they attempt to push the light infantry off the hill on the Spartan right.
Picture 8 / The Spartan general seeks to inflict the first kill of the fight by ganging up on a unit of Vikings pulled out of line by the slingers. Unfortunately, the dice gods do not smile upon the Citizen Hoplites.
Picture 9 / A bit out of focus (sorry!), but this photo shows the Spartan horsemen galloping by the slower-moving Vikings. Command and control issues would hamper the Vikings more that the Spartans in this sector as the engagement built in intensity.
Picture 10 / Unusually, at least in my opinion, the Berserkers have not fared well in any of the contests. Here, the bearskin-wearing and perhaps intoxicated fanatics are easily dispatched by a supported phalanx of lesser hoplites.
Picture 11 / It appears that the Citizen Hoplites have a fight on their hands. The Viking Hird are giving better than they are getting, at least in this specific instance.
Picture 12 / Though outnumbered, the Viking commander and his men are also proving stubborn, fighting nearly as hard as their enemy.
Picture 13 / If not able to repulse the attacking Hird, the peltasts are able to hold their ground and fight the Northmen to a standstill.
Picture 14 / Attacked by superior numbers (or being overlapped on both sides) it seemed a given that the Viking unit would collapse under the combined pressure. (Note: I did not keep track, but it seemed that 6s turned up on the red die with some frequency.)
Picture 15 / Though finally routed (I imagine that their numbers were reduced in the series of attacks launched against them), the Mercenary Peltasts certainly deserve a monument for their brave and strong effort on this day.
Picture 16 / Enemy cavalry approaching from behind you, even if it is just a single unit, is never a good thing.
Picture 17 / Having routed the peltasts, the Vikings take the hill. One unit wheels and is able to attack the Spartan general on his flank. His Citizen Hoplites respond to the threat with cool efficiency, swatting away the Northmen as one would shoo an annoying insect.
Picture 18 / Once again, even though facing three-times his number, the Viking commander and his men persevere. If they are going to lose, then they are certainly going to let the Spartans know that they were in a fight.
Picture 19 / In a last ditch effort, a few units of Vikings charge into the longer line of Spartans. Tragically, the unit of Greek cavalry adds its weight (more of a morale impact) on the engaged Hird. The dice show the result, and having no viable escape route, another unit of Vikings is destroyed.
Picture 20 / Even though at the “end of his rope,” the Viking commander along with his men fight on. The next local melee saw the defeat and destruction of the neighboring unit of Hird, which pushed the Viking army over its determined 16-point morale level.
Comments
This final contest took 10 turns to complete and according to the timer on my phone, required 58 minutes, so another hour. It seems then, that I over estimated the total time that would be needed to play these three games. As suggested in the brief summary above, this particular battle was quite enjoyable. Even though I am slowly building my level of comfort, confidence, and experience, there were still some rule mistakes made. However, I do not think that these silly/stupid errors gave one side an irresistible advantage.
Given that the Spartans “ran the table,” I wonder if I subconsciously or unintentionally played the Greeks better than I did the Northmen? As stated at the outset, there were no camps and no flank marches. I wanted to stage simple, straight-forward fights. I think I succeeded in this. I also think that the Spartans enjoyed the benefits of some really good dice. That said, I wonder how another three contests would play and what the record would be then? Would things balance out after 10 or even 20 additional games? Based on my limited experience and the “data” provided by these three games, it is hard to believe that the Vikings would be able to stage enough of a comeback to beat the Spartans. Then again, perhaps their string of victories could be attributed to the rules employed more than any other factor, even my “brilliant” generalship.
Evaluation
In January of this year (that would be 2022, as events conspired to prevent the timely publication of this narrative - and others), I posted the report and result of the first of a planned six battles featuring Spartans and Vikings. The month of March saw another report and result posted. The score was now tied. Then, for lack of a better description and not wanting to get too personal, things got a little messy. The long-term project was interrupted, was put on hold. Consequently, plans to use six sets of rules for six games were adjusted and ultimately, four sets were employed to adjudicate those half-a-dozen games. After a poor start, the Spartans came roaring back and thrashed the Northmen on a succession of home fields.
Having recently completed a series of Spartans vs Vikings engagements, one would think that I was tired of it and on the hunt for something else. Well, that’s partially true and only reasonable. While my attention and interest often tends to be pulled here and there, I would very much like to stage three more of these ahistorical battles. This time, however, I want to use Simon Miller’s To The Strongest! rules. Counterfactual contests seem to be the norm at the tournaments he showcases on his high-standards and popular blog, so my additional efforts would not or should not cause a fuss. Further, his rules are card-driven and do not use rulers, so they are rather fast-playing compared to some other commercial sets. I figure that three solo wargames wherein 130-point armies of Spartans and Vikings faced each other might take me a total of six hours to set up, play, take some notes and pictures, then dismantle. In sum, this short-term solo project would be very feasible.
While working on this portion of this post, I had the good fortune to stumbled across a PDF of Issue 60 of Warning Order while making my weekly visit to TMP to read new ancient and or medieval battle reports. Skimming through its attractive and full pages, I stopped at the Hail Caesar battle report to marvel at the pictures and made a note about maybe setting up a similar scenario, but with a different set of rules. I also read with interest the short “op/ed” on the last page about the “explosion” in availability, interest and use of paper wargame figures, and what this means or might mean for the larger hobby. (Note: Coincidentally, “The Changing Face of Wargaming” was posted to Here’s No Great Matter, by the well known and equally well regarded Aaron Bell.) There is inspiration to be found in both of these sources for a derivative essay, I think. I just have to find the time to draft it and then edit and polish before posting it. The interesting question is: Will this be done before, after, or during the Spartans vs Vikings rematch, or will something else come along that steers my energy and interest in another direction? To amend the second-to-last line in Aaron’s thought-provoking piece: “The possibilities are only limited by my imagination, or whatever somebody else is doing that looks pretty cool.”
To get back on point, or at least close to it . . .
Some folks in the hobby will turn up their noses at ahistorical scenarios, just like some will “poo-poo” 6mm figures and extol the virtues of 28mm figures, arguing that these miniatures are the traditional or “true” scale. I am not one of those “nose turners.” (At least I don’t think I am. I certainly hope that I’m not.) Neither am I one to denigrate or dismiss those who are able to afford and paint miniatures (of any scale), build units and armies of these for gaming on attractively landscaped tabletops. If anything, my feelings swing like a pendulum between admiration, awe, curiosity and envy. I am, I guess, at least in terms of the myriad categories of this hobby, an outlier of sorts. Maybe I am one of those historical wargamers who “works” or “fits” within a niche of a niche of a niche. I don’t use figures and I cannot recall with any degree of certainty the last time I played a boardgame. (I want to say it was Squad Leader, but . . .) At the risk of ending this post on a vague note or making a generic statement, in this modified long-term project using colored counters produced on a very old Mac computer, there were positives as well as negatives. I learned a few things which I hope to remember and apply. I had fun (understanding that this is a very subjective term) and was entertained by playing some wargames that were engaging and some that were not. I also developed an idea or two about which army would win if Spartans ever did face Vikings. Just imagine: King Leonidas vs Ivar the Boneless. I certainly hope that this thinking, this position, will be subject to further as well as fairly rigorous testing.
Notes
- During one of my weekly visits to TMP to see what’s what, I had the good fortune of seeing this post about shieldwalls. Here is the link to a cinematic, interesting, thought-provoking and admittedly late clip about the fighting style, courtesy of Warspite1 (a.k.a. Barry) who posted this on October 04, 2022: YouTube link.
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