wargames. soldiers & strategy - issue 72
TRANSCRIPT
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 1/84
ISSUE 72
THIS ISSUE: Scourge on horseback: nomadic warriors from the East
Theme Attila and Bledain the Caucasus
Alexander vs. theScythians at Jaxartes
The fall of Samarkand
•
•
•
SpecialsBattle at the Bannockburn
Armour masterclass:
painting the E-100
Let’s play Poor BloodyInfantry (PBI)
•
•
•
...and much more!
W W W . W S S M A G A Z I N E . C O M / / K A R W A N S A R A Y P U B L I S
H E R S
THE GREAT NOMADIC
INVASIONHUNS, MONGOLS AND SCYTHIANS
UK £ 4.20
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 2/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 3/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 4/84
CONTENTS
4
Publisher: Rolof van Hövell tot WesterierEditor in chief: Jasper OorthuysEditor: Guy BowersCopy editor: Duncan B. CampbellLayout and design: Christianne C. Beall©2014 Karwansaray Publishers
Contributors: Steve Beckett, Piers Brand, Chris Brown, Ken Butty,Richard Clarke, Paul Cubbin, Timmy De Cabooter, Björn ArvidKappe, Eoghan Kelly, Pat Lowinger, Simon Miller, Gary Mitchell,Matt Moran, Martin Onderdonck, Chris Payne, Chris Peers, RickPriestley, Ruben Torregrosa, David Trace, Rossco Watkins
Illustrations: Georgina Pymont-Harmanwww.redfoxillustrations.com
Print: HighTrade BV (www.hightradebv.nl)
Editorial ofcePO Box 4082, 7200 BB Zutphen, The NetherlandsPhone: +31-575-776076 (NL), +44-20-88168281(Europe), +1-740-994-0091 (US)Email: [email protected]
Customer service:[email protected]: www.wssmagazine.com
Contributions in the form of articles, letters, reviews, news andqueries are welcomed. Please send to the above address or use
the contact form on www.wssmagazine.com
SubscriptionsSubscriptions can be purchased at www.kp-shop.com, via phoneor by mail. See above for the address.
DistributionWargames, Soldiers and Strategy is sold through retailers, theinternet and by subscription. If you wish to become a sales outlet,please contact us at [email protected]
The exclusive distributor for the UK and the Republic of Ireland isComag Specialist Magazines, Unit 3, Tavistock Road, West Dray-ton, UB7 7QE, United Kingdom. Phone: +44 01895 433600.
Copyright Karwansaray BV. All rights reserved. Nothing in this
publication may be reproduced in any form without prior writ-ten consent of the publishers. Any individual providing materialfor publication must ensure that the correct permissions beforesubmission to us. Every effort has been made to trace copyrightholders, but in a few cases this proves impossible. The editor andpublishers apologize for any unwitting cases of copyright trans-gressions and would like to hear from any copyright holders notacknowledged. Articles and the opinions expressed herein do notnecessarily represent the views of the editor and/or publishers.Advertising in Wargames, Soldiers and Strategy does not neces-sarily imply endorsement.
Wargames, Soldiers and Strategy is published everytwo months by Karwansaray BV, Rotterdam, theNetherlands. PO Box 1110, 3000 BC Rotterdam,the Netherlands.
ISSN: 2211-503X
Printed in the European Union
HOBBY
CLAD FOR BATTLEPainting 15mm British battledress
BLU-TACK CAMOUFLAGEPainting a ‘Paper Panzer’
62
64
THEME: THE GREAT NOMADIC INVASION
HOW TO CONQUER THE WORLDAn introduction to Mongol battle tactics
SUBOTEI’S RIDE
Gaming the Kalka campaign of 1222-1223THE FALL OF SAMARKANDThe sons of Genghis versus the Khwarezmids
DEFEATING THE SCYTHIANSAlexander at the Battle of the Jaxartes
THE SONS OF THE HUN IN THE SUNThe Huns in Georgia, AD 436
THE GOLDEN HORDEBuilding a nomadic horse army
MAKING A MONGOL DIORAMAThe cover uncovered
HOMES FOR EASTERN HORSEMEN
Scratch-building a Mongolian ger
32
34
38
42
46
52
56
FEATURES
GOING FOR THE JUGULAAn interview with the Studio Tomahawk team
PIKE AND SHEEPAnother bitesize battle
1314 AND ALL THATHow to game Bannockburn
SAVING TRIBUNE REGULUSC-Day, Caesar’s invasion of Britain
PIET HEYN AND THE TREASURE FLEETHis name is short, but his deeds are great
14
16
18
24
28
60
REGULAR DEPARTMENTS
MINIATURE REVIEWSMonks, monsters, motorcycles and more!
THIS GAMING LIFERick goes in further pursuit of the point
THE IRREGULARWhy clubs are essential to wargaming
LET’S PLAY POOR BLOODY INFANTRY Testing the latest rules from Peter Pig
GAME REVIEWSWe look at Donnybrook, Valhalla and more.
UP FRONTUnbalanced scenarios: what should we think?
BOARDGAME REVIEWA review of the new samurai game: Seven Swords
BOOK REVIEWSMore books reviewed by the WS&S team
PARTING SHOTSHints, tips and laughs for the wargamer
8
12
68
70
72
76
78
80
82
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 5/845
EDITORIAL
Luck be a lady
What enables a wise ruler and an able general to attack decisively and to succeedwhere ordinary men fail is foreknowledge… It is not to be found from the measure-
ments of heaven and earth; it is obtained from men …
– Sun Tzu
Wargames can generally be inuenced by clever decisions and good tactics. However,
there are some games that seem to come down to sheer luck. In a recent multiplayer
Black Powder game, Lady Luck simply deserted me. It did not matter what I rolled or
what dice I used, the results were always poor! The game turned into a funny farce,
as no matter what I did, it just didn’t work. A stream of French cuirassiers passed my
position and neither my guns nor my muskets could even put a dent in them. They
galloped past me unscathed, as they attempted to roll up the Prussian centre.
Luck is, of course, an illusion. It is all too easy to ‘buy into’ the idea that luck, good or bad, is real; that you are a lucky or
unlucky person; or that a particular day is going to turn out lucky or unlucky. I believe that ‘luck’ is simply the brain’s way
of trying to explain the unexplainable, trying to make patterns out of otherwise random events. The odds of you rolling a
6 on a D6 remain the same, whether you’ve rolled one 6 or several 6s in a row. They are still 1 in 6.
Luck is where preparation meets opportunity. Use good tactics, practise, and be prepared for all eventualities. Yes, there
will be the odd occasion when you can do everything right and still lose. But, when these moments happen, keep your
perspective. Such moments are eeting; the odds will change. However, your perception of events can change your mood
and cause its own ‘bad luck’ – namely, your loss of good judgement. As it happens, we ended our Black Powder game
with a minor defeat for the Prussians, so my luck averaged out in the end. I didn’t get mad or give up; I carried on playing
to the best of my ability. The most important thing is that the game was fun – win, lose, or draw.
Still, a case of ‘bad dice’ can make for a great story, and brilliant tactics to pull victory out of the jaws of defeat (or atleast a minor victory instead of a thrashing...) may be enlightening for others. They do not always make for entire articles
however, and that’s why we now introduce ‘Parting Shots’, a new section on the very last page of the magazine that will
hopefully provide both a light-hearted look at wargaming via Steve Beckett’s comic and ‘war-stories’, as well as short and
snappy hints and tips for playing, and, in the broadest sense, preparing for your games.
If you have a funny wargaming story or idea that you can tell in 100-150 words, please submit it to our new Parting Shots section,
either through Facebook (http://www.facebook.com/WSSMagazine) or via my email address ([email protected]). It
won’t make you rich, but it might make you famous, and you’ll get a free copy of the issue in which your idea is published!
– Guy Bowers
© G e o r g
i e H a r m a n
IN THE NEXT ISSUE:NOW ON THE WEBSITE:
DIRTY WORK AT THE CROSSROADSNomads, Muslims and Christians ght for the Holy Land
(http://www.wssmagazine.com/wss72_extra)
THE SEVEN YEARS WARThis issue looks at the 18th century’s biggest conict: a
grudge match between the great European powers.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 6/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 7/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 8/84
REVIEWS:MINIATURES
8
MINIATURE REVIEWSGERMANS IN OVERCOATSCompany: Zvesda
Size: 22mm ‘foot to eye’ or 24mm tall
Era: World War 2
Price: £2.50 per set
www.zvesda.org.ru
Zvesda has released several new kits for their “Battle for Moscow” game, part of their Art of Tactic series of wargames. For
those unfamiliar with the concept, there are several dozen plastic kits in three scales for the game. The aircraft are 1/144
scale, the vehicles 1/100 scale and the infantry 1/72 scale. Each pack contains a data card to allow the model to be used in
the game. The models shown here are from their new “Germans in winter clothing” set. The figures are made from robust
plastic and slot together like a ‘snap tite’ kit (although glue is recommended). Well-detailed, the models go together easily,with the exception of an odd ‘fiddly bit’ here and there (the ammo feed on the machinegun is an example). While designed
for the Art of Tactic series, separate bases for other wargames are also provided.
MYTHOLOGICAL CREATURES
Company: Relic Miniatures
Size: 28mm ‘foot to eye’
Era: Mythological Ancient Greece
Price: CD$12.00 for the Minotaur,
CD$ 26.50 for Cerberuswww.relicminiatures.com
Straight out of a Ray Harryhausen movie comes the Relic Mythological range. Mike Evans of Relic has sculpted a number of
mythological creatures, a small fraction of which is shown here. The models include the fierce Cerberus (three-headed hound of
the underworld) and the Minotaur (guardian of the labyrinth). Bubo the owl of Athena and the great hero Hercules also make more
down-to-earth additions to the range. Cerberus is made from a exible resin, while the other figures are metal. The casting is
very good; mould lines are almost impossible to spot. The individual monsters have great character; the Minotaur, for example, has
armed himself with a statue. This range will continue to expand with planned additions including the Colossus and Polyphemus.
OPEL BLITZ 3-TON TRUCKCompany: Offensive Miniatures
Size: 1/56 scale
Era: World War II
Price: £22 for the Opel and cargo
www.offensiveminiatures.com
The Opel Blitz was a civilian truck that became the workhorse of the German Wehrmacht. The classic ‘Opel’ model was
a 3-ton truck. This Offensive Miniatures model is made entirely of metal and, like their other vehicles, requires a mini-
mum of construction. Simply add the bonnet and truck cab to the front and the cargo bay to the back of the chassis. Then
add the wheels and rear mudguards and you’re done. The kit comes with a variety of bits to help fill up the back of the
truck. These consist of three boxes of (presumably) ammunition and a set of jerry cans and oil drums. One crewmember
(a driver) is also provided. The back of the truch is roomy, so it could also hold a small gun (some Opels were used as
mounts for light AA guns). This model is an ideal workhorse piece to fill out any German army.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 9/849
YOM KIPPUR ISRAELISCompany: Khurasan Miniatures
Size: 15mm ‘foot to eye’ or 17mm tall
Era: Arab Israeli War
Price: $4.99 for seven infantry or two
support weapons with crew
khurasanminiatures.tripod.com
Khurasan Miniatures is a company specialising in 15mm miniatures. This recent release is a range of miniatures for the Yom Kippur
war of 1973. These include Syrian, Egyptian and Israeli armoured vehicles and infantry. When you look at the picture of the figures
shown here, remember that they are only 15mm tall. Their detailing is very good, with individual weapons and equipment easily
distinguished on the models. The current Israeli range consists of a rie section (seven men with FN FAL ries), a SMG section (fivemen with Uzis), a command section (nine men with light mortar, light machinegun, rie grenades and Blindicide bazooka) and a
heavy weapons section (machinegun and medium mortar). Size wise, these are compatible with most existing 15mm Modern ranges.
No medieval game in Western Europe would be complete without a set of monks. Conquest Miniatures has released a set of
Ecclesiastics under their Robin Hood range, which includes both monks and nuns. There are five basic monks, a monk on a
donkey, a monk bearing a cross and good St Benedict himself (who would make an excellent Abbot). The sculpting is good and
the models are nicely cast, if a little bit well-fed. Each comes with its own ‘slotta’ base, and most of the monks are tonsured.
The monk on the donkey is available for £4.00, or the entire set of monks on foot (including a bonus apothecary miniature) is
available for £18.50. Apart from Robin Hood-style skirmish games, these will have uses in dark age, fantasy or medieval settings.
MONKS AND ST. BENEDICT
Company: Conquest Miniatures
Size: 28mm ‘foot to eye’ or 31mm tall
(adults), children slightly smaller
Era: Dark Age and Medieval
Price: £2.50 eachwww.wargamesfactory.com
STATIC GRASS APPLICATORCompany: War World Scenics
Size: From 4mm plus static grass
Era: All – anywhere there is vegetation
Price: £114.99
www.war-world.co.uk
The Pro Grass static grass applicator from War World Scenics is made for covering large areas of terrain with static grass.
It is designed to work with grass that is 4mm or larger. The applicator comes with three different sized filters for the differ-
ent lengths of grass. The operation is simple: fill the container with grass, screw on the filter, attach the grounding wire
to the terrain and switch on. Then sprinkle for effect on an area covered with glue. The Pro Grass applicator can also be
used to make ‘tufts’ by simply putting dobs of glue on a non-stick plastic surface and applying the static grass over top.This is a professional piece of kit, and while certainly not cheap, it is very effective. The WS&S team will be using Pro
Grass for our 12ft gaming board at Salute 2014.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 10/84
REVIEWS:MINIATURES
10
MEDIEVAL BUILDINGS
Company: Tabletop Workshop
Size: Scaled for 28mm – 11cmL x
10cmW x 14cmH
Era: Medieval
Price: £19.00 for the merchant house
www.tabletopworkshop.co.uk
Tabletop Workshop is a new company specialising in hard plastic wargaming buildings. The range currently consists of medieval
buildings (with a castle promised soon). Each model comes at-packed; the buildings simply ‘click’ together. It took me 30 seconds
to ‘click’ together the house shown here, with half of that time was spent in working out the process. The models can also be
disassembled after each use, providing that no glue is added. Obviously both the internal and external detail is very good: beams
have been sculpted on the bottom of the second oor, interior doors are well-defined and the ground oor has been cobbled. The
finished kit is very durable; there is no danger of these smashing into hundreds of pieces from an accidental drop (unlike resin
terrain). It’s a bit of a pity that a fireplace and chimney are missing, but that’s really nitpicking on an otherwise perfect model. These
buildings would be ideal for medieval or renaissance games, whether for skirimish-sized games or a larger battlefield.
BRITISH NAPOLEONICINFANTRY
Company: Warlord GamesSize: 28mm ‘foot to eye’ or 34mm to
top of shako
Era: Napoleonic
Price: £20.00 for 36 miniatures
www.warlordgames.co.uk
The latest Napoleonic release from Warlord Games is their long awaited British infantry. As with their other Napoleonic kits,
construction is minimal: simply stick the backpack on followed by the head of your choice. Each box contains six metal command
models, consisting of an officer, two standard bearers, a musician, a sergeant and sapper (different command models are provided
for both the Peninsular and Waterloo sets). There are an additional six plastic sprues, each holding five soldiers. Four of these are
line and one is light infantry, with an extra set of epaulettes to make a second light infantry model. The Peninsular and Waterloosets are identical, but have different shakos. All the plastics are in marching pose, with seven different heads on the sprues. The
models are crisp and well moulded, with few mould lines. Size-wise, these will fit in with most existing plastic and metal ranges.
ARMED CRICKETERS
Company: Sloppy Jalopy
Size: 28mm ‘foot to eye’ or 31mm tall
Era: 20th Century
Price: £8.00 for six models
www.sloppyjalopy.com
Sloppy Jalopy has just released two sets of armed cricketers, sculpted by Bill Thornhill. The first set, called ‘the gentlemen,’ includes
figures equipped with ries, a batsman armed with a pistol and bat and a wicket keeper with a ball. The second set, ‘the players,’
includes an umpire, batsman armed with a ‘tommy gun’ and a bowler, plus three cricketers armed with ries. All are dressed in
their best ‘cricket whites’ and most sport cricket caps. A few also wear leg guards. The casting is very good, with no mould lines
or ash visible. While designed specifically for a Very British Civil War, they could also be used for earlier periods, if the V-neck
sweaters and ‘tommy gun’ are ignored; perhaps the battle for the Ashes, after the ‘Bodyline’ incident took a more deadly turn?
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 11/8411
BSA MOTORBIKES
Company: Sgt’s Mess
Size: 20mm
Era: Interwar to Post WW2
Price: £3.00 per bike
www.sgtsmess.co.uk
Sgt’s Mess has released a 20mm model of the Birmingham Small Arms (BSA) Motorcycle. There are four variants of the bike avail-
able, including a Home Guard version (with optional Bren gun), despatch riders (who would also serve as police), an AA motor-
cycle and a window cleaner’s bike, complete with sidecar and ladder! The AA motorcycle is particularly interesting and even
bears a logo on the end of the side car. The casting is good and construction straightforward. These motorcycles would be equally
at home on a model railway layout or a wargames table. While some have an obvious wargames use (the guard and despatch
riders), the cleaner and AA bike are quirky enough scenery for Operation Seelowe or Very British Civil War games.
SAMURAI PEASANT HOUSE
Company: 4Ground
Size: 28mm scale - 10cmH x16cmL
x14cmW
Era: Sengoku to Edo Japan
Price: £24.00 for large house
www.4ground.co.uk
4Ground has recently released a range of traditional Japanese buildings. The model reviewed here is a traditional Minka dwell-
ing, typical of a richer Japanese peasant family. The kit comes completely painted. The detail is simply exquisite: the reviewer
has added no additional weathering or painting. Each model has a removable roof; the internal detailing is also excellent. The
house even has sliding doors and a fire pit in the centre. This model does require some construction and is rated ‘4’ on the
4Ground difficulty scale. Construction took about two hours, but this was due to unfamiliarity with the kit and the reviewer not
following the instructions carefully enough. A second attempt proved much quicker (as I knew what I was doing). The range
also includes a smaller peasant hut, a labourer’s dwelling, a rice barn and wooden fencing to surround your village. These kits
are lightweight and durable. They will serve your Samurai games well, gamer-san.
ACW ARTILLERY
Company: Perry Miniatures
Size: 28mm ‘foot to eye’ or31mm in kepi.
Era: American Civil War
Price: £20.00 for a box of 3 cannons
and 18 crew.
www.perry-miniatures.com
The talented Perry twins have released a plastic ACW artillery set, which rounds off their American Civil War plastics range very
nicely. As with previous plastic sets, the quality is excellent and priced very reasonably. Each box contains enough to make three
guns and 18 gun crew. Limbers are also included (metal horses are available separately). The guns and crew are excellently
sculpted, with very fine detail. Each of the crew has a bald head (like the other ACW kits), so gamers may add their hat of choice
(be it slouch hat or kepi). The kit comes with instructions on how you can pose your crew in several different positions (moving,reloading and shooting the gun). Various arms are provided for this purpose. The guns themselves fit together well and have a
choice of four barrels (10lb Parrot, Napoleonic, 3 inch Ordnance Rie and 12 lb Howitzer). This set is definitely a must-have
for any ACW gamer, and will probably find use in periods contemporary to the Civil War (such as the Great Paraguayan War).
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 12/84
COLUMN
12
THIS GAMING LIFE
IN FURTHER PURSUIT
OF THE POINTLast time round, I talked a good deal about the role ofpoints values in wargames, and how the use of pointsand army lists affects the kinds of games that we play.I ended with the assertion that points values can’tbe perfect in every situation, but that, on the whole,they can be good enough to be useful and practical. Inmost cases, “what you lose on the roundabouts you
gain on the swings”, as it were; and how do you puta points value on swings or roundabouts, after all?
By Rick Priestley
© G e o
r g i n a P y m o n t - H a r m a n
Reading this, our eagle-eyed editor immediately threw
this question back at me: “Well, exactly how do you
work out a points system? How do you deal with those
swings and roundabouts?” Notwithstanding that the question
was supposed to be rhetorical, it was a fair challenge. And we
all like a challenge, don’t we?
Points values usually go together with army lists. The points
allocated to units and options are a means by which a player’schoice of army is governed. Although that might sound obvi-
ous, it’s worth remembering that this need not be the case. It
is possible to construct army lists without using points values:
“choose one from column A and two from column B” kind
of thing, for example. It is also possible that we might wish
to establish points values in other contexts – for role-playing
games or as a handicap system for skirmish games. However,
I’m going to discuss points values used as a means of choos-
ing armies from an army list, with a view to creating armies of
comparative ‘value’ to pitch against each other. So, when we
talk of a system for working out points values, we are doing so
in the context of choosing opposing forces from a list.
If you were to ask most players why we have army lists, they would
probably tell you it was to ensure that games are ‘fair’ – that armies
chosen to a fixed points value, from officially sanctioned lists,
have equal value on the tabletop battlefield. This is the whole basis
on which most wargame tournaments run. Games fought in the
style of a competition require that different armies have an ‘equal’
chance of success. It might be better to say an equal opportunity
for success, in cases where all players are free to choose their
forces. There is, of course, no guarantee that all players will make
equally wise or effective choices. No points value system can stop
players making see-saw decisions that put them at an advantage
in some situations and a disadvantage in others. For example, aWWII army consisting entirely of anti-tank guns would be great
against an armoured column, but it would be in trouble when
faced with an army consisting of infantry, backed up by air strikes.
Although army lists are inevitably used to generate equally
matched armies for competition-style gaming – in both formal
tournaments and informal battles fought in the same style – this
is not really the key reason we have army lists. Most games
rules will tend to present the army lists as a means of choosing
balanced forces. This gives readers a clear picture of what the lists
are for, and it sounds entirely logical and desirable. However,
the army lists serve a more subtle but fundamental purpose that
most players take for granted. Army lists provide a ready means tostructure and build a collection of models. This is true whether the
army is historical or fantasy. It is more important where the armies
are entirely fictional, because there are no historical forma-
tions to research or duplicate. How many of us have pored over
army lists, imagining which units we will build, which choices
appeal to us, which models we fancy painting, and planning
our purchases accordingly? Army lists, by organizing individual
models into units and units into armies, provide a framework for
collecting that is practical and useful, regardless of whether we
wish to play our games in a strictly competitive style or not. If
we are constructing army lists, we must also be mindful that, in
providing a framework for building a collection, we do not shoot
ourselves in the foot by creating choices that are either ‘must
haves’ or ‘never haves’, as such choices are no choices at all!
When we are dealing with commercial rules and ranges of
models, it is the duty of the army lists to structure forces in a
way that enhances the commercial value of the range, whilst
using the points values and the internal rules of the list itself
to maintain a reasonable balance during game play. This is
the most difficult aspect of list-writing for fantasy games. You
have to respect the commerciality of the list (or livelihoods will
be lost … starting with yours!) but the commercial value of
the whole game relies entirely upon its appeal to the gaming
public. As far as I’m concerned, that means the list has to dealin an open and honest way with choice, points values, balance,
and in-game value. The game has to come first and commercial
opportunities have to work around the game, and not the other
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 13/8413
way round. The moment publishers start to manipulate points
values and choice-limitations to sell more ‘such and such’, the
whole thing is pretty much doomed. I call that the Dark Side of
list design! Needless to say, players are no fools and will soon
spot such cynical ploys; and once they do, the whole credibility
of a games system will evaporate as rapidly as dawn mist.
So, how do we go about putting our lists and points values
together? If we are talking about a fantasy game, we know wehave to respect the commerciality of the game, which means
that we have to make appropriate room for everything we
might want to include. If our game is historical, the list needs to
reect actual troop types and compositions, at least in so far as
these are understood. Either way, we need to establish a base
value for a typical element, which might be a single model or
a composite unit, depending upon the game system. In both
cases, I would aim to end up with total values for the army that
are manageable, because it is not very convenient if an army
totals tens of millions of points! Similarly, I would aim for indi-
vidual model values that give a reasonable spread – once again,
because it’s merely irritating if models are 3 4/7ths points and
adding a shield costs 1/3 point. In most situations, I’ve always
found that a base value of 5 for a typical average unequipped
combatant is a good start, as that allows for enough variation
in basic abilities and provides sufficient room for adding on
additional equipment, whatever that might be.
Having placed our first marker, it is necessary to come up with a
rough-cut system for adjusting points values away from the aver-
age. As all games will allocate values or stats to individual pieces
– usually numbers – the obvious answer is simply to allocate a
modifier to each stat value that deviates from the average. So, start
out with your average set of values, then add or subtract along
the line, making an adjustment that feels about right for eachstat. These adjustments are often very small fractions individually,
depending on the game system. If our average stat for ‘shooting
accuracy’ is 3 (corresponding to a 3 in 6 chance of hitting some-
thing in our hypothetical game), then boosting the stat by +1 to
4 increases our chance of hitting by 1 in 6 or +33 per cent of the
average value (50 per cent chance, rising to 67 per cent chance,
rounded up). Maybe we should add + ½ or +1 for that. It depends
whether our game is primarily about shooting (WWII) or primarily
about close combat (Ancients), how much we value the ‘shooting
accuracy’ stat. Of course, in practice, we will have a fair idea of
whether a +/-1 of stat is worth a lot or a little, in terms of the game
system. We can certainly get a useful rough number using thismethod, and further experimentation will establish our values.
Some stats function in a more general way, making units
either overall more effective or less so. This is the case in
games where command and control plays a big part, and
where this is down to a ‘command’ type of stat. In this case,
troops that are easier to activate and control are obviously
better than troops that are harder to activate, but the propor-
tional value depends on how good those troops are to start
with. In other words, the value of a +1 stat will be greater for
really powerful units than it would be for weaker units. Stats
that effectively ‘gear up’ other stats in this way are best taken
into account with an overall percentage boost to the rough-
cut value – lets say +20 per cent per stat increase. Hence, if
a rough-cut value takes us from our basic 5 to 8, then a gear-
ing ‘command’ stat of +1 over average might reasonably add
20 per cent to that (1.6) = 9.6 total. We don’t want to end
up with decimal points or fractions, if we can help it; but for
purposes of calculation, it is necessary to work on this level
and then round off at the end. For example, we might also
treat stats that give survivability as gearing stats, because
anything that allows a unit to stick around longer effectively
gears up its overall effectiveness in a game. So, let’s add a
further 10 per cent for a ‘stamina’ stat of +1 over average,
adding 0.8 to our rough-cut of 8. The total now stands at 8 +1.6 (command +1) + 0.8 (stamina +1), and we have a value
of 10.4, which we can round to 10 or 11, depending on how
we want out system to work. WS&S
The mystical and mysterious world of ‘points’.Pointing up: from cudgel to veteran centurio.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 14/84
INTERVIEW
14
AN INTERVIEW WITH THE STUDIO TOMAHAWK TEAM
GOING FORTHE JUGULA
By Guy Bowers
The SAGA-rage and Muskets and Tomahawks may be sold by Gripping Beast,but they were actually designed by a three-man French team: Studio Tomahawk.And they are about to unleash another game upon unsuspecting wargamers...
How did Studio Tomahawk come into existence?
Studio Tomahawk was created on 1 September 2011 orthereabouts. It’s difficult to know precisely how it came
about. It was created by two close friends, Alex Buchel
and Fred Machu, one writing rules and the other being
a graphic designer. It was born of a passion between two
wargamers and their common interest in the French and
Indian War (FIW). It’s that desire to publish a FIW rules
set that became Muskets & Tomahawks. After the success
of M&T, we’d had fun making the rules and wanted to
repeat the experience with another set called SAGA.
It simply made sense to actually publish the rules that
we’d taken the time to test, write and lay out. What was
happening in the market (such as the demise of Warham-mer Historical) wasn’t a consideration. Selling the rules
was actually seen as a bonus! It was – and still is today – a hobby
for both of them. It’s what they do when they get back from work,
and it will remain so for the foreseeable future, as I don’t think
either of them wants to simply publish rule sets for a living!
From the beginning, we wanted to involve English-speaking
wargamers, as well. That’s why we have worked from the
start on both French and English language versions of our
games. The rest is history – publication of four supplements
for SAGA, a reprint of both language versions of Muskets &
Tomahawks, and now publication of Jugula, in both French
and English. We simply didn’t expect the phenomenal
success that we experienced in the past three years.
Tell us about the basics of Jugula. What makes
it stand out from all the other gladiator
games on the market?
The gaming market does, indeed, offer
quite a few gladiatorial wargames; some
of them are excellent games in their
own right. Jugula is not a pure gladiato-
rial combat simulation. In fact, it isn’t really
even a game about gladiators! And that’s
what makes Jugula different.
This may sound contrary, with a rule-
book stuffed full of pictures of gladia-
tors, but Jugula is actually a game about the often-forgotten
men who worked in the shadow of the arena to offer the
Roman citizens their fill of bloody games – the lanistae, the
owners of the gladiators, and the schools that trained them
(called a ludus). They were the driving force behind the
games, training up their gladiators and marketing their ludus
and the fights, in much the same way as happens in profes-
sional sports today. That is why, in Jugula, the rules managing
combat in the arena are all about decisions, rather than hit
locations and blade types; and why Jugula provides a whole
system and framework that allows the players to manage the
development of their own ludus.
Once we decided that the game was about lanistae and that
the gladiators were not the main focus, it became clear that
a game pitting just one gladiator against another would be
quite limiting, even if that kind of fight was standard in the
Roman arenas. Opposing a familia made up of four gladia-
tors offered many more tactical possibilities and gave a sense
of structure to the movement in the arena.
The way the Jugula card system works during arena combat
makes the player feel as if he’s standing in the shoes of the
lanista, rather than the individual gladiators. These pointsmake Jugula – according to us at Studio Tomahawk, at least!
– a unique and innovative game. But we’ll let the vox populi
of wargamers decide if that’s true!
From left to right : Fred Machu, Alex Buchel and Alex Verger.
A spot of fishing...
© G e o r g i n a P y m o n t - H a r m a n
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 15/8415
Why call it Jugula?
Imagine the scene in the arena – the victor stands tall, the
vanquished crouches in the sand. Rising to his feet, the emperor
listens to the chanting of the crowd. What does the vox populi
say? Is it stanti missi (‘draw’), mitte (‘release him’) or jugula (‘kill
him!’)? It is this moment of life or death that is the most powerfulimage of the world of the gladiator and the decree of jugula! It is
the apogee of gladiatorial combat. What else could we call it?
So, how does the game work? Is it IGO-UGO?
The game runs alternately between players: first, one plays a
card and resolves its effect, and then the opposing player does
the same, and so on. In the standard combat game, you start
with a familia of four healthy gladiators. There are three ways
to triumph in the arena; you must kill two opposing gladiators,
dispatch one enemy gladiator and injure two others, or simply
wound all four of the opponent’s gladiators!
Winning the support of the crowd is crucial in helping your
familia in the arena and the most important aspect to this is
the spectacle: blood must ow!
How do you use the cards in the game?
There are 24 cards in a game deck, divided into two types:
Jugula cards and Prima Jugula cards. The standard cards
form your initial deck. The Prima cards offer more powerful
options to a player and can be ‘purchased’ with Jugula cards
during the course of the game.
At the beginning of the game, each player has five cards in
their hand. This hand can go up to ten, depending upon thesupport received from the crowd. This is represented in the
game by your Vox Populi rating, and an astute player can
raise the popularity of his familia as the game progresses.
Not only does a higher Vox Populi gain you access to more
cards, but it will also grant your men a much needed bonus
to their attacks. Hear the crowd roar!
During your turn, you choose a Jugula card from your hand
and then select one of that card’s effects to activate. These
effects allow you to play the card in one of six different ways:
• for Movement
• for its Vox Populi effect
• for Combat
• for its Draw Cards effect
• for its Ability
• for its Upgrade effect
You’re free to choose which effect to play, with one excep-
tion: you cannot end a game turn with no cards in your
hand. So, if you have only a single card left, you must play it
for its Draw Cards effect. You’ve got no choice. Remember,
choice is everything, but to hesitate is to die!
What sort of dice do you need?Life in the arena is too valuable, and the training of gladiators
takes too long to risk the reputation of your ludus on a die roll,
so there is no need for dice. In reality, each Jugula card has
a Dice Value in the corner. This
number is used to resolve your
gladiator’s attack or defence.
When you need to play the
dice, you again have to makea choice: either select a card
to play from your hand based
on its Dice Value (and thus you
won’t be able to use the other
effects on this card) or you can
leave your fighter in the hands
of fate by drawing the top card
from your Jugula deck and
using the revealed Dice Value.
As you can see from this brief overview, card manage-
ment and in-game decision-making is key. So, in conclu-sion, a clever lanista does not let the Fates ruin the fortune
of their ludus. And remember ... business is business, and
the show must go on!
There will be a range of miniatures as well, won’t there?
The models are made by our partners, Gripping Beast.
The first wave contains four figures plus a huge collection
of extra, alternative or optional equipment. There will be
two more waves of four, and there is talk of some character
packs, too! Each wave will also have an additional pack of
accessories to mix up the possibilities.
Each model is a multi-part kit: body, weapons, head, andshield. Each wave of releases allows you to build various
examples of four different, recognized armaturae (codified
fighting styles and accompanying armour and weaponry –
they loved good rules, the Romans!) and contains extra histor-
ical (and some, err, less than historical) weapon and armour
options. For a sample of just some of the options presented in
the first wave, Fred Machu, Studio Tomahawk’s master figure
painter, made up six different guys.
Why did you choose 35mm?
When we started work on Jugula, we were chatting with our
chums at Beast Towers, and the idea came up to make thefigures bigger than the normal 28mm figures. This way, we
could provide a more detailed sculpt, and also a really exible
multi-part collection, both things that are much easier with a
larger sized figure. We are really, really pleased with the results.
What a joy it presents to choose how to set about your first
gladiator – what weapon, what head, what shield? Pure
delight for figure fans! Then the painting, which at first seems
more daunting, is such a pleasure, because the sculpting is
clear and well pronounced. As you can tell, we love them!
So really, the true purpose behind this scale of figures, just
like why we made Jugula itself, is to treat ourselves to some-
thing we really wanted. But, in doing so, we hope to make
our customers happy, too! WS&S
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 16/84
FEATURE
16
BITESIZE BATTLES
PIKE AND SHEEP
By David Trace
Marston Moor, Lostwithiel, Naseby – all battles that we know helped shape theEnglish Civil War. However, there are very many other battles that don’t get asmuch attention, but which, in their own way, were every bit as important tothe outcome of the war. This scenario looks at one documented skirmish thatoccurred just outside the besieged town of Plymouth, which typifies nearlythree years of siege warfare there.
The town of Plymouth was under almost constant siege,
right through the war. During this ‘on-again, off-again’
stand-off, there was only one serious attempt to break
the defences, in the ‘Sabbath Day Battle’ of December 1643.
Most of the war consisted of Parliamentary troops and civil-
ians sheltering and watching from the double ring of defences
that protected the town from a land assault from the north.
The besieging Royalists typically camped at locations about
two miles away from the outer defences, and throughout the
war, a constant series of skirmishes would occur, as one side
foraged for food or supplies and the other side harried them.
In May 1644, the Parliamentarians at Mawdlyn Fort, one of
the most northerly defensive forts, spotted a troop of ridersraiding a sheep farm to the north of their position. This was
something they didn’t like – lamb being taken off the menu for
the Sunday dinner wasn’t going to be good for morale at all!
The Parliamentarians rode out from the fort, chased the Royal-
ists, and stole back the sheep. This incident wasn’t unique, as
pigs, cattle, chickens – and even pilchards! – were all local
produce that one side or the other would snatch.
In the game that we played at PAW 2014, a cut-down version
of the Witchfinder General rule set was used, but you can use
any set of rules that covers small skirmish battles. We had
four players, each controlling one small team of four dragoons
on foot, and a fifth team of farm workers, controlled by an
umpire, who would rally against any side that was making off
with their animals. We found that a successful skirmish could
be played to a clear conclusion in 60-90 minutes.
TABLE LAYOUTThe tabletop was kept small to force the action, rather than waste
time manoeuvring without any hint of danger or hindrance. The
farm is placed in the centre of the board, with a north-south
roadway running around it. To either side of the road are low
stone-walled enclosures or hedgerows, high enough to contain
the animals, but not so high that a man couldn’t climb over or fire
over. The eastern and western sides of the board are covered inthick woods, so the only way out is to the north or south. Sheep,
pigs and cattle are randomly scattered in the enclosures. Barrels
are stacked by the farm, with large ones representing barrels of
salted fish and smaller ones representing casks of cider!
To force the action, the Royalist force is considered to
have circled the farm, so they enter the skirmish from the
south, but need to drive the animals north to their camp.
The Parliamentarians have also circled around the farm, so
they enter from the north and will try to block the Royal-
ists, or even exit to the south with booty.
Royalist briefing
Your team of 8-10 dragoons have been sent out from your camp
at Efford to raid the farm at Thornhill and bring back any supplies
you can. You ride south-east towards the farm before dismounting
and circling to the east, then south, in order to advance on
the farm and drive the animals back northwards to your
waiting horses.
Parliamentarian briefing
A raiding party has been spotted north of the line at
Mawdlyn Ridge, heading towards Thornhill Farm.
Your small squad of dragoons has been dispatched
to ensure that the enemy doesn’t make off with supplies
you will need. You ride out north, but lose sight of the
enemy. You dismount before circling around to the east, to
block the enemy’s escape northwards.
The Pike and Sheep
board layout.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 17/8417
SPECIAL RULESMovement
Fighting and morale checks are made as per normal rules, but
the following additional rules apply.
Capturing animalsTo capture an animal, roll 1D6 for the dragoon and 1D6 for
the animal, and compare the results. If the dragoon rolls 2+
higher than the animal, he has grappled and has it under
control. If the animal rolls 2+ higher than the dragoon, the
animal has bolted free. If the animal rolls 3+ higher, it has
bolted and the trooper has been wounded for his efforts.
Troops can gang up on an animal, with each trooper
adding +1 to the die-roll, but only a maximum of three
troopers can grapple with one animal. Once an animal
has been captured, it will try to escape. For each turn, roll
1D6. On a 6, the animal breaks free of your control.
Moving/Fighting with animals
Movement rates are halved if dragging an animal with you.
Sheep can be manhandled over walls, but if done with one
man, you will lose control when you manhandle it over.
Pigs and cows are too big to carry, so can only leave the
fields via gates or holes in walls. Barrels of salted fish can
be rolled. Cider casks can be carried.
Any trooper in direct control of an animal, barrel or cask can
defend himself, but with a -1 penalty on defensive rolls, and
he cannot attack unless he releases the item first.
Gunfire and animals
Any animal within 4” (10cm) of a gun firing will try to ee from
the noise. An uncontrolled animal automatically ees; an animal
that is under control must roll 1D6, breaking free on a 6.
The animal will move directly away from the gun; if it meets
an obstacle, it will continue eeing alongside the obstacle.
Animals will panic for two turns. Sheep move up to 6” (15cm)
per turn; pigs and cows up to 4” (10cm) per turn.
Farm workers
Farm workers will watch what is going on, but will onlyattack if an animal leaves the field it started the game in.
Farm workers fight like clubmen, but they are devoted to
their animals, so they will not lose morale in the fight.
Leaving the field of play
Royalists can only leave the field of play by exiting to the
north. Parliamentarians can only exit to the south.
Once a dragoon has left the field or is rendered a non-combatant
(badly wounded, unconscious, or dead), he is out of the fight.
WINNING THE GAMEScore points as follows:
• For each animal captured and removed from the board, a
player scores +1 point.
• For each barrel or cask removed, + 1 point.
• For each enemy unit removed from play (badly wounded,
unconscious, dead, or captured), + 1 point.
Total up the points. Highest score wins.
Observed tactics
Our games were fairly fast and furious, but did throw up
some interesting tactical play. One player invented the
anti-personnel cow-missile by intentionally firing a gun
directly behind a cow, having pointed it first at the enemy.
The panicked cow charged the enemy, wounding two men
and scattering two more. Another player managed to line
up his dragoons to block the paths of an entire flock ofsheep, and then fired guns behind them, so that the entire
flock ran the length of the road in panic.
In one memorable game, both sides hid on opposite sides of
the farm and waited to ambush the other side. After two turns
of nothing happening, a Royalist dragoon climbed onto the
roof with a cask of cider. On the following turn, a Parliamen-
tarian dragoon climbed onto the same roof from the opposite
side and spotted the man shinning along with the cask. The
cask was lobbed over the roof, causing the sheep to panic and
scatter, and both sides subsequently opened fire.
I’m sure you will find other interesting ways of winning! WS&S
This event is included in the book Plymouth’s Forgotten War
by Philip Photiou, which is a gold-mine of ideas for other
skirmishes in the area.
In the game we played, dragoons and farm-hands were
from Warlord Games. Animals were from Irregular
Miniatures, but Warlord now do sheep as well.
The farm building was from Conflix models. Treeswere from Woodland Scenics. Walls were scratch-
built by the players.
FIGURES AND SCENERY
Let me at that livestock!
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 18/84
FEATURE
18
HOW TO GAME BANNOCKBURN
1314 AND ALL THAT!
By Chris Brown
When Robert Bruce claimed the Scottish throne in 1306, there had already beena decade of intermittent war between England and Scotland. Edward I’s invasionof Scotland in 1296 had initially been immensely successful, but the Scots hadproved to be resilient and the Plantagenet occupation only really secured controlover most of the country for a short period in 1304-6. Robert’s campaign did notstart well. Within a few months, he was reduced to hiding out in the Western Isleswith a mere handful of supporters. But by 1308, his situation had improved and
over the next few years, he went from strength to strength, despite having tofight a protracted civil war, as well as dealing with the occupation forces.
In October 1313, Edward II announced his intention to
lead a great army into Scotland to restore his fortunes
there. At that point, his garrison at Stirling was perfectly
secure, meaning that, if he chose to do so, he could get his
army across the River Forth into King Robert’s heartland. In
April 1314, during Lent, a development forced his hand.
Robert’s brother, the Earl of Carrick, laid siege to Stirling
Castle and negotiated a pact with Sir Philip Moubray, the
garrison commander. If they were not relieved by an English
army before 24 June, the castle would be surrendered.
According to the chronicler-poet John Barbour, Robert was
furious, since this was a clear challenge to Edward’s pres-
tige and credibility. However, Robert was aware of Edward’s
intention to invade, so the challenge gave him a clear indi-
cation of Edward’s specific target and timetable. He could
gather his own troops at a location with excellent commu-
nications and train them intensively in the very area in
which they would meet the enemy.
GAMING BANNOCKBURNThere are two big questions for wargamers when they
consider a specific battle: do we have the figures, and dowe have the terrain? In this case, if you have early Hundred
Years War figures, then you’re already home and dry. Some
mi gh t say that Scots wore lighter armour, had
lighter horses, and used smaller
bows than the English, rendering
many figure ranges inappropriate.
However, none of that is actually
true, so we can move on swiftly. Scot-
tish and English men-at-arms and arch-
ers were absolutely interchangeable.
The bill had not yet come into use
among the English, but you don’t
need to worry about that, either –
if you have spearmen, all well and
good; if not, use billmen and simply
treat them as spear-
men. The most you’ll
have to do – if you’re
keen – is to provide
command stands
with suitable banners
to depict the nations,
kings, and perhaps
certain great lords.
Everyone has their own
preference for rules,
so understanding the
qualities of the armies
is significant, if you
are to apply the rules
effectively. The Scottish spearmen should be well-drilled, confi-
dent heavy infantry, and should generally be classed as pikemen
with very high stamina, if you are using Hail Caesar , or ‘Regular
B’ under the old WRG system. Bear in mind that the Scottish
spear units included a high proportion of fully-armoured men-
at-arms, and that the main commanders (Robert himself, theEarls of Moray and Carrick, and Sir Robert Keith) were all very
experienced and skilful officers. Also, confidence was very high,
so troop ratings such as ‘stubborn’, ‘resilient’, or ‘determined’
should be applied where available. Many rule sets specifically
bar infantry from attacking cavalry, so you might have to ignore
that rule, since that is exactly what occurred in the main battle.
For Hail Caesar , use the Feudal Scots from page 65 and the
Plantagenet list from page 73 of the Late Antiquity to Early
Medieval army book. The Feudal Scots medium-long spear
infantry should be ‘Phalanx, Stubborn’ and ‘Tough fighters’.
We’ll be scaling how many actual men a ‘unit’ consists of
to suit the scale of play for each scenario. For the early skir-
mishes, roughly 100-150 men will make a standard unit. For
the main battle, it’ll be 500 men to a unit.
Robert the Bruce.
© G e o r g i n a P y m o n t - H a r m a n
A Scottish
commander.
© D a v e I m
r i e
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 19/8419
The Scottish and English lines contact.
©
D a v e I m r i e
THE TERRAINThe terrain should present no real challenges. All you need
is high ground overlooking a plain, and for the main battle,
two streams that come together in a boggy area at the eastern
edge of the table, behind the English camp.
THE FORCESThe forces are not hard to come by (as mentioned above),
but it’s worth giving a little thought to the articulation of both
armies, since that will help to explain the approach to battle
and the general course of the action. There is no reason
why we should not assume that the 1314 army followed
the general practice of other contemporary English forces in
Scotland, so we should expect the cavalry – in this case,
something in the region of 2500 men-at-arms or ‘knights’ –
to be divided into four commands. One of these should be
under the nominal command of the King and will include the
Royal household; it should be roughly twice the size of the
other three, numbering approximately 1000 men, compared
with 500 in each of the other commands.
The English infantry (probably 12-15,000 men) shouldconsist of three or possibly four formations, each divided
into units of 1000 men under the command of an officer
called a ‘millenar’. These units should consist of a mixture
of spearmen and archers, so that any one of them could be
assigned to a particular task as a balanced force of missile
and close-combat troops. The archers and spearmen might
well be reorganized according to armament when going
into battle, but not when marching. It ’s important to bear in
mind that archery had yet to become a well-drilled battle-
winning item and that, when the main battle started, the
archers and spearmen were almost certainly still in their
mixed units, rather than in separate bodies.
The Scots were organized rather differently from the
English, and chiefly consisted of three formations of spear-
men. Robert intended to have the option of fighting an
infantry action, and a large proportion of the men-at-arms
(including himself) had trained with the spearmen who
formed the bulk of the army. King Robert’s formation was
clearly larger than the other two; so, if we think in terms
of the army being divided into his own command of 3000
men, at most, and two others of 2000, under the Earls of
Carrick and Moray, we won’t be far wrong. Although many
of the men-at-arms served in the infantry, Robert kept 500
of them mounted for the main battle, and had fewer than
1000 archers, perhaps only 500.
THE OPENING SKIRMISHES (DAY 1)Very few medieval battles were spread across two days, so
Bannockburn offers us several separate wargaming options in
each of the engagements that occurred on 23-24 June 1314.
The first action took place at a spot known as ‘The Entry’,
which was a channel of open ground into a woodland hunting
park, where the road to Stirling ran up a slope on the northern
bank of the Bannock Burn. The burn was probably somewhat
broader than it is today, due to drainage developments, but itwas not a major barrier; the leading English formation under
the Earls of Hereford and Gloucester seemed to have had no
difficulty in getting across. Consisting entirely of men-at-arms,
its objective was to reconnoitre the Scottish position and, if
possible, pin the Scots to prevent them slipping away and
avoiding battle. If they could induce panic and simply sweep
the Scots from their position, then so much the better.
While they were crossing the burn and getting ready for an
advance, there was a dramatic individual feat of arms. Sir
Henry de Bohun caught sight of King Robert riding a palfrey
some distance from the Scottish lines. Eager to get his name in
the history books, he charged at the King, who evaded Bohun’s
lance and split his skull as he galloped past. Bohun did get into
the history books, but not quite as he might have hoped...
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 20/84
FEATURE
20
Hereford and Gloucester now led their troops up towards
the Scottish position, but found that the anks of the enemy
had been denied to them by areas of ‘pots’(small pits), which
forced them to make a frontal attack.
In addition to being well-trained and well-armed, the Scots
were also very confident; they had dealt with this sort of
thing before. Before long, the English cavalry realized thatthey were making no headway against the long spears and
were also being subjected to archery from the woods on
either side. With nothing to be gained, they retired from
the fray and made their way to the low, flat ground to the
east of the Scottish positions, where the remainder of the
English army was starting to make camp.
ENGAGEMENT 1: THE ENTRYThis takes place at Position (1) on the map. The English start there
and the Scots are at point ‘B’. The English force under Hereford
and Gloucester consists of 500 Men-at-Arms (‘Knights’, in DBA
terms). The Scottish force under Robert consists of 2000 Spear-
men and 200 Archers – heavy infantry and light infantry respec-
tively, with high morale and training.
This is not exactly the most riveting action for a wargame, though
it is perhaps interesting to run once as an example of the potential
vulnerability of unsupported men-at-arms. However, as a ‘What
if?’ scenario, it presents more interesting possibilities. What if one
of the English infantry formations had been brought into combat?
Would the addition of 500 archers and 500 close-combat infantry
have been enough to change the course of the action?
The Entry – Hail Caesar
Terrain: Open. A wooded hill behind the Scottish deployment,
and the river with bridge behind the English deployment.
English: 1 division of 4 units of English Knights (Optional: 2
divisions of 2 Feudal Infantry and 2 Light Infantry Archers).
Scottish: 2 divisions of 6 Scots long-spear infantry, each with
a small unit of light infantry bowmen.
Special rules: The Scottish can place a 6” square area of
stake-pits on each of their anks. These count as areas of
woods for terrain purposes.
ST NINIAN’S CHAPELThe second action of the day had much the same result,
but the process was somewhat different. One of the English
cavalry commands, led by Sir Robert Clifford and Henry de
Beaumont, had passed to the east of the Scottish positions,
taking the lower road towards Stirling. Like their counter-
parts under Hereford and Gloucester, they were performing
a reconnaissance task to identify the exact position of the
The Scottish schiltron prepares to repel the English.Scottish heavy cavalry.
© D a v e I m r i e
TOTAL FORCES AT BANNOCKBURN
English Force under Edward II
• 1 unit of 1000 men-at-arms
•
3 units of 500 men-at-arms• 10 units of 1500 infantry, each unit consisting of 40
per cent archers (light infantry) and 60 per cent spear-
men (medium infantry)
Scottish Force under Robert I
• 1 unit of 2500 spearmen (heavy infantry)
•
2 units of 2000 spearmen (heavy infantry)• 1 unit of 500 archers (light infantry)
• 1 unit of 5000 men-at-arms
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 21/8421
Scots. However, they were also attempting to fulfil the terms
of a surrender pact that had been arranged between Carrick
and Moubray around three months earlier. Technically, they
had achieved this, but when Moray led a force out of the
woods and down onto what the soldier-chronicler Sir Thomas
Grey described as “the good ground” (namely, firm, at
terrain ideal for cavalry), Clifford saw a perfect opportunity.
While he could have made a dash for Stirling or returned to
the main body of the army, Clifford decided to try and deliver
a major blow against the enemy. Sources disagree about the
strength of Clifford’s command (one claims 300, another 800),
but given what we know of the articulation of the English army
and the likely total of the men-at-arms contingent, the middle
course of 500 is probably very close to the mark.
Moray’s force did not consist of his whole command, but only
“men of his own lending”, meaning vassals who owed him
military service as tenants or who formed part of his custom-
ary following through friendship and habit. They were men –
perhaps 500 at most – whom he trusted completely and who
were confident in his leadership. Moray took up a position
near St Ninian’s Chapel and waited for Clifford’s attack. The
charge came, but it ground to a halt in the face of Moray’s
spearmen. A horse can be trained to do many things, but it
will not throw itself boldly onto a hedge of pikes. Despite the
valiant efforts of the English troops, it soon became apparent
that they would make no headway, as long as Moray’s men
held firm. They even resorted to throwing side-arms (maces,
daggers, and hammers) at the Scots, in the hope of forcing an
entry into the formation, but to no avail.
At this point, the English position took another turn for theworse. Having withstood the attack, Moray now started to
advance, pressing his advantage and pushing the English
back towards the River Forth (to the North), where they
would risk being trapped and destroyed. Recognizing
the futility of further action, the English now broke into
two groups; one made tracks for Stirling Castle, while the
majority retired to join the main body of the army.
ENGAGEMENT 2: ST NINIAN’SThis takes place at Position (2) on the map. The English start
there and the Scots are at point ‘A’. The English force underClifford and Beaumont consists of 500 Men-at-arms. The
Scottish force under Moray consists of 500 Spearmen – heavy
infantry with high morale and training.
Clearly, this is a fairly interesting action for a wargame.
There are few examples of a body of infantry putting
themselves in the way of a cavalry attack, fewer yet of
them being able to withstand that attack, and almost none
where the infantry go on the offensive. Besides what actu-
ally happened, there are other possibilities for further
‘What if?’ action.
While the combat was in progress, Sir James Douglas
approached with a body of troops, ready to intervene if neces-
sary. Douglas was probably at the head of some men-at-arms,
but was under orders to take no risks with even a small portion
of the modest Scottish cavalry arm. However, what might
have happened if he had committed his soldiers?
Would a force of 100-200 men-
at-arms have been enough
to prevent Clifford’s with-
drawal and bring about
the destruction of a size-
able contingent of English
cavalry? If so, at what costto the Scots? Would it
have had a major impact
on the main battle?
St Ninian’s – the gateway to Stirling Castle.The English are forced back to the river.
Scottish men-at-arms.
© D a v e I m r i e
© D a v e I m r i e
© D a v e I m
r i e
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 22/84
FEATURE
22
St Ninian’s – Hail Caesar
Terrain: Open. The stream is fordable (cavalry take a turn).
English: 1 division of 4 units of English Knights.
Scottish: 1 divisions of 4 Scots long-spear infantry (Optional:
1 division of 2 Scots Knights).
The third action of the day is virtually unknown. A rift between the
Earl of Atholl and the Earl of Carrick had caused Atholl to aban-
don the Bruce party. Instead, he mounted a raid on King Robert’s
stores depot at Cambuskenneth Abbey. All we really know is thatthe raid was successful, so wargamers have a free hand to craft
any scenario they like, but imagining a few dozen men-at-arms
descending on a complex with a handful of defenders seems like
a good start. The raid may have taken place at night, though the
days are very long at Stirling around midsummer. However, the
cover of darkness gives us another potential ‘What if?’
The English army spent the night between the Pelstream
Burn and the Bannock Burn for several reasons. It was a at,
firm area suitable for a camp, with ample running water for
horses, oxen and men. The two burns also provided some
degree of protection against a night attack by the Scots,something that was seen as a real possibility. No such attack
occurred, but there is excellent wargaming potential for a
raid or even a major offensive in the dark.
THE MAIN BATTLEEdward and his commanders, quite reasonably, thought that
they would have to march on the Scottish position and force
battle, so they were deployed for an advance, not to receive an
attack. To their astonishment, the Scots chose to leave the high
ground and force battle on the English. Robert’s army moved
down from the high ground overlooking the plain, quickly
formed a line of three divisions across the neck of land between
the Bannock and the Pelstream with a screen of archers to the
front, and started to advance towards the English.
The archers were quickly driven off by a similar screen of Englisharchers, but by that time, the main body of the Scottish army
was too close to be impeded by shooting, so the English archers
beat a hasty retreat. The Earl of Gloucester gathered his men-at-
arms and made an immediate charge against the enemy, only
to repeat the experience of the previous day; the Scottish spear-
men proved to be quite impenetrable and Gloucester’s troops
were forced back into the ever-diminishing space between the
armies, as the Scots pressed forward. Edward and his subordi-
nates tried to deploy their greater strength, but time was against
them. There was less and less room for the English to manoeuvre
and no opportunity to bring their superior numbers into action.
As the struggle continued, Edward or one of his subordinates
managed to gather a body of archers and sent them across the
Pelstream Burn, where they started shooting at the left ank of
Three Scottish schiltrons.
© D a v e I m r i e
HAIL CAESAR - BANNOCKBURN
English – Edward II
• 1 division of 4 Knight units
• 1 division of 3 Knight units
• 4 divisions of 2 Feudal Heavy Infantry,
2 Town Militia and 2 Light Infantry Bowmen
The English start the game in marching column. The English
infantry divisions are broken when more than a third of its
units are shaken, have left the table, or are destroyed.
Scots – Robert I
• 1 division of 2 Dismounted Knights and 6 long-
spear Medium Infantry
• 2 divisions of 6 long-spear Medium Infantry with a
small unit of Light Infantry Bowmen
• 1 division of 2 Scots Knight units
The Scots start in battle formation. All Scots spear are
‘Phalanx’, ‘Stubborn’ and ‘Tough fighters’.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 23/8423
the Scottish army. This manoeuvre might have paid divi-
dends, but Robert had taken the precaution of retaining
a reserve of 500 men-at-arms under Sir Robert Keith, the
Earl Marischal. Keith led his men across the Pelstream,
crashed into the archers, and scattered them before they
could make any real impact.
The English army was now in serious trouble;
compressed into an increasingly disorganized mass
of men and horses, they were forced back through
their bivouac area onto the soft ground towards
the conuence of the Pelstream and the Bannock.
Edward fought with conspicuous gallantry, but the
battle was clearly lost and the men responsible for his
personal safety dragged him from the field. Seeing
him depart, the army lost all its remaining cohesion
and was simply steam-rollered by the Scots.
To contemporary observers, the most remarkable
aspect of the battle was that the Scots infantry had attacked
a large army with a powerful mounted arm. They had left
an elevated position to move onto ideal cavalry terrain and
force an engagement. They had chosen a daring option, but
they might not have done so. Robert could have chosen to
remain on the narrow plateau overlooking the plain and wait
for the enemy to come to him, a practice he had followed on
previous occasions, enjoying considerable success.
Alternatively, since his men had won two actions already, he
might have chosen to withdraw into more difficult terrain and
avoid battle completely. Again, he had done this in the past, forc-ing Edward to abandon his offensive due to a shortage of supplies,
money and, of course, the desertion that was endemic in medi-
eval armies. Here we have two interesting ‘What if’s’ to consider.
Edward was eager for battle, so if the Scots had remained in posi-
tion, he certainly would have attacked. In order to do so, he would
have had to approach the Scots uphill through woodland, which
Robert had blocked with fallen trees. In short, it would not have
been an easy proposition under the best of circumstances, espe-
cially as his cavalry were of little use in such terrain. In fact, Edward
had anticipated this eventuality by calling up as many infantry as
he could muster, knowing that the Scots might have to be foughtin areas where cavalry would be ineffective. For a wargamer, the
challenge is to see if Edward could have got his army into action
and overcome a smaller force that had the advantage in terms of
training and motivation. If the Scots had chosen to retire to more
favourable terrain, could he have moved quickly enough to bring
them to battle, or would they have evaded his advance? If they
had withdrawn successfully, could he still have outmanoeuvred
them with his more numerous infantry, thus forcing a battle that
Robert was keen to avoid? If so, would his archers and spearmen
have been a match for a force that, though smaller, was better-
armoured (especially with the dismounted men-at-arms amongst
the rank and file) and better trained?
ENGAGEMENT 3: THE MAIN BATTLEThis takes place at Position (2) on the map. The English start
there and the Scots are at point ‘B’.
Bannockburn has a lot of wargaming potential and few
people are going to recognize the action, simply by seeing
the terrain or even the armies. This means that it can
be adapted for other forces, periods and locations. The
engagements in this article can be fought out with all sorts
of early- to late-medieval armies, and probably many clas-
sical ones, as well. In fact, any period or country where
armoured cavalry and spears/pikes are the dominant
weapons will work, so even armies with early firearms as
the missile element might do very nicely. In terms of DBM/
DBA, for example, the armies could be classed as ‘Knights’ ,
Scottish ‘pikes’, English ‘spears’ and ‘Psiloi’ (as the archerson both sides). Bear in mind for the main battle – if you
are following the prototype – that the English should start
the game in the process of forming up for a march on the
Scots, rather than being deployed for defence.
So there you have it – a series of interesting and colourful
games with lots of potential for a sort of mini campaign,
where each action has an impact on the next one. The
forces committed on the first day were relatively small,
and even heavy losses should have a limited impact on the
overall strength of the English army, but naturally would be
more of an issue for the Scots. Even if both of the Englishadvance parties were completely destroyed, Edward would
still have at least three times as many men-at-arms as
Robert; on the other hand, morale might be more signifi-
cant. If either of the initial actions had resulted in defeat
for the Scots, the confidence of the army as a whole would
have taken a severe knock. WS&S
If you happen to be at the Claymore show in August, do
check out the Thule Gamers table and see if you can do
better than Edward II!
The map for Days 1 and 2.
Most of the miniatures are by Claymore Castings, and
come from the collection of David Imrie. The Scottish
cavalry were painted by the author.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 24/84
FEATURE
24
C-DAY, CAESAR’S INVASION OF BRITAIN
SAVING TRIBUNEREGULUS
By Simon Miller
The Salute theme for 2014 is D-Day, 6 June. What’s a man to do if he has no tanks,but has a cupboard bulging full of Romans? The answer for myself and the team atWargames, Soldiers and Strategy has turned out to be ‘C-Day’ – Caesar’s invasion ofBritain in 55 BC. A careful investigation quickly established that there were numerousparallels between Caesar’s earlier triumph and the Normandy landings. It was imme-
diately clear that C-Day fitted comfortably within the Salute theme!
By 55 BC, Caesar’s legionaries had conquered
much of Gaul, and later that summer, he found
himself in northern France with a little spare time
on his hands. The energetic general decided to make an
impromptu exploratory raid across the Channel. Britain
was an almost legendary place, lying beyond the “great
river Oceanus” at the very edge of the known world.
Consequently, a landing there would represent a huge
propaganda triumph for Caesar, back in Rome.
Caesar gathered 80 local merchant ships, along with an
unspecified number of Mediterranean-style Roman galleys, at
Portus Itius, near modern Boulogne. The transports had suffi-
cient load capacity to carry just two legions (the Seventh and
the elite Tenth), together with a minimal level of supplies. The
officers embarked on the galleys, and Caesar’s auxiliary Gallic
cavalry followed in a separate squadron of transports.
Setting sail at midnight, Caesar arrived at 9am, where he could
see that his intended landing area was very strongly defended
by masses of British warriors, and that legionaries assaulting the
narrow beach would be peppered with javelins and rocks thrown
from the cliffs above. Thwarted, he sailed eastwards for seven
miles, until he reached the end of the wall of cliffs at Walmer,
where he awaited the arrival of the rest of his eet. Unfortunately
for the Romans, the British chariots had also arrived, having raced
along the top of the cliffs, and were ready to resist the landing.
The beach at Walmer is gently sloping and composed of small
stones. It is extremely wide and chariots would have been
able to manoeuvre very quickly across it. Behind the beach
rise rather lower cliffs, getting lower still as one moves east-wards for around a mile, where they end. The Roman ships
grounded but, because of the waves of British chariots racing
around the beach, the legionaries could not attempt a land-
ing. To force them back, Caesar ordered several of his galleys
to beach on his left ank. The Romans may not have had the
massive naval artillery and air support enjoyed by the World
War Two Allies, but they did have catapults mounted on their
galleys, which were capable of picking off the Celts from well
beyond the range of the latter’s javelins and slings.
This floating battery provided enfilading fire that forced
the Celts to retreat a short distance, and so the way was
clear for the legionaries to attempt a landing. Even unop-posed, this would not have been an easy undertaking. The
Romans did not have anything like the specialist landing
craft employed by the allies in Normandy. The transports
that carried the bulk of the legionaries were high-sided
and of relatively deep draught, which prevented them
from getting in very close to the shore. Jumping over the
bulwarks of these ships into deep water must have been
a dangerous undertaking, as the legionaries were heavily
equipped with armour, helmet and shield. It is possible
that some Romans may have drowned here, as did allied
soldiers in Normandy on D-Day, when the landing ramps
were sometimes dropped too far from the shore.
At first, the legionaries, totally unused to fighting in these
conditions, were reluctant to disembark. However, the A map of the landing site.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 25/8425
A small Roman merchantmen prepares to land.
aquilifer of the Tenth famously and heroically leapt into the
surf, calling out, “Jump down, comrades, unless you want to
surrender our eagle to the enemy!” He was quickly followed
by his comrades and then those in the neighbouring vessels.
The Romans formed up into ad-hoc units and gradually fought
their way out of the surf, under constant javelin fire from
the Britons above them on the beach. The British chariots,
encountered here by the Romans for the very first time, must
have been terrifying. Caesar writes that “the Britons begin by
driving all over the field hurling javelins, and generally theterror inspired by the horses and the noise of the wheels is
sufficient to throw their opponent’s ranks into disorder.”
Caesar used a reserve force in rowing boats and small scout
galleys to support the landing, wherever it was most threat-
ened. Eventually, once sufficient Romans had been able to
form up around the standards, they were able to attack up the
beach (like Tom Hanks in Saving Private Ryan) and break the
Britons, who ed inland. Fortunately for the escaping Britons,
the Roman naval squadron carrying their cavalry had been
delayed, so the Romans were unable to mount an effective
pursuit. The Britons subsequently sent envoys asking for peace,
although more fighting was to follow in the coming weeks.
WARGAMING C-DAYCaesar’s landing can be recreated either as a full-scale
wargame, as we will be doing at Salute, or alternatively
as a skirmish action. There are many parallels between
Caesar’s landing and the Normandy landings almost 2000
years later. These include:
• Landing from the English Channel – Check!
• Invasion eet – Check!
• Naval fire support – Check!
•
Beach assault – Check!• Counterattack by enemy Panzer Divi-
sions (well, British chariots) – Check!
It’s not strictly necessary to have any Romans ships, as
these could be deemed to be just off the table edge. Ideally,
though, at least one Roman transport ship should be repre-
sented. The transports used in 54 BC were requisitioned
Gallic vessels, high-sided and stoutly built of oak. Such
models are not going to be easy to find, so do feel free to
use whatever substitutes are available, or to scratch-build.
Grand Manner sell an excellent selection of Roman vessels
in resin, including various trade ships and small galleys.
We are using several of these in our Salute game, alongwith other ships converted from plastic kits and commer-
cially available models.
Suitable miniatures are readily available for the invading
Romans, either in 28mm metal from Wargames Foundry and
1st Corps, amongst others, or in plastic from Warlord and
Wargames Factory. The game could also be fought in 15mm,
or in an even smaller scale such as 6mm, where card ships
are readily available from Hotz Artwork’s ‘Roman Seas’ range.
There was a brisk wind on the day I visited Walmer, and
the sea was choppy and looked very uninviting; it was easy
to imagine why the legionaries didn’t want to jump in! Thebeach could be easily modelled, rising from the surf to a
broad pebble-covered plateau, covering most of the battle-
Druids sacrifice to bring a storm against the Roman armada.
Disembarked Romans form up.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 26/84
FEATURE
26
field. The white cliffs and green trees beyond the beach
provide a pleasing visual contrast and backdrop.
On C-Day, most of the fighting took place in the surf andalong the shoreline. If only a single vessel and a limited
number of miniatures are available, then these could be
used to fight a small section of the landing as a skirmish
action. The rules will also need to take account of the danger
of jumping into the deep water and the difficulties of finding
their feet in the undertow, and forming up into units.
Where sufficient numbers of miniatures are available, the landing
can be fought as a full-scale battle, as we will be doing at Salute.
In this event, the squadron of galleys with catapults should be
represented, and perhaps a unit of reserves in rowing boats. The
Roman ships could be placed some distance from the shoreline,with the shallow water between the ships and the shore counting
as disordering terrain and slowing movement. Only the British
chariots and cavalry will be present at the start of the scenario,
with infantry and other reinforcements arriving during the course
of the battle from the direction of Dover, on the Roman left.
Whatever scale is used, the Roman fear of jumping into the
surf and of meeting the British chariots must be factored in.
FURTHER SCENARIO IDEASBeyond the landing itself, parallels with D-Day can be used
to extend the fighting a little further inland. In the full-scale
invasion, the fighting does not need to end on the beach;
the Roman objective might be to form up, move inland, and
assault a British village, hill-fort or wagon laager. There are
also several good skirmish-scenario possibilities.
”You’re going home in a Roman ambulance!”
The Wicker Man
The Britons have captured a Roman envoy and imprisoned
him in a wicker man, at the top of the cliffs. A party of Roman
exploratores (scouts) must land from a small boat and scalethe cliffs using ropes and ladders (à la Point du Hoc), to
rescue him before the Druids light the barbeque and possibly
summon a storm to defeat the Roman eet.
Saving Tribune Regulus
Caesar calls the centurion of the exploratores to him and
briefs him on a mission. Tribune Regulus has been cut off
behind enemy lines, whilst on a foraging mission. Regulus’
elder brother was killed during the landing, and he is now
not only a senator, but also the sole heir to a vast Italian slave
estate. The centurion must take a contubernium (tent-party) of
exploratores inland, locate him, and bring him to safety, over-coming various challenges along the way. WS&S
With the amount of chariots on offer, it’s no wonder that
people refer to an Ancient British Panzer Division! Minia-
tures from the author’s collection painted by Shaun Watson,
Andres Fernandes, Nick Speller and the author.
• Gaius Julius Caesar, The Conquest of Gaul (essen-
tial reading – one of the greatest accounts of a mili-
tary campaign ever)
• G. Grange, The Roman invasions of Britain (a very
useful detailed investigation of the various Roman
invasions of Britain)
FURTHER READING
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 27/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 28/84
FEATURE
28
HIS NAME IS SHORT, BUT HIS DEEDS ARE GREAT
PIET HEYN AND THETREASURE FLEET
By Björn Arvid Kappe
To the Netherlands, Piet Heyn is a national folk-hero and a celebrated naval officerof the ‘Eighty Years War’. His enemies, the Spanish and Portuguese, portrayed himas a despicable pirate. In truth, Heyn was both of these. He was a privateer forthe United Provinces, but he had a reputation as a fair disciplinarian, standingno unruly behaviour from his crews and treating his prisoners with respect. After
several raids on ports and enemy merchantmen, his greatest achievement camewhen he captured a Spanish treasure fleet.
Heyn had spent many years with the Dutch West Indian
Company, raiding the Spanish and Portguese, rising
to the rank of Admiral. In 1628, he was tasked with
harassing the Spanish in the Caribbean. His eet consisted
of about twenty frigates and eleven smaller vessels, and their
strategy was to lie in ambush off the coast of Cuba. Their
target was the Spanish treasure eet, sailing out of Peru on its
return to Spain. The Dutch were at war with the Spanish and
could use every resource to drive their enemy from southernHolland. Thanks to corrupt Spanish clerks, the Dutch knew
that the Spanish eet contained about eighteen ships, heavily
laden primarily with silver. Their route would take them from
Peru to Mexico, then onwards to Spain via Cuba.
Not wanting the Spanish eet to slip by unnoticed, Heyn
had ordered his eet to divide into two squadrons. The Span-
ish treasure eet would, wherever possible, stick to friendly
waters, but it was still possible for them to evade Heyn’s eet.
During the night of 8 September, the Spanish eet was spotted,
fortuitously sailing right between the two squadrons! The Dutch
immediately attacked and captured ten ships. One galleon was
taken after a boarding action; the other nine – smaller transport
ships – were talked into surrender. The other half of the Span-
ish eet, containing mainly larger galleons, tried to escape
and made a run for the Cuban coast. Harassed all
through the night by the faster Dutch eet, the
Spanish tried to reach the Bay of Matan-
zas, presumably to put their ships in a
more defensible position. They did
manage to reach the bay, but in
the chaos, they accidentally
ran aground, thus losing all
hope of putting up a properdefence. In a last ditch effort to
keep the silver from falling into
enemy hands, the Span-
ish tried to get their
precious cargo onto
the beaches. Alas,
in doing so, they
hindered them-
selves even more
in organizing a
proper defence.
After a few salvosfrom the Dutch
ships and a shore
party, the Spanish
surrendered, allow-
ing the Dutch to
capture one of the
biggest war booties of all time. The silver, silk, pearls, and
ebony amounted to an estimated 12,000,000 Dutch guilders
(hundreds of millions, by today’s standards).
PLAYING THE CAPTURE OF THE SPANISH
TREASURE FLEETHere is a three-part mini-campaign, re-enacting one of the
most inuential series of naval battles in Dutch history. There
are a number of good naval gaming rule sets, so feel free to
adapt it to the set of your choice. The Spanish aim is to save
as much of their eet as possible, while the Dutch aim to
capture ships, not sink them. Any rules set should have rules
for boarding and capturing vessels.
THE OPPONENTSBoth admirals were respected and capable seamen. There
should be no major difference in their capabilities. The Dutch
eet, however, also has a capable rear admiral (Witte de With).
Depending on which rule set you are using, consider loweringthe morale of any Dutch ship that sinks a Spanish ship. The
crew involved would realize that sinking a Spanish ship will
hurt not only their chances of loot, but the war effort in general.
Piet Heyn.
© G e o r g i n a P y m o n t - H a r m a n
Looking for prey.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 29/8429
Ships captured or destroyed in a previous scenario will be left
out of the remaining scenarios.
The Dutch fleet
Piet Heyn had about twenty frigates and eleven smaller
escort vessels at his disposal. On average, the Dutch frig-
ates had between 32 and 48 cannons. The smaller escort
vessels called yachts had between 12 and 20 cannons on
board. All crews are trained or veteran seamen.
The Spanish fleet
The Spanish admiral had nine galleons and nine small
transport ships in his fleet. The armament of the Spanish
galleons at that time varied wildly, ranging from sixteen
to hundreds of cannons, according to some sources. I
would lean towards the higher number, to create a play-
able position for the Spanish, and give these nine galleons
60 cannons each. The smaller transport ships were present,
but would probably have been lightly armed with only
twelve cannons each. While the galleons would have had
good or maybe even veteran troops, the smaller transports
seem to have had average seamen, at best.
SHIPS AHOY!One of the look-outs on a Dutch ship has spotted sails on
the horizon. After closer inspection, it seems that the Span-
ish have finally been found! This is an ambush scenario,
with the Dutch attacking. The wind is coming from the
north-west for the first two turns.
Dutch Player
Deploy the Dutch eet in two equal squadrons and place
them on the anks of the Spanish eet, as shown in the map.
Due to the night-time conditions, the position of your squad-rons, and a desire not to sink the Spanish ships outright,
all ranges for your shooting are halved. Your objective is to
capture as many ships as possible.
Spanish player
The Spanish have
been successfully
ambushed and
they are in no
position to put up
a good defence.
You should deploy
between the twoDutch squadrons,
in any order you
want, but in line
astern (see map). Your galleons are heavily laden with silver
and other valuable goods, which reduces their speed by a
third. Due to your eet formation and the fact that you are
trying to drive off the Dutch, you may fire your cannons at full
range. Your objective is to escape off the eastern edge of the
map with your eet, giving priority to your galleons.
QUICKSILVERAll through the
night, the Dutch
have been pursu-
ing and harass-
ing the Span-
ish eet. Now
they are ready
to capitalize on
their success-
ful ambush. The
Spanish eet has
lost some of its cohesion and seems to be easy prey. This is a
pursuit scenario, with the Dutch attacking.
Dutch player
Place your eet within your deployment zone as you wish.
Your objective is to capture as many Spanish ships as possible.
The Spanish attempt to ward off the Dutch.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 30/84
FEATURE
30
Spanish player
You must deploy your fleet in three small squadrons. The
galleons have to be divided amongst the squadrons, as
evenly as possible. Your objective is to escape and make
for the Bay of Matanzas. Remember that your galleons still
lose a third of their movement, due to their cargo.
The wind is random from Turn 1.
A PIRATE’S DREAMAfter a full day’s ight, the Spanish managed to reach the Bay
of Matanzas. With a friendly beach at their back and shoals
and reefs on their anks, the Spanish finally have the means
to put up a proper defence.
Dutch player
You must deploy
your fleet in the
lower left cornerof the table.
You cannot sail
across the shoals
with any of your
ships. The reefs,
however, may be
crossed by your
yachts. You have
ten turns before the Spanish finally get the silver ashore
and make a break for Havana. You are allowed to sink
enemy ships, since the water is shallow enough to easily
salvage any valuables from the cargo holds.
Spanish player
Deploy your eet and ward of the Dutch. Either drive off their
eet, or get the silver ashore and transport it to Havana. You
have to hold out for ten turns. The shoals are not crossable,
but your smaller vessels may cross the reefs.
CONCLUSIONUpon his return to Holland, Piet Heyn was declared a
national hero. He famously remarked, “Now they praise me
because I gained riches without the least danger; but earlier,
when I risked my life in full combat, they didn’t even know I
existed”. The amount of silver captured was enough to spon-
sor a full year’s worth of war, campaigning against the Span-
ish in southern Holland. Piet Heyn’s share of the loot was
meagre, less than one thousandth of the haul. After costs
were deducted this amounted to about 7000 Dutch guilders.
Following this most illustrious raid, Piet Heyn, after
an argument with the West Indian Company, broke his
contract and began working for the Admiralty of Holland
(one of the five Dutch navies). His first mission for his new
employers was the capture and sinking of the dreadedDuinkerker kapers or Dunkirk Privateers. During this
voyage, he didn’t find the Duinkerker kapers but another
band of kapers privateers. Heyn was mortally wounded
during the opening salvos, and was buried on 4 July 1629
with honours in the Oude Kerk at Delft.
Arguably, the defeat of the Spanish treasure eet
heralded the overall defeat and withdrawal of
the Spanish from southern Holland. WS&S
“Piet Heyn, Piet Heyn! His name is
short, but his deeds are great.” In the
Netherlands, this nursery rhyme
is still commonly sung by moth-
ers to their children. A rich prize for the Dutch.
The Dutch force the Spanish ashore.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 31/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 32/84
THEME
32
AN INTRODUCTION TO MONGOL BATTLE TACTICS
HOW TO CONQUERTHE WORLD
By Chris Peers
The nomadic horsemen of Central Asia have enjoyed a fearsome reputation sinceClassical times, but their earlier exploits – even those of such noted warriors asthe Scythians, Huns and Turks – pale into insignificance beside the conquests ofthe Mongols. The statistics are well known: in the century after Genghis Khan’stakeover of power in Mongolia in 1206, he and his successors established the larg-
est land-based empire ever known, defeated more kingdoms, killed more enemies – and allegedly left behind more descendants – than anyone else in history. But,strangely enough, exactly how they did it remains obscure. Part of the answer, ofcourse, lies in numbers and organization.
According to their own Secret History , by 1206 the
various Mongol tribes could already muster more
than 100,000 men, and many Uighur, Turkish,
and similar nomadic allies were soon to be added. But, as
we shall see when we come to discuss the Battle of Kalka,
Mongol armies did not need numerical superiority in order
to win. More significant were experience, discipline and
mobility. By the time they were pitted against the Chinese,
the Khwarizmians, and the other great empires of Eurasia,
Genghis’ men had gained experience in a series of wars going
back more than two decades. Their officers were appointed
on merit and not, as in other armies, on the basis of noble
birth. They also possessed a formal command structure, with
each 10,000 strong touman subdivided into units of ten, a
hundred and a thousand, and they were familiar with a set
of standardized deployments and manoeuvres, with orders
communicated by messengers, drumbeats and whistling
arrows. As for mobility, each Mongol had several horses and
could ride them in turn as each one became tired; he alsotravelled light and wore a minimum of armour. So far, so
good. Most sets of wargames rules will allow for elite units
and superior command systems, but what we still need to
do is establish exactly how the Mongol troopers fought once
they reached ‘the sharp end’.
The Mongols were, of course, famous bowmen, and many
commentators, ancient and modern, emphasize the role of
archery, regarding them as heirs to the light horse-archer
tradition of the Parthians, Huns and Turks. We know from
numerous sources how these latter peoples fought – shoot-
ing from a distance, using their speed to evade their oppo-nents’ charges, and only closing in for the kill when their
opponents were disorganized and weakened by volleys of
arrows. As Ammianus Marcellinus said of the Huns:
“As they are lightlyequipped for swiftmotion, and unexpectedin action, they purposelydivide suddenly into scat-
tered bands and attack,rushing about in disorderhere and there, dealingterrific slaughter.”
This would certainly seem an
effective tactic for mounted
archers to use against a less
mobile enemy, but there is
little evidence that the Mongols actually used it. Victories
won by these attritional means, like those of the Parthians at
Carrhae and the Seljuks at Manzikert, usually took a whole
day or even longer, whereas in many Mongol battles, the
enemy were defeated so quickly that their commanders had
no time to react. In 1211 at Huan-erh-tsui, north of Beijing,
the Chinese army was caught with its infantry so close behind
the cavalry that neither could manoeuvre properly, and it was
swept away by a Mongol charge before the cavalry could
advance. At Kalka in 1223, Nicolle and Shpakovsky point
out that the Mongol commander, Subotei, did not wait for his
archers to soften up the Russians before charging, but charged
immediately with his heavy cavalry. In support of this, they
quote a report that a Russian officer riding in the vanguard
was killed with a spear, though they seem still to regard the
tactic as a departure from the usual Mongol methods.
Mongol sources themselves seldom give much tactical detail,
but they emphasize disciplined manoeuvres, rather than “rush-
ing about in disorder”. “Each time they turn”, says the Secret
Genghis Khan.
© G e o r g i n a P y m o n t - H a r m a n
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 33/8433
History , “their ranks are proper”. An admittedly poetic passage in
the same source describes another battle, against the Naimans in
1204, as being decided by bloody close-range combat: “pushing
before them the men with swords, cutting them down and killing
them.” Feigned ights were used as pre-planned manoeuvres to
draw an opponent out of position, but if charged on the battle-field, Mongols stood and fought, sometimes dismounting to do
so. In 1216, for example, the Khwarizmians attacked a Mongol
expedition passing their borders, but were shocked by the ferocity
with which their outnumbered opponents resisted, “giving blows
with the point and edge of the sword”.
This seems inconsistent with the report of John de Plano Carpini,
writing in the 1240s, who says that most Mongol troopers carried
only a bow and an axe, and “if possible ... never engage in hand-
to-hand fighting. They always first use arrows to kill the enemy
and their horses”. But we know from archaeological finds as well
as written accounts that some men had swords, lances, and evenmetal or leather armour for themselves or their horses, though
we do not know how many of these there were or how they
were organized. In fact, our sources are silent on any distinc-
tions of function or armament that there may have been within
the toumans. There was a Khan’s Guard or keshik , but this was
a touman-sized unit in its own right, which accompanied the
khan in person and would not have been split up to provide a
heavy element for other units. Each unit may have contained a
small elite of better equipped and armoured men, forming either
a commander’s bodyguard or a front rank, over which their
comrades would shoot; but this idea is actually derived from the
contemporary organization of the Jurchen in north China, and
its relevance to the Mongols is speculative. More likely, armourand lances were restricted mainly to individual officers and
wealthy individuals, totalling 10-20 per cent of the army. These
men would have dealt the blows with sword and spear that so
impressed their enemies, but there is no reason to believe that,
tactically, their role was any different from the rest.
Following Carpini, most historians still believe that mounted
archery is somehow incompatible with close combat, and so
the Mongols – like, for example, the Parthians – must have
fielded two different troop-types for the two roles. But is this
necessarily true? Modern writers on archery are often obsessed
with long-range performance, but Professor J M Smith (quotedby Amitai-Preiss) has argued for a different interpretation. He
suggests that – in contrast to what might be called the Parthian
or Turkish long-range skirmishing and the stationary shooting
favoured by the heavily-armoured Muslim ghulam cavalry –
the usual Mongol tactic involved “unit after unit galloping at
the enemy as fast as could be, with each man shooting one
heavy arrow from as close as possible; each unit would then
turn away, out of the path and line of fire of the next unit,
which could follow almost on its heels”. A typical engage-
ment range would be no more than 30 yards.
This echeloned attack would have the effect of concentrating
against one part of an enemy line, which would be pinned
and then hit by a succession of charges until it broke. It had
the additional advantage that an arrow discharged while the
shooter was galloping towards the target would have greater
velocity and hence penetrative power than if shot from
the halt or while moving away. Unfortunately, this tactic isnever specifically described for the armies of Genghis or his
generals; but we do know that the Khitans, who ruled north
China before the Jurchens, prescribed a similar succession
of charges, and it seems that, at Hims in 1281, the Mongols
“were organized as squadrons ... and followed one another as
groups”, which may be an attempt to describe the same thing.
This tactic also fits in with Carpini’s observations, as most
of the damage done to the enemy would indeed have been
inicted by archery, though at closer range than was usual.
So, from a wargaming point of view, we need a classification
for cavalry who are primarily bow-armed and highly mobile,
but who habitually fight at close range, and whose attacks cantherefore be as swift and decisive as a charge with cold steel.
(This would make them ‘Cv’ rather than ‘LH’ in DBM terms, for
example.) In my own rules, In Death Ground , I have allowed
the option to treat Mongols as either Light or Heavy Cavalry
(the latter do not all necessarily wear armour, but are classified
on the basis of their willingness to fight at close quarters). I
have also given them a bonus when shooting mounted at close
range only, to encourage decisive action rather than skirmish-
ing. I am usually wary of special rules that might create unbeat-
able supermen; but if anyone in history deserves such a boost,
it must surely be the cavalrymen of Genghis Khan – the most
spectacular conquerors the world has ever seen. WS&S
Arab and Mongol horse-archers exchange volleys.
• R. Amitai-Preiss, Mongols and Mamluks. Cambridge
1995. (Focuses on the Middle Eastern campaigns,
but contains a useful discussion of Mongol battle-
field tactics.)
• F. W. Cleaves, The Secret History of the Mongols.
Cambridge, Massachusetts 1982.
• D. Morgan, The Mongols. Oxford 1986. (Probably
still the best overall introduction to the Mongols
and their history.)
• D. Nicolle and V. Shpakovsky, Kalka River 1223
(Osprey Campaign 98). Oxford 2001.
RECOMMENDED READING
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 34/84
THEME
34
GAMING THE KALKA CAMPAIGN OF 1222-1223
SUBOTEI’S RIDE
By Chris Peers
At the beginning of 1218, the people of eastern Europe and the Middle East wereembroiled, as usual, in their own local affairs. The major powers were the AyyubidSultans in Egypt and the Shah of Khwarizmia, who ruled over what is now Iran andUzbekistan. North and east of Khwarizmia was the Chinese-influenced empire ofQara-Khitai. North of the Caucasus Mountains, the steppes were controlled by thenomad confederations of the Alans and Kipchaks. In the forests beyond the steppewere numerous Russian principalities, mostly preoccupied with internal power strug-
gles. But within two years, the map had changed beyond recognition.
For some years, Qara-Khitai had been under the control
of a warlord named Kuchlug, but in 1218, Kuchlug’s
past caught up with him, when old enemies conquered
his empire and killed him. It is unlikely that anyone in the
Christian or western Muslim lands took much notice – those
savages were always murdering each other. But the eastern
invaders who had thus been brought to the edge of their world
were not the usual steppe raiders. They were a newly united
people called the Mongols, and their leader bore a name that
they would soon know all too well – Genghis Khan.
Shah Muhammad of Khwarizmia was the first to be disil-
lusioned. He rebuffed Mongol attempts to trade, making
the even worse mistake of backing a local governor, who
had murdered some Mongol envoys. Within two years,
Muhammad’s empire had been destroyed and he had ed
to an island in the Caspian Sea, where he died. Two of
Genghis’ generals, Subotei and Jebei, in command of two
toumans (or divisions), chased the Shah all the way across
Iran, and returned with stories of unknown countries further
west. They proposed to mount a reconnaissance in force to
explore the region, and Genghis sent them back with
orders to return in no more than three years. Mongol
troops had reached the frontiers of Europe not as
part of a grand strategic plan, but as a result of a
series of chance events.
The best known battle of the ensuing campaign
was fought on the Kalka River in May 1223; but
in order to understand the battle, it is neces-
sary to appreciate the extraordinary events
that led to it. In the summer of 1222, Subotei
and Jebei fought their way through Georgia,
and, on the northern side of the Caucasus,
found themselves trapped by a hugearmy of Kipchak and Alan horse-arch-
ers. So Subotei resorted to diplomacy,
persuading the Kipchaks that they and
the Mongols were kindred steppe peoples, whereas the Alans
were untrustworthy foreigners. The Kipchak Khan Koten fell
for this and turned on his former allies, only to find that it
was, in fact, his own people who were Subotei’s first targets.
This may have been because the Kipchaks’ eastern relatives,
the Qangli Turks, had earned Genghis’ enmity by fighting
for Shah Muhammad and harbouring the Khan’s defeated
rivals. At any rate, Koten was defeated in a battle near the
Black Sea, and ed for his life into the northern forests. There
he canvassed the local princes for support, arguing that theinvaders would soon be seizing Russian land as well.
In fact, this was not their objective at all. Subotei and
Jebei spent the winter on the steppes, and early in 1223,
turned back for home. But about the middle of May, near
the River Dnieper in what is now Ukraine, they were inter-
cepted by Koten and his Russian allies, led by the Princes of
Kiev, Galicia and Chernigov (all three of whom were coin-
cidentally named Mstislav), with a combined army said to
number 90,000. Faced with this overwhelming force, Subo-
tei resorted to a traditional trick of the steppe tribes – the
feigned ight. On this occasion, though, he elevated it from
a battlefield tactic to a full-scale strategic manoeuvre.
The Mongols retreated eastwards for nine days, luring the
enemy into a reckless pursuit. Then, on the tenth day, on
the open plains along of the Kalka River, they struck back.
The Galicians were in the van of the allied army, as their
commander, Mstislav ‘the Daring’, had pressed on while
the other princes argued about whether to abandon the
pursuit. The Chernigov forces had eventually followed, but
there was still a wide gap between the two contingents,
covered only by Kipchak scouts. The precise details of the
battle are not clear, but it appears that Subotei swept away
the Kipchaks in a sudden charge, took the Chernigov armyby surprise, and drove it back to the river, before attacking
the Galicians from the rear. The Galicians cut their way out,
despite heavy losses, but Mstislav of Chernigov abandonedMounted
Russian prince.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 35/8435
Mounted Mongol
horseman.
his allies and retreated northwards. This did him no good,
as the Mongols later caught up with his army and routed
it. However, it ensured the destruction of the third Russian
force, under Mstislav of Kiev, which was still encamped
west of the Kalka when the enemy surrounded it. After
resisting for three days, Mstislav was forced to surrender,
whereupon he was executed in retaliation for the murder
of Mongol ambassadors. One of the biggest armies Europe
had ever fielded had not only been cut to pieces, but had
been surrounded by a much smaller opponent.
The Mongols did not stay to exploit their victory, but
continued back to Mongolia. The rulers of Europe breathed
a sigh of relief, and even allowed themselves to believe
that their resistance had deterred a full-scale Mongol inva-
sion. Genghis died in 1227, and his sons and grandsons
established themselves in different parts of the empire. But
they never forgot Subotei’s reports of the wealth and mili-
tary weakness of Europe. Though it took them fifteen years,
they would be back.
KALKA AS A WARGAMEThe Kalka campaign is not an easy subject to reproduce on
the tabletop. The diplomacy and strategic manoeuvres are best
played out as part of a campaign; but what I want to concen-
trate on here is the battle itself, and especially the question of
how the Mongols could destroy a superior force so completely.
One obvious point is that the terrain was well suited to their
mobile cavalry tactics – it would not be surprising if Subotei
had chosen it carefully, and deliberately lured his enemies into
it. The exact location is unclear, but Nicolle and Shpakovsky
(in their Osprey Campaign book on the subject) have several
photographs of the general area, which show open, rolling
steppe, interrupted only by the valley of the Kalka and the scat-
tered woods and rocky bluffs on both banks.
The river itself is fairly narrow, less than a bowshot across,
and should be treated as ‘difficult going’ rather than an
impassable obstacle. But it would be enough to slow
the Russian cavalry and prevent it from moving quickly
to support the advanced units, as well as hampering any
retreat. Meanwhile, on the grasslands further east, the
Mongols could manoeuvre without hindrance.
Both armies appear in the lists of
several popular rule sets, but we have
no detailed orders of battle and only very
rough estimates of total strengths. It appearsthat many of the Russian and Kipchak troops
played little part in the fighting; the latter were
perhaps demoralized by earlier defeats, while
many of the Russian Polk (or militia) must have
been on foot and too slow-moving to inuence
the initial cavalry battle east of the river. The
core of the princes’ armies consisted of the
Druzhina or guard cavalry, who wore armour
and fought with swords and spears; Nicolle estimates their
total numbers at between 15,000 and 20,000. The Kievans also
fielded bowmen, both on foot and mounted, including not only
Kipchak allies but mercenary horse-archers known as Chernye
Klobuki or ‘Black Caps’. So the Mongols certainly did not have
a numerical superiority, and may have been outnumbered by
the Russian elite troops alone. Two toumans had a nominal
strength of 20,000, but we know from other sources that units
were often understrength; records from Mongol China mention
toumans as small as 3000 men. However, Subotei’s troops had
been campaigning for several years, while a hard core of veter-
ans may have gained experience in a series of wars going back
two decades. Their officers were appointed on merit and not,
as in the feudal Russian armies, on the basis of noble birth.
This meant that the Mongols could all be considered hardened
veterans, in contrast to the Russians, who had been called up
specifically for the Kalka campaign.
Rather than trying to represent the whole sprawling battlefield
on the wargames table, I would recommend concentrating on
The Russians are finished off by Mongol heavy cavalry.
© F i r e
f o r g e G a m
e s
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 36/84
THEME
36
the decisive initial clash involving the Russian advance guard.
This consists of the Galician and Volhynian cavalry, along with
the bulk of the Kipchaks, who had pushed ahead of their allies
after crossing the Kalka River. Deploy the Russian advance
guard and the Mongol army for a pitched battle in the usual
way, with the Chernigov contingent off-table to start with. To
reect the fact that the Mongols had had time to deploy into
battle formation while the Russians were still on the march, I
suggest allowing them to deploy anywhere in their half of the
table, while the Russians cannot initially be placed within 12”
of either side table-edge. Either both Russian forces can be
controlled by the same person or another player can take on
the Chernigov forces. The Russian base table-edge representsthe River Kalka, which the advance guard has just crossed.
There are no other terrain features on the table that are likely
to have an effect on the battle, though a few ridges and low
hills would look realistic without being too intrusive.
FORCESI have adopted the classifications in the DBM army lists, as
these are likely to be familiar to most gamers interested in
the period, but with some explanatory notes to help with
converting them into other systems.
Russian advance guardC-in-C: Prince Mstislav Mstislavich of Galicia, Irr Cv (O)
Sub-general: Prince Daniil Romanovich of Volhynia, Irr Cv (O)
Druzhina: Irr Cv (O) x 18
Polovtsi (Kipchaks): LH (F) x 16
Chernigov contingent
C-in-C: Prince Mstislav Styatoslavich of Chernigov, Irr Cv (O)
Sub-general: Prince Oleg of Kursk, Irr Cv (O)
Druzhina: Irr Cv (O) x 18
Polk : 16 elements, all Irregular, up to a quarter LH (O), up to
half Ps (O), rest Sp (O)
Polovtsi : LH (F) x 12
(The Druzhina are metal-armoured cavalry with lance and sword.
The Polk are mostly infantry spearmen and archers, with a few
unarmoured cavalry for use as scouts. The Kipchaks (or Polovtsi ,
as the Russians called them) are standard steppe light cavalry
archers. I have assumed that most of the infantry, if present, would
have been left behind with the Chernigov contingent, rather than
keeping up with the rapidly advancing Galician cavalry.)
Mongols
The DBM list allows ordinary Mongol cavalry to be up to half
Cv (O) and the rest LH (S); but, as explained in the introduc-
tory article, I know of no evidence for a tactical distinction
between two different types of soldier. They should there-
fore all be either Cv or LH. What they actually represent is
horsemen with bows plus swords or axes, with most probably
wearing some sort of leather armour, and a minority – say oneelement in five - carrying lances and having metal armour for
men and possibly horses. In DBM terms, the latter could be
Cv (S), without necessarily having to represent guard units.
Although the victory is generally ascribed to the able and
experienced Subotei, Jebei was formally in command and
was, in fact, equally capable.
C-in-C: Jebei, Reg Cv (S)
Sub-general: Subotei, Reg Cv (S)
Mongols: 32 elements, all Reg Cv (O) or all Reg LH (S). If the
former option is selected, up to 6 elements can be Cv (S).
In this scenario, the Mongols are nearly equal in numbers
to the leading Russian force and slightly superior in fighting
power, but they have to win quickly. The Chernigov contin-
gent will remain off-table (representing the western bank of
the Kalka River) until their player dices for them to arrive on
the Russian base table-edge. This needs a score of 6 on a D6,
dicing once per turn after Turn 4. If the advance guard is deci-
sively beaten before they arrive, they will follow the example
of their real-life prototypes and head for home. This is a chal-
lenging scenario for the Mongols, but conquering the known
world was never going to be easy! WS&S
Join the Mongol army. Ride your own horse, see the world,
meet interesting people … and shoot them with arrows!
The two armies face each other.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 37/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 38/84
THEME
38
THE SONS OF GENGHIS VERSUS THE KHWAREZMIDS
THE FALL OFSAMARKAND
By Matt Moran
When Marco Polo visited Samarkand in his journey along the Silk Road, he called it“a very large and splendid city”. But 50 or so years earlier, it had been the scene of abrutal sack by those bywords for brutality – the Mongols.
It all started when the Mongols sent a trading caravansouth, past the Aral Sea into Khwarezmia. With them was
an ambassador bearing the following message from Geng-
his Khan to the Khwarezmid Shah:
“We now have the obligations of neighbours.Human wisdom requires that both sides walk the path of concord and observe the duties of friend-ship. I am master of the lands of the rising sun whileyou rule those of the setting sun. Let us conclude afirm treaty of friendship and peace”.
One of their first stops was in the city of Otrar. Its governor, Inal-chuq, derided the Mongols as “people in felt tents”, declared
them spies, and seized the caravan, killing everyone and sell-
ing their goods in Bukhara. Unfortunately for Khwarezmia, a
camel-driver escaped to report to Genghis Khan. Under subse-
quent inquiry (which tactfully ignored whether there had,
indeed, been spies present), Inalchuq refused to pay compen-
sation for the looted caravan or to hand over the perpetrators.
Understandably put out by this breach of the ‘Pax Mongol-
ica’, Genghis sent envoys to Inalchuq’s uncle, Shah Ala
ad-Din Muhammad II. The Shah shaved the beards off
the two Mongol ambassadors and beheaded the Muslim
ambassador, sending only his body home.
Genghis did not take this insult well. Supported by a newly-
acquired Chinese siege train, he crossed the Syr
Darya (River Jaxartes) in 1219 with 200,000
Mongols, outanked the thinly spread
Khwarezmid border force, and
took Otrar after a six-month
siege. The last month was
a siege not of the city, but
of the citadel at its centre.
Reduced to throwing bricks
out of the windows, Inalchuqwas finally captured alive, on
the Khan’s orders. His greed
and bad manners were repaidMongol warriors.
with a painfully lethal dose of molten silver in his eyes andears. The rest of the inhabitants were put to the sword, except
for those few who were taken into slavery. The Shah ed the
battle rather than submit to the Khan.
While Genghis was attending to Otrar personally, his son Jochi
was leading a third of the Mongol army into the Khwarezmian
north-east, while another wing under Jebe went to the south-
east, in order to complete a pincer attack on Samarkand. Political
schisms and the Shah’s decision to garrison his army across his
empire to prevent rebellions meant that the Mongols, though tired
by their passage through the mountains, were able to defeat the
Khwarezmid armies in detail. There was nowhere for the Shah torun to as his empire was dismantled around him. Not just royal
buildings, but whole towns, territories, and swathes of farmland
were destroyed – a river was even diverted to erase the Shah’s
birthplace. In the words of one chronicler, “not even dogs or cats”
were spared. It was brutal, even by Mongol standards. And at
Samarkand, the stakes were raised again.
The Mongols attacked using African prisoners as body shields.
After less than a week, only a few die-hards still held out in the
citadel. When they surrendered, Genghis reneged on the terms
he’d offered and slaughtered everyone who had carried a sword
against him. The civilians were ordered onto the plains outside,
where they were divided up in the usual way. But rather thanbeing dragged away into slavery, they were beheaded en masse
to make grisly pyramids celebrating the Mongol victory.
After this, the city of Bukhara fell without a fight, though the cita-
del held out for another twelve days. The city elders opened the
gates after the Mongols appeared out of nowhere, having crossed
the seemingly impassable Kyzyl Kum desert to arrive unnoticed.
The skilled craftsmen were sent to Mongolia, and the rest of the
population were enslaved. While the city was looted, a fire broke
out, consuming most of it. When it died away, Genghis Khan
assembled the survivors in the mosque and declared himself the
‘Scourge of God’, sent to punish them for their sins.
The attack on Urgench was the bloodiest battle of the war – a
medieval Stalingrad, where neither side could countenance© Fireforge Games
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 39/8439
defeat. After the battle, the entire unskilled adult populationwere massacred and the rest enslaved. In a clear exaggera-
tion, Juzjani states that 50,000 Mongols were each told to kill
24 people. Despite the hyperbole, the sacking of Urgench
is considered one of the bloodiest in human history. Again,
the Mongols diverted a river, ooding the city in revenge by
using the very water that had previously kept it safe.
An empire had fallen in less than two years, its monuments
and people razed from the map, and all because of one
man’s very human reaction to “barbarians” – disdain and
exploitation. The Mongols’ blitzkrieg tactics of mobility
and Schwerpunkt had triumphed again, and in the mostgraphic way. This was the campaign that earned them their
eternal reputation for atrocity.
What of Shah Mohammed? Subutai and Jebe were given two
years and 20,000 men to hunt him down, but he died in
mysterious circumstances in 1221 on a small island in the
Caspian Sea. Whether it was Mongol subterfuge that ended
his life will never be known. Most scholars believe he died
in shock at the loss of his empire.
And what happened to the last of the Khwarezmids? It cannot
be denied that hundreds of thousands died to slake the
Mongol desire for revenge. However, Charles Mackay givesus this summary of their future exploits, tying them into that
other contemporary wargaming period, the Crusades. It shows
that they tried to emulate their conquerors:
“The Khwarezmids, a fierce, uncivilized race, thusdriven from their homes, spread themselves, in theirturn, over the south of Asia with fire and sword, insearch of a resting place. In their impetuous course,they directed themselves towards Egypt, whoseSultan, unable to withstand the swarm that hadcast their longing eyes on the fertile valleys of the
Nile (...) sent emissaries to Barbaquan, their leader,inviting them to settle in Palestine. They came, burn-ing and slaying, and were at the walls of Jerusalem(...) they tore down every vestige of Christian faith.
“The Sultans of Syria preferred the Christians to thisfierce horde, for their neighbours. Even the Sultanof Egypt began to regret the aid he had given tosuch barbarous foes, and united with those ofEmissa and Damascus to root them from the land.The Khwarezmids amounted to but 20,000 men,and were unable to resist the determined hostil-ity. The Sultans defeated them in several engage-ments, and the peasantry rose up in masses totake vengeance upon them. No mercy was shownthem in defeat. Barbaquan was slain.”
SCENARIOSThe strike forces sent out by the main Mongol army provide all
sorts of opportunities for skirmish actions, as do the desperate
urban actions fought during the major sieges – and who else
would have foot Mongols!? Personally, I very much like Games
Workshop’s Lord of the Rings Strategy Battle Game for small
pre-gunpowder actions. A mix of Easterling or Khandish profiles
could be used to represent the Turkic army of the Khwarezmids,
and the profiles for the Rohirrim could very easily be used for
the Mongols – just give them longbows for +2pts to represent
the Mongol recurved bows. An arban of ten riders could very
easily be put together for a quick game. Even a zuun of 100
might not be too much effort at 1:1 for a dedicated modeller,
although a myangan or tumen of 1000 or 10,000 models mightbe a bit much. Once figure ratios are involved, I personally turn
to Hail Caesar or DBA for large medieval battles.
The Khwarezmid army was very similar to other Turkic armies
of the 1200s (like the Seljuks), and as a whole had a number of
advantages: large numbers of larger horses, superior armour
(both human and horse), and a large manpower pool. If this
is all starting to sound a little bit like ‘France 1940’, you’re
right. They were undone by the Mongols’ superior strategic
and tactical vision, which emphasized manoeuvre as a means
to meet the enemy in a manner of one’s choosing, and by
their willingness, quite singular among armies of light horse,to close in with more numerous troops in better armour.
However, under a general with a better grasp of how to use his
men, Khwarezmia could have put up a better fight than it did.
The massed horde of Mongols.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 40/84
THEME
40
THE BATTLE OF JANDAt Jand in 1219, around 30,000 Mongols under Genghis’
sons Jochi and Jebe apparently met 200,000 Khwar. It was
a rare pitched battle in a campaign dominated by sieges.
The Mongol line buckled a couple of times under the
Turkic attack, but excellent morale and a flanking move by
Jochi won the day. Despite this, tens of thousands of l ives
were lost on both sides – a Pyrrhic victory for the Mongols,
but one that prevented the Shah from driving them into the
mountains and allowed them to continue molesting the
countryside at will. It was said that 160,000 Khwars died
in this one battle – almost half of the Shah’s 400,000 men.
To play the battle of Jand, I decided to use the ‘Big Battle’
version of Phil Barker’s DBA rules, but with a few tweaks from
Bruce McFarlane. Each base has a limited number of recoils it
can make before it routs – the better the unit, the more recoils it
has. All Mongol bases get four recoils, while all Khwarezmians
get two, to represent their fractured command and low morale.
Mongol Armi(es)
Cav Gen (Jochi), 3 Cav, 9 Light Horse.
Cav Gen (Jebe), 3 Cav, 3 Light Horse, 4 Spears, 2 Psiloi.
Khwarazmians
16 Cav, 18 Light Horse, 3 Bows, 4 Spears.
3 Generals wherever players prefer (probably mounted).
SET-UPThe plain of Jand is mostly bare, maybe with low hills or small
copses of woodland. The board should be 8’ x 6’ for 28mm,
or 6’ x 4’ for 15mm.
Jebe’s Mongols set up within 12” of their side of the board.
The Khwarezmians do the same on their side. Play as normal,
except that when Jochi rolls a 6 on his PIP dice, he may enter
anywhere on the right side of the Mongol half of the board.
When he rolls a 5, he may likewise appear on the left.
Victory conditions are the usual for DBA: destroy more than
half the enemy army, or slay their generals and cause more
casualties than you have taken.
HAIL GENGHIS KHAN!This battle is eminently adaptable to Hail Caesar . The Khwarezmid
should outnumber the Mongols by 3 to 2, so play 3000 points of
Khwarezmids versus 2000 points of Mongols. Play as the DBA
scenario above with half the Mongol force (led by Jochi) entering
the game as a anking force. The Mongol player chooses a turn
number. From then on the anking force may be diced for.
Use the lists out of Hail Caesar: Late Antiquity to Early
Medieval book. The Mongol lists from page 79 should be
used with the addition of two Leadership 9 generals (Joshi
and Jebe). Mongols Light Horse should have +1 attacks
compared to normal to represent their eagerness to close
with enemies in close combat.
The ‘Khwarazmian Persian’ list from page 68 should be used.
In terms of leadership, no Khwarezmid should be above
except the general (at leadership 8). Each Khwarezmid divi-
sion must contain at least six units but is broken when morethan a third of its units are shaken, left the table or destroyed.
OPTIONAL CHANGESThere are several tweaks which could be added to your games.
You could give the Khwarezmids a fourth general (an army of this
size would normally have one). You could make Jochi deploy at
the start of the game. You could also play on a much larger board
to give the cavalry room to breathe and manoeuvre. WS&S
The Mongols were obviously masters of an early version
of the protection racket. “What a lovely city, it’d be a real
shame if it ended up looking like Samarkand!”
Mongol cavalry outflank the Khwarezmids.
Models courtesy of Gripping Beast and Fireforge Games.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 41/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 42/84
THEME
42
ALEXANDER AT THE BATTLE OF THE JAXARTES
DEFEATINGTHE SCYTHIANS
By Pat Lowinger
In 329 BC, the battle-hardened army of Alexander the Great advanced over the HinduKush into Bactria. By May, Bessus, the Persian Satrap of Bactria, had been captured andsubsequently executed. Alexander then turned his army toward the Sogdian-controlledcity of Cyropolis and captured it after a brief siege. All that remained in the way of Alex-ander’s complete control of the region was the submission of the Scythians.
In October, Alexander found himself on the southern bank
of the Jaxartes River, where his crossing was opposed by
an assembled force of cavalry under the command of a
Scythian chieftain known as Satraces. These nomadic horse-
men were renowned and feared for their prowess as warriors
and raiders, mounted upon swift and agile steeds of incredible
endurance; their double-curved bows were deadly accurate.
It was commonly accepted by many ancient tacticians that
nomads such as the Scythians could always avoid destruc-
tion by disengaging from a slower, infantry-based army, while
inicting massive casualties upon the attackers.
Could Alexander defeat the ‘undefeatable’ nomads?
“I am not afraid of an army of lions led by a sheep; Iam afraid of an army of sheep led by a lion.”– Alexander the Great
OPPOSING FORCESWhile history does not record the exact numbers of Scyth-
ians under the command of Satraces, the majority most likely
consisted of lightly-armed cavalry. These warriors would typi-
cally be garbed in traditional clothing, hide jackets and head-
gear. While each carried at least one side-arm for protec-
tion (typically, a sword or axe), their main weapon was the
composite bow, supplied with considerable ammunition.
The objective of the Scythian main force was to harass,
disrupt, and if possible rout the enemy. If that was not possi-
ble, a small but formidable force of shock cavalry attacking
in disciplined formations would be unleashed to destroy the
enemy. This force, composed most often of Scythian nobles,
was well-armed and typically wore leg and torso armour of
metal scales, a helmet, and possibly a shield.
The disposition of the Macedonians consisted of one regiment
of Greek mercenary cavalry, four regiments of Macedonianheavy pike-armed infantry, three regiments of Companion
cavalry, and several squadrons of light horse-lancers, plus
archers, slingers, Agrianian javelineers, and artillery. All told,
the force numbered 6000 men. The Macedonians were hard-
ened professionals. Many had been in service from the time
when Alexander’s army had crossed the Hellespont into Asia.
Each man was the veteran of numerous battles and had with-
stood unknown horrors upon the field of battle.
THE BATTLEThe combined Scythian force held the north bank of the River
Jaxartes and believed they could repel any attempts to cross the
river. Alexander had positioned his army at a narrow point of the
river, directly across from a scalable area of the river bank, but
was still out of range of the Scythian arrows. This would allowhis troops to embark in relative safety before trying to cross.
Alexander first ordered his artillery to be deployed and
engage the Scythian horsemen. After sustaining casualties
and unable to retaliate, the Scythians fell back and regrouped
out of range of the catapults and siege bows. Once the Scyth-
ians were no longer controlling the opposing riverbank, Alex-
ander prepared his boats and issued the following orders:
“Having first got the archers and slingers across,he [Alexander] ordered them to sling and shoot atthe Scythians, to prevent them approaching the phalanx stepping out of the water, until all his cavalryhad passed over. When they were upon the bankin dense mass, he first launched against the Scyth-ians one regiment of the Grecian auxiliary cavalryand four squadrons of pikemen. These the Scyth-ians received and, in great numbers riding aroundthem in circles, wounded them and they were fewin number, themselves escaping with ease. But Alex-ander mixed the archers, the Agrianians, and otherlight troops under the command of Balacrus, withthe cavalry and then he led them against the enemy.”– Arrian the Nicomedian, Anabasis of Alexander
211-12 (tr. E.J. Chinnock)
The auxiliary cavalry and pike deliberately advanced to
engage the Scythians in a direct frontal assault. Alex-
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 43/8443
ander knew they
would be enveloped
and encircled by the horse-
men. The advance units were bait
and the nomads took it. Alexander
then ordered a force of mixed light infantryand cavalry to each of the far flanks, entrapping a large
number of Scythians and preventing them from flight. In a
tactical twist of fortune, Satraces and many of his warriors
were themselves encircled by Alexander’s forces. Knowing
that the enemy could not escape, Alexander ordered the
Companion cavalry to charge into the midst of the remain-
ing Scythians and utterly crush them. The remaining forces
of the Scythians then fled to avoid destruction.
AFTERMATHSatraces and 1000 Scythians lay dead upon the battlefield.
Alexander’s forces fared somewhat better, counting only
160 dead, but over 1000 of his men had been wounded.
By the end of the battle, the Scythians had fled and the
Macedonians were too exhausted to pursue them. But
Alexander had once again accomplished what had previ-
ously been thought impossible – he had brought battle to
the Scythians and had destroyed them.
TACTICS TO FIGHT THE STEPPE HORSEMENIt’s not easy fighting nomads. How do you fight a highly
mobile enemy who can just run away? Military historians
and modern-day tactical experts have many fancy names
for various approaches, but let’s keep it simple here.
Suffice to say that asymmetrical warfare is nothing new. Inthe case of the Battle of the Jaxartes, Alexander committed
a portion of his forces as a ‘forlorn hope’ to make contact
and hold the enemy in place. With his force encircled, he
could then launch flanking manoeuvres to cut a portion
of the nomads off from the main enemy body and, in turn,
encircle and destroy them.
Generals and strategists throughout history have developed
parallel or sometimes vastly different tactics for dealing with
nomad armies. Many nations walled their cities to protect
their lands from nomad raiders, the population retreat-
ing behind the city walls until the nomads left. Nomadsaren’t usually skilled at siege warfare; it took the Mongols a
number of years to develop successful siege tactics, mainly
from captured Chinese engineers. Others (including the
Persians and Mamluks)
employed defensive forma-
tions and copious amounts of missile-
fire to drive away the enemy, but this type of
tactic was largely defensive in nature, unless the enemy
could be tricked into a killing zone (such as at Ain Jalut).Building strategic defences, such as fortified narrow moun-
tain passes and linear defensive walls over large areas, had
mixed success (not so effective for China, but worked for
the Sassanids with their ‘Great Wall of Gorgan’). Another
and often less-discussed tactic employed to ward off
unruly bands of nomads rampaging amidst your borders
was to simply pay them off or recruit them as mercenaries.
Although less glamorous, this tactic can prove to be very
effective and expedient; for many years, it served as the de
facto policy of China, in response to Mongol raiders.
REFIGHTING THE BATTLEAs wargamers, I think battles such as the Jaxartes cause
nearly all of us to ask two very important questions. First,
if I had been Satraces, could I have defeated Alexander?
And second, if I had been Alexander, could I have won the
battle as well, or maybe better?
This scenario can be recreated by the use of any rules
system and any miniatures that you are familiar with and
have available. In order to try and represent the units Alex-
ander had at his disposal, your force should likely consist
of the following Macedonian units:
•
1 unit of skirmishers (or other suitablelight infantry)
• 1-2 units of archers
• 1 unit of auxiliary cavalry
• 4 units of pikemen
• 1-3 units of Companion cavalry
• 1-2 units of light cavalry
• artillery
• 1 unit of cavalry, representing Alexan-
der’s unit
As the historical forces of the Scythian army
remain largely unknown at this battle,
an equal number of units matching theoverall strength of the Macedonian army
should be aimed for. No more than 25
per cent of the Scythian army should
The board at the start of the game. Alexander’s
artillery protects the southern riverbank.
One of Alexander’s
Companions.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 44/84
THEME
44
comprise ‘nobles’. One unit should be designated to represent
Satraces. If the rules you are using have numerical points values
assigned to them, the armies should each have equal points, if for
no other reason than the sake of fun.
TERRAINWhile we don’t know the exact features of the battlefield, we
will make the following educated assumptions. The water is
too deep to be crossed by infantry or cavalry. The banks of the
river, while narrow, are muddy and difficult to move in. The
area north of the riverbank is relatively open and clear. Players
are encouraged to add a few trees or some brush as they like to
add some avour, but the majority of the area should be open.
SET-UPAs a battle scenario, the most common way is to deploy as
if Alexander’s artillery had already allowed for the establish-
ment of a landing area for your forces. As the Macedonian
player, you should deploy your artillery along the southern
bank of the river in the embarkation area. Choose one-third
of your force and deploy them along the northern bank of
the river (but not on the bank itself). If any of these units is
driven backwards, they will enter the area of the river bank.
This first group may not include Alexander or the Compan-ion cavalry. Historically, this would be represented by
deploying your skirmishers, slingers and archers; but today,
you are Alexander, so make your own choices!
Meanwhile, the Scythian player may deploy up to half of
their force at a distance of no closer than one full move
(distance) of the enemy. The remaining units may be placed
anywhere on the north side of the river, but no closer than
two full moves (distance) of the enemy. This is done to repre-
sent the rather uid style of Scythian tactics.
Who goes first?Having secured the riverbank and having landed troops,
Alexander appears to have seized the initiative, so the
Macedonian player goes first. Some players may want to
simply roll 1D6 and allow the winner to go first; other
players may want to use whatever mechanism is prescribed
in the rules they are using.
Crossing the river
For the Macedonian player, it takes a full turn to embark
and cross the river. So, on Turn 3, another one-third of your
army arrives on shore. The unit will deploy as your initial
units, unless there is no room to do so and must deploy
onto the riverbank itself. The last part of your force arriveson Turn 5. If a unit has no room to deploy, they remain on
the boats and cannot engage in combat.
A map of the basic deployment.
Satraces and his nobles charge the Macedonian skirmishers in 28mm.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 45/8445
Both the embarkation area (southern) and disembarkation
area (northern) occupy the middle third of the river. Units
may leave from and arrive anywhere in this area. Place the
unit on the river’s edge, in the mud and muck. The unit
may move normally on the turn it arrives.
WinningThis scenario can be played with a number of different victory
conditions, the most common being that whoever suffers 25
per cent casualties (or units/points) is declared the loser. In
addition, if either side kills the opponent’s general, he imme-
diately wins. If the Scythian player can kill Alexander, they
can also take the bragging rights of killing a living god!
REPLAYING THE BATTLE USING DBA
I myself have experienced hours of fun playing this battle
using Phil Barker’s De Bellis Antiquitatis Version 2.2. Using
15mm or 28mm miniatures, the battle can easily be fought in
a short period of time, normally 30-60 minutes. This can allowyou to have a go (or two) as both the Macedonians and the
Scythians in an evening of game play.
Some things to remember when playing DBA:
1. Turns are called ‘bounds’.
2. Alexander’s force II/12 must include the Art option.
3. The Scythian force I/43 must all be mounted.
4. The river cannot be crossed except by boat, and is
considered impassable.
5. Alexandrian elements cross the river for free, but must
pay 1 PIP each to disembark. Elements will remain in
their boats until a PIP is used to have them disembark.6. The first 2” of the northern riverbank is muddy and
considered bad going.
REPLAYING JAXARTES USING HAIL CAESAR
Of course, there is the danger that any Scythian general worth his
salt won’t necessarily oblige Alexander and will avoid surround-
ing the Macedonian ‘forlorn hope’. This scenario takes place after
the river crossing and assumes that the Scythians have taken the
bait and surrounded the advance guard of Macedonians.
The Alexandrian forces should be chosen from page 45-46
of the Biblical and Classical army lists, Alexander the Great
must be taken. Use the guidelines above under Refighting the
Battle – there should be a good mix of pike, light infantry and
cavalry. The Scythian lists should be taken from page 26 of the
same lists and should consist of all cavalry.
Place the starting forces as suggested on the map. The Scythian
forces are surrounding the Macedonian ‘forlorn hope’ so are
divided 50/50 between the two Scythian deploy-
ment areas. The Scythian general should be
in the deployment zone in between thetwo Macedonian forces. One third of the
Macedonian forces (the pikemen and light
cavalry) should be between the two Scyth-
ian forces while the rest are placed in the
deployment zone by the river. WS&S
Can you do better than Alexander?
Give the Jaxartes a go and find out!
I would like to thank the members of the NHMGS and
Northwest Ancient Games (NAGS) for their continued
support of DBA in the Pacific North-West. In particular,
I would like to extend a special thanks to Paul Hannah,
whose nicely-painted 15mm Mike’s Miniatures appear in
photographs featured in this article.
Alexander and his Companions surprise the Scythians.The first soldiers crossing the river run into trouble.
A Sc ythian spearman.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 46/84
THEME
46
THE HUNS IN GEORGIA, AD 436
THE SONS OF THEHUN IN THE SUN
By Eoghan Kelly
In AD 434, Rugila, the warlord of the Huns, died having subdued several Romanprovinces and exacted favourable tributes from both the eastern and western RomanEmpires. In particular, he had given the eastern Emperor, Flavius Theodosius JuniorAugustus, or Theodosius II (also known as ‘the Younger’), a particularly torrid time,and had exacted some pretty crippling terms, in order to lift the pressures on the
Constantinople regime. Such was the shadow cast by Rugila and the apparentlyinvincible Hunnic Hordes, that Nestorius, the Patriarch of Constantinople, referred tothe Huns as being “both the masters and slaves of the Romans”.
Rugila died without issue (or, at least, without any he
cared to name as his successor) and so the leadership
of the Huns was passed to his nephews, the brothers
Attila and Bleda. Almost immediately, the brothers put pressure
on Theodosius to honour certain parts of the existing treaty,
especially the return of Hunnic exiles; they also managed to
exact (or extort) even more gold and silver from the empire,
in order to leave it alone. By the end of 435, the Huns effec-tively withdrew from their interference in the empire’s workings
and diverted their attention elsewhere. This was welcomed by
Theodosius, who used this respite to build the massive curtain
of land walls that defended Constantinople for the next 800
years until they were finally breached in 1204 by crusaders.
Whilst the eastern Roman Empire was sorting out its relations
with the Huns, the Sassanid Empire to the east was sorting
out events that were taking place within their own sphere of
inuence. Bahram V (or Wahram) was the fifteenth Sassanian
King of the Persians. He was also known as Bahram Gar . He
assumed the crown on the assassination of
his father, and secured his hold on it in the
teeth of opposition from the machinations of
the grandees of the Sassanid Court, with the
support of the Lakhmid king. In 428,
some Armenian nobles petitioned
Bahram to depose their king,
Artaxias IV, ostensibly because
he was too lenient towards
Christians (despite Armenia
being a Christian state), but
more likely because he was
just a weak monarch and
they saw opportunitiesto advance themselves.
The Sassanid military
occupation of their
client state, albeit through some dubious invitation by part of
the local nobility, led to Armenia becoming a Sassanid prov-
ince ruled by a governor. Artaxias disappeared from the pages
of history, becoming the last Armenian monarch from a line
that had ruled Armenia for over a millennium.
In 436, the Huns launched a speculative invasion of north-
ern Armenia, attracted by the rumoured wealth of the SassanidEmpire and the perceived local instability, but also counting on
the Sassanids being just as vulnerable to their type of warfare as
the Roman Empire appeared to be. It is not known if Attila and
Bleda lead this incursion, but as they were conspicuously absent
from Roman accounts of the period 435-439, it is not unreason-
able to assume they had been involved in this expedition.
Hunnic armies traditionally relied on the formation of mobile
units based around the individual tribe; this allowed for fast
self-contained and self-supporting armies. The reported
numbers involved always need to be taken with care, as the
Romans appear to have enjoyed overinating the numbers
of Huns, in order to justify the many catastrophic defeats
suffered by the Roman legions. However, with this in mind,
it is not unreasonable to assume that a ‘tribe’ (these could
be several tribes grouped under an overall headman) could
field up to 10,000 warriors for a campaign.
The normal Hun tradition was for the forces to be split in half,
with half being the mobile field force and half being used
to defend the tribe’s wagons and camp. Records indicate
that up to three tribes were involved in the invasion and that
these were supported by a number of allied (subject) tribes,
who supplied the foot soldiers of the Hun army. These were
predominantly Goths and Vandals, but also included desertersfrom the Roman legions, as well as paid mercenaries, although
these normally held ‘technical’ posts, such as managing siege
operations. What is interesting is that some records mentionSassanid infantry command.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 47/8447
that the Huns used a similar organizational system as the
Mongols eight centuries later, with the tumen being the basic
unit of ten horsemen and each multiple of ten making up the
bigger units, so that they fielded units of 10, 100, and 1000.
Their version of the Khan, who ranked second only to the
King, was the ‘Commander of Ten Thousand Horsemen’.
The initial invasion went well, with large tracts of the north-ern part of Armenia being laid waste. One army was sent
deep into Sassanid territory, creating mayhem and destruc-
tion as they went, and in a show of overconfidence, the Huns
rejected a peace offer from Bahram, which would have seen
the Sassanids buying off the Huns in a similar manner to the
way the Romans had done for nearly two decades. Rely-
ing on the complacency that had set in amongst the Huns,
the Sassanids launched a surprise attack, routing the Huns’
advance guard and driving them north, back to their own
lands. They even killed the khan of this part of the army and
drove the remains of his army south-east into Hyrcania, pursu-
ing them to utter destruction on the banks of the River Oxus
(a tad fanciful, as this river is deep in present day Kazakhstan
and would have been an astonishing distance for a broken
army to ee whilst still being pursued). The few heavy cavalry
that the Huns had assigned to this invasion were destroyed in
the initial debacle, with the few survivors eeing to the south
and east. The surviving tribes had to do with what they had –
re-enforcements were not forthcoming…..
ENTER THE BROTHERSReorganizing their army, the two warlords, Attila and Bleda,
redeployed their forces, looking to give the Sassanids
a lesson they would remember for a long time. They still
commanded a formidable force of two full ‘tribes’ and asignificant number of infantry. However, they had lost most
of their siege equipment, and without this, there was no
practical reason to continue with the campaign. All that was
left was a matter of honour. They retreated towards the north-
ern border of the Hun-controlled lands and chose their battle
site wisely, deep in the province of Iberia (not to be confused
with the Roman province, this was an area roughly along the
border between present-day Armenia and Georgia).
The Sassanids, commanded by the marzoban (military border
commander) of the Armenian province, had swept forward,
looking to defeat the Hun threat once and for all. His name islost to history, but he proved himself a capable commander of
the varied-quality troops he had under his command.
THE BATTLEThis scenario can be adapted to whatever set of rules you
choose to use. The notes about commanders/troops are not
definitive and include the rules as best reflected by your
rules set of choice. If you find you don’t like a rule, please
feel free to omit it – although I strongly urge you to keep
the ‘Hun rivalry’ rule, or else you will find the battle to be
far too one-sided. I am also including a rough conversion
of units, with a presumed 1:50 ratio of figures, but feel free
to adjust this to suit your collections.
The battlefield is a wide, sweeping plain to the east of Lake
Arpi, with the lake itself forming a formidable anchor to
the Hunnic right flank, and wide open spaces to the east
and south of their position. Atilla’s line bent back slightly
as the Sassanids deployed slightly to the south-east, with
their rear being protected by higher ground and with rocky
outcrops providing broken ground on both of their flanks.
The Huns divided their army into two equal divisions,
each commanded by one of the brothers. As tradition
demanded, the joint rulers were fiercely jealous of eachother’s position, and a certain rivalry had set in between
the two. Attila took up position on the left side of the line,
with Bleda slightly behind, occupying the right.
Huns harass a stranded Roman unit.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 48/84
THEME
48
The Sassanids, benefiting from a single command,
deployed their army as they normally did, with elite extra
heavy cavalry (under an officer with the rank of varthagh-
nighan khvadhay ) and guard infantry (with the rank of
payygan salar ) in the second line of the centre and held
in reserve. They deployed most of their remaining infan-
try, commanded by a sardar (brigade commander), in front
of the centre, with their heavy, medium and light cavalry
operating on the flanks. Each wing came under a savaran
sardar , with skirmish troops massed all along the front of
their forces, the latter under the command (or as much
command as can be exerted on skirmishers) of the vasht
salar . Their lightning campaign against the Huns had taken
its toll and they could field no more than 10,000 troops of
all types, by the time they encountered the Huns.
The Hun army, wary of the defeats already inicted on them, had
a new respect for the Sassanids, especially their heavily armoured
Hun and Roman light cavalry exchange volleys.
SASSANID FORCES
Marzoban: Superior leader, stubborn, not a risk taker.
Equipped as Heavy Cavalry (not a Cataphract) with a
mounted bodyguard of similar armour.
Varthagh-Nighan Khvadhay: Average Leader, Impetuous,
Extra-heavy Cavalry
Savaran Sardar: Average Leader, Steady, Extra-heavy Cavalry
Payygan Salar: Average Leader, Steady, Heavy Infantry
Sardar (All): Average Leader, Steady, Medium Infantry
Vasht Salar: Good Leader, Steady, Light Infantry
Zhayedan (Immortals): Guard (Elite) Cavalry. Equipped as
Cataphract. 1 Unit of 500 troops (1 x 10 figures).
Cataphract Cavalry: Supe-
rior Heavy Cavalry, Drilled;
helmet, hauberk (Pahlavi
griwban), breastplate, mail,
gauntlet (Pahlavi abdast ),
girdle, thigh-guards (Pahl-
avi ran-ban), sword,
mace, two bows, and
horse armour (zen-abzar ). 2 units of 500
troops (2 x 10 figures).
Medium Cavalry: Arab Medium Cavalry, Average Cavalry,
Undrilled; light armour, mail shirt, sword, bow, javelin,
shield. 4 units of 400 troops (4 x 8 figures).
Light Horse: Khazar Light Cavalry, Average Cavalry,
Undrilled; sword, bow, javelin, ‘Parthian Shot’, Skirmish
Cavalry. 6 units of 400 troops (6 x 8 figures).
Daylami Infantry: Heavy Mercenary (Guard) Infantry,
Superior, Drilled; heavy armour, sword, javelin, shield.1000 troops (1 x 20 figures).
Paighan Infantry: Light/Medium Infantry, Average/Poor,
Undrilled; no armour (one unit may include light armour),
spear, large wicker shield, may form shieldwall. 2 units of
1000 troops (2 x 20 figures). Only 50 per cent of these may
have average morale; the rest are poor.
Kamandaran Infantry: Light Infantry, Poor, Undrilled; bow.
2 units of 500 troops (2 x 10 figures).
Kurdish Javelin Troops: Light Infantry, Poor, Undrilled, Fast.1 unit of 500 (1 x 10 figures). These are fast agile troops, so
they can ignore any terrain effects, such as they are.T he might of Sassanid
noble cavalry.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 49/8449
The Huns raid a border town.
HUNNIC FORCES
Attila, son of Mundzuck: Superior Leader, cautious, lucky,
inspired. Equipped as Hunnic Light Cavalry, with bodyguard.
Bleda, son of Mundzack: Good Leader, rash, lucky, stub-
born. Equipped as Hunnic Light Cavalry, with bodyguard.
Tribal Leaders: Each unit will have a leader who is good
and equipped as per the unit to which they are attached.
Hun Cavalry: Superior Light Cavalry, Undrilled; bow, shield,light armour, spear/javelin, fast cavalry. These can fire arrows
in ranks of up to three. If they do so, then they gain a plus
to shooting at any units of more than two ranks, as the unit
struggles to deal with direct and indirect missile fire. Hun
cavalry were noted for their reluctance to engage in close
combat with an enemy that was not yet disorganized or
broken, so if they are forced into close combat with good-
order units, they will suffer a negative modifier to their mêlée
rating. There are eight units of 1000 troops (8 x 20 figures).
Allied Light Cavalry: Average Light Cavalry, Undrilled;
bow, shield, spear/javelin. These can fire arrows in ranks of
up to three. If they do so, then they gain a plus to shooting
at any units of more than two ranks, as the unit struggles to
deal with direct and indirect missile fire. These were ‘White
Huns’, who were not as skilled in mounted warfare as Atti-
la’s forces. Note that these do not have the close-combat
negative, as above. 2 units of 1000 troops (2 x 20 figures).
Goth Heavy Infantry: Average Heavy Infantry, Drilled;
armour, shield, sword, spear. 2 units of 2000 (2 x 40 figures).
‘Hun’ Foot Archers: Average Light Infantry, Skirmishers,
Undrilled; bow. These were subject tribes who supplied
foot troops to the Huns, and were not Hunnic in terms oftheir riding; they were relegated to providing foot bowmen.
4 units of 500 troops (4 x 10 figures).
‘Roman’ Auxiliaries: Poor Medium Infantry, Drilled; light
armour, spear, sword, shield. These were Huns and Hun
allies who had served with the Roman army and deserted,
for a variety of reasons. As such, they were reasonably well-
trained, but poorly motivated. 1 unit of 1000 troops (1 x 20
figures). Must be under Attila’s command.
Slaves and Servants: Poor Light Infantry, Undrilled; impro-
vised weapons. These were the last resort to ‘absorb’ the
enemy missile fire. Frequently used to shield troops during
sieges, Attila was not averse to using them to divert enemy
fire during a battle. 2 units of 500 (2 x 10 figures).
cataphract cavalry and their use of light cavalry, very much in the
nomad style from which the Huns had come. The two brothers
deployed their troops in a similar way, mirroring each other to
an extent. The heavy Goth infantry occupied the centre (in other
words, on the left ank of Bleda’s division and on the right ank
of Attila’s). Both massed their Hun horse as the effective centre of
their respective divisions, anking the infantry and getting into
position to shower the Sassanids with missile fire and to provide
protection for the foot troops as they advanced.
Finally, on their anks, they kept some more of their lighter
cavalry, although Attila had more to worry about on his
exposed ank, so he also retained some lighter infantry to
support the cavalry, should it be needed. Bleda deployed his
light troops in front of his heavy units, to support the storm
of arrows that the Huns loved to unleash on their opponents.
The Huns had a significant advantage in numbers, fielding
nearly 18,000 troops; they had two charismatic leaders,
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 50/84
THEME
50
and had chosen the ground upon which they
would fight.
SPECIAL RULES:The Hun forces are split evenly between the two
Brothers – with the exception of the ‘Roman’Auxiliaries who were under Atilla’s command.
Weather: Conditions on the day are clear with
no mist.
Turns: The battle lasts for eight turns. At the
end of Turn 8, roll a D6 and, on a 5 or 6, play
one more turn.
Gameboard: Ideally, the board should be 8’ x 5’ for
28mm figures, giving plenty of room to manoeuvre.
Terrain: This is pastureland, so no crops are present
and there are no fences or walls on the battlefield.
There are no trees or streams on the board. The ground slopes
gently up to the Sassanid army, which is deployed to the south
and south-eastern corner of the board, primarily facing Attila
on the Huns’ left ank. This slope is sufficient to give a unit
charging downhill a plus and any unit shooting uphill a penalty.
Hun Rivalry: The brothers were already beginning to
display the sort of rivalry that would alarm an Ottoman,
and so with this in mind, both Attila and Bleda should
only have one eye on the upcoming bat tle and the other on
their potential rival. As a result, each wants to ensure thatthey win this battle without losing too many troops, which
would invite a speculative coup from the other, should
they feel they have a sudden advantage! See ‘Victory
Conditions’ to see how this is reflected.
Fast Troops: Any troops denoted as ‘fast’ gain a movement
advantage over other troops of the same type. This should
normally be about 20 per cent over the normal move rates.
VICTORY/DEFEATMajor Victory
For one side or the other to win, they must defeat the enemyand drive 80 per cent of their army from the field of battle.
Otherwise, the outcome is a minor victory.
Minor Victory
Huns: If the Sassanid’s have not been routed from the
board and the Huns maintain 40% or more of their start-
ing strength (in units), then the Huns win a minor victory.
However there is still the chance that one of the Huns wins
and the other loses. Compare the surviving Hun forces –
the Brother that has more units will win the bragging rights
after the battle. However, if one of them loses 20% more
than his sibling, he is seen as dangerously weakened – the
Brother with more units at this stage is now the sole winner
of the Minor Victory and the other is joint loser with the
Sassanid Player.
Sassanid: If the Sassanid player has not routed the Huns
but they have less than 40% of their starting strength, then
it is a minor Sassanid Victory. However, the Hun Rivalry
still applies and it is possible for one of the Brothers to still
have a marginal victory with just one loser.
Draw
If any other result fails to meet the above criteria, then the
outcome is a draw.
AFTERMATHThe Huns lost the battle due to the overly cautious approach
taken by the two brothers. The Sassanids held off the initialHunnic advances and countered with their heavy cavalry.
Eventually, the shock approach of the armoured troops
forced the Huns to break off their attack. They retired in
good order and made their way back to the Hun lands.
The Sassanids concentrated on destroying the Hun forward
posts to prevent a repeat campaign, and then they settled
down to keep a wary eye on their troublesome northern
neighbours. Attila and Bleda reappeared on the borders
of the eastern Roman Empire in 441 and rampaged across
both the eastern and western Empires. WS&S
Bleda eventually overplayed his hand and died – allegedly at Atti-
la’s hand – after he failed to assassinate his brother, who believed
that vengeance should be forceful and instantaneous! Models
from the collection of Gripping Beast and Dr Phil Hendry.
Deployment for the battle.
The Sassanids had horse-archers of their own.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 51/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 52/84
THEME
52
BUILDING A NOMADIC HORSE ARMY
THE GOLDEN HORDE
By Guy Bowers
The Mongols conquered a vast empire stretching from the edges of Europe to Korea.To wargamers, theirs is a dream army, as it fought almost everybody in the early medi-eval period! The same army can fight the Chinese, Koreans, early Samurai, Persians,Russians, Feudal Europeans, Teutons, Arabs, Crusaders, and of course, themselves!
This time, we have chosen to take a wider look
at nomadic horsemen in general and some of
their opponents. While the main focus is on the
Mongols, it would be remiss of us not to include other
famous nomadic horsemen. As usual, space and time
prohibits us from covering every manufacturer, so we are
limited in giving a small selection, using what has been
supplied in time for our deadline. Measurements of cavalry
are given from base to the top of the head.
What follows should give gamers an idea of what is available
in different sizes and scales.
FOUNDRY 28MM
Range: Fair-Good
Size: 27mm ‘foot to eye’ or 30mm tall, 43mm on horseback
Price: £12.00 for three cavalry
Foundry has two nomadic horse ranges: the Huns and the
Scythians. The Huns have eight packs of cavalry with heavy
and light Hun cavalry, including a looters pack. The Scythi-
ans also have eight packs of cavalry, including nobles, warri-
ors, horse-archers and Amazons.
STEVE BARBER 25MM
Range: Good (Mongols)
Size: 43mm in saddle
Price: £10.50 for four cavalry
Steve Barber has a range of Mongol and Cumans. These includeheavy and light cavalry and some foot figures. While advertised as
25mm, these will fit in with the smaller 28mm ranges.
WARLORD GAMES 28MM
Range: Growing
Size: 43mm in saddle
Price: £8.00 for 3 cavalry models
Warlord Games has a small range of Sarmatians and
Parthians. The Sarmatian range is part of the Hail Caesar
‘Dacians & Sarmatians’ range and consists of cataphracts,
warriors and horse-archers, all mounted.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 53/8453
CURTEYS MINIATURES 28MM
Range: Comprehensive
Size: 25mm foot to eye or 29mm tall, 40mm in saddle
Knights: 26mm foot to eye or 31mm tall, 49mm in saddlePrice: £10.00 for four horsemen
The Curteys Mongol range includes a good selection of
both mounted and foot models. The cavalry includes light
horse-archers and heavy cavalry (barded and unbarded).
The foot include archers, spearmen, camp followers and
prisoners. There are some useful extras, such as pack
camels and horse-holders.
To rival the Mongol Horde, Curteys has Eastern European Knights,
Teutonic Order, Chinese, early Samurai, Burmese, and even
Tibetans. Each has a good range of cavalry and infantry, and theBurmese have elephants. Their European and Teutonic ranges are
taller than the others, but are compatible with comparable ranges.
FIREFORGE 28MM
Range: Growing
Size: 27mm ‘foot to eye’ or 30mm tall, 49mm in saddle
Price: £20.00 for a box of 12 cavalry or 24 infantry
Fireforge has recently released a range of 28mm plastic
Mongols. The current range consists of steppe warriors onfoot and mounted horse-archers. The foot warriors can be
assembled as spearmen or bowmen. The horse-archers have
several options to equip them with hand weapons or bows.
Heavy cavalry in metal are promised soon.
Fireforge has a range of both Templar and Teutonic knights,
all in plastic. Their range consists of dismounted knights,
infantry (which can be assembled as spearmen or cross-
bowmen), mounted knights (cloth barded), and mounted
sergeants-at-arms.
GRIPPING BEAST 28MM
Range: Comprehensive
Size: 27.5mm ‘foot to eye’ or 31mm tall, 48mm in saddle
Price: £9.00 for three cavalry models
Gripping Beast has a pretty comprehensive selection of
nomadic horse, including Mongols, Timurids, and Huns.
Each of these ranges includes heavy cavalry and horse-arch-
ers. The Timurids include Afghan infantry and an elephant!
To oppose the Mongol invaders, Gripping Beast has a large rangeof medieval Russians (including Alexander Nevsky, pictured at
right), Teutonic Knights, and Byzantine, Crusader and Islamic
armies. Each has a good selection of cavalry and infantry units.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 54/84
THEME
54
OLD GLORY 25MM
Range: Very good
Size: 26mm ‘foot to eye’ or 29mm tall, 41mm in saddle
Price: £24.00 for 30 infantry or 10 cavalry
The Old Glory Mongol range includes both heavy cavalry
and light horse-archers. They also have a selection of
vassal troops and even a Mongol bolt-thrower.
Opposing the Mongols, is a good selection of medieval Eastern
Europeans, including Russians, Hungarians, Polish, and Teutons.
Another range includes suitable crusader and Arab opponents.
ESSEX MINIATURES 15MM
Range: ComprehensiveSize: 16mm ‘foot to eye’ or 18mm tall, 28mm in saddle
Price: £3.30 for four cavalry
Essex Miniatures has a comprehensive range of medieval figures,
including Mongol, Eastern European, Ghaznavid, Middle Eastern,
Early Samurai, and Crusader armies. These include both mounted
and dismounted figures. One pose is provided per pack.
LEGIO HEROICA 15MM
Range: Good
Size: 28mm in saddle
Price: €5 per pack of 4 cavalry
Legio Heroica is an Italian company who provide Mongol, Feudal,
Crusader and Muslim armies at 15mm scale for the wargamer.
Their Mongol range includes guard, heavy and light cavalry.
PENDRAKEN 10MM
Range: Good – growing
Size: 15mm in saddle
Price: £4.50 for 15 cavalry
Pendraken has recently released a new range of Mongols in10mm. Their Mongol cavalry range includes guard, heavy and
light cavalry. They also have dismounted cavalry, civilians,
camp followers with pack horses, and a selection of yurts.
FREIKORPS 15MM
Range: Good (Parthians)
Size: 15mm ‘foot to eye’ or 17mm tall, 26mm in saddle
Price: £2.70 for 4 cavalry
Freikorps have a range of 15mm Scythians and Parthians
which include suitable horse archers and heavy cavalry.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 55/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 56/84
THEME
56
THE ‘SECRET HISTORY’ OFTHE MONGOL DIORAMA
THE COVER UNCOVERED
By Paul Cubbin
Genghis Khan himself said, “If you’re afraid, don’t do it. If you’re doing it, don’tbe afraid” – which was wasted on his audience, because they all spoke Mongolianand they didn’t understand a word he said. Lucky for him he had such charismaand a fine singing voice or he might not have done so well.
When Guy approached me to make a Mongoldiorama for the WS&S front cover, I shuddered
with trepidation. First of all, I had never painted
Mongols before. In fact, the sum total of my Mongolian knowl-
edge (in order of relevance) could be listed as follows: (1) the
Conn Iggulden ‘Conqueror’ series of books (very good); (2) a
dodgy John Wayne movie (its authenticity slips a tad when you
hear that famous drawl sliding out the immortal line, “You’re
beautiful in your wrath”); and (3) Mongolia on
the Risk board (not very helpful).
Secondly, I had never built any kind of
diorama larger than the two or three
model vignettes I have sometimes
done as command stands.
Thirdly, in that great unwritten rule of publishing, it needed tobe done quickly and the deadline was fast approaching.
Finding the right models proved to be something of an unex-
pected difficulty. I don’t know enough about the subject, so
I was unwilling to buy any ‘make-do’ miniatures of slightly
different periods or nationalities, since I feared the backlash of
enraged enthusiasts. I also wanted the models to be of the best
possible sculpting quality, since
they needed to be photographed
up close. Ebob used to do a
lovely set of Mongol raiders,
but sadly they
The finished diorama, with the figures added.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 57/8457
have since been discontinued. I knew Fireforge were in theprocess of making some multi-part plastics, but these were not
yet available. The choices were few – even fewer, when I very
quickly realized that they had to be of a very high standard of
sculpting, given the nature of the piece.
Eventually, I plumped for Gripping Beast and chose some
unarmoured raiders, since I wanted the scene to look like
an ambush by a small raiding party. The models are good,
decently priced and, although quite large for 28mm scale, this
wasn’t going to bother me, since they were only going to be
photographed next to each other.
I cleaned them up and tried to glue them to their ponies,
but – annoyingly – I then hit the first hurdle in my mission.
They weren’t a great fit on the metal saddles and just would
not stay on. I got around this issue with the rather alarm-
ingly named ‘groin sausage’ approach. (Yes, I did make
the name up, but it has just the right amount of puerile
humour to keep me amused.) The ‘groin sausage’ is just
a little lump of green stuff putty, rolled and shoved into
the rider’s groin, where it’s held with a small spot of glue.
Another little spot of glue is applied to the outer layer of
the ‘groin sausage’, and then it is squished down securely
onto the saddle. If any bits of green stuff form unsightly
bulges, they can be poked back into the hidden recessesor cut away. This is a foolproof way of ensuring a secure fit
that won’t pull away at an inopportune moment.
I then determined to fix another issue that galls me; namely,
‘mitten hand’. When metal models come with a variety of
weapon options, very often you will find them sculpted
with stubby, open fingers to allow you to nestle the weapon
easily into their grasp. The down side of this is that the join
is not a strong one and the subject appears to be suffering an
unfortunate deformity. Again, our friend the green stuff came
to my aid, and I glued the weapons in place before adding
a little more length on the fingers and thumbs. It’s a smallthing, really – probably more to do with my own issues than
any failings on the part of the manufacturer, but it does look
better and slightly improves the bond.
I added strings to the bows, made out of plastic bristles cutfrom an old dustpan and brush set (these are also very good
as radio aerials), and then I based them on some 30mm x
45mm plasticard. Some rough sand and rocks were added for
texture, and then they were undercoated black.
It was important for me to get the whole ‘Mongol pony’ feel
right. This meant I needed to look on the interweb to find some
pictures, and then make sure that I painted them accordingly,
not just as generic horses. I also made an extra effort to put some
life into their eyes, as well, since with this subject in particular, I
reckoned the mount was at least as important as the rider.
When the ponies were done, I tackled the riders, using a cheap
Del Prado/Osprey book I bought online as my guide, and trying
to keep the shades I used fairly rustic but also colourful. Fortu-
nately, I’ve been painting up Vikings recently, and I reckoned these
colours would probably fit very nicely. Plenty of natural brown
and beige hues were also used for clothing and equipment.
I also wanted to get the skin shades correct, rather than just
going for a generic ‘esh’ palette (which seems to mean west-
ern European skin tones, more often than not). By mixing a
butternut shade with the usual esh colours, I was able to get
a good dusky shade that seemed about right.
At this stage, I didn’t paint the bases, but left them black. Why?
Well, I figured it would be a lot easier for me to match the colour
of the individual bases to the colour of the diorama base (using
my large collection of acrylic paints and washes), than the other
way round. This proved to be the case, as you shall see (if you
make it to the end of the article, which I don’t take for granted).
Now to the base itself. I got an old bit of hardboard from the
loft and a couple of pieces of insulation board. The latter is
great stuff that I filch from skips or from around building sites
– the offcuts are just thrown away by builders, and if you ask
nicely (because no-one likes a thump on the ear), they willno doubt be only too happy to let some fool take away their
rubbish, rather than pay someone else to do it for them. It was
cut to around 20” wide by 10” high (or thereabouts, I wasn’t
Tackling ‘groin sausage’ and ‘mitten hand’. The assembled riders. A close-up of one of the finished ponies.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 58/84
THEME
58
being too specific), with the pieces set at right angles, as you
can see, the hardboard being the base. I used a non-branded,
so-called ‘Ultra-Strong Contact Adhesive’ (the kind where nailsare apparently not required). It was then that I met the next
pitfall on my journey – it had the adhesive qualities of tooth-
paste. I am reminded of the man who wanted to purchase a
budgie in a pet shop and was astounded to see a stag behind
the counter. The sign read ‘You Buy Cheep, You Pay Deer’.
Twisted with disappointment (as you no doubt are at that
nauseating and contrived pun), I then turned to my old
favourite: extra strong wood glue. Yes, it’s quite expensive.
But it really, really works. Once the glue had set and the
pieces were securely stuck in place, I then went about chop-
ping madly to make a small hillside with a section of level
plain to the front. I also wanted a stream in there somewhere
(what a fool I am). Once I had hacked away to my heart’s
content, I then fetched the models and started experiment-
ing with them in various positions (ah, takes me back to my
university days). Having found a composition that pleased
me, I took a quick photo to use as a reference, and then
embarked on possibly the most therapeutic stage – the filler.
Mixing up cheapo multi-purpose DIY powder filler with fine
sand, water and wood glue (I do like it), I got myself a very
lovely paste for dolloping all over the place. (Incidentally, this
is also a great recipe for home repairs.) It smoothed out the
angles of the piece, added some realistic lumps and bumps,and also helped to stick it all together even more securely.
Then I was ready with my secret weapon – the tree bark!
I’d never used bark before to make cliffs, but have always
loved the effect when I’ve seen other people use it. However,
the prices charged for lumps of bark in the model shop
brought me out in a cold sweat and a hot ush – overall, I was
tepid! Thankfully, Mother Nature was kind enough to send
devastating winds to our Sceptred Isle this winter and there
were felled trees wherever the eye wandered (especially if it
wandered onto some felled trees). I also remembered that my
dad was chopping down trees in his garden, so with a gener-ous sample from him and a few examples collected by myself
(one hammer, one chisel, one bucket and a couple of felled
trees were all it took), I had myself a nice collection of pieces.
I dried them in the oven for a couple of hours to stop them rotting
and slow-roast any beasts caught inside, and then I pushed them
rudely into the still-squishy paste on the model ... with morewood glue. This was lots and lots of fun. I also pushed some rocks
from the garden in, as well, for a bit of variety.
When it all set, I brought back the Mongol riders and tried
to place them where I had originally positioned them. Oh
dear, another problem. I hadn’t left enough space on the at
part for them and they just would not sit properly on the
steep slope to the rear. Out came the chisel again. I used it
to level out some areas for those who were not sitting nicely,
and then used it to chisel out a bed for them all to nestle
in. Having drawn around the bases with pencil, it was easy
enough to get the general shape, but it was far from exact. I
would need to do something later to fix things.
When this was dry, I slathered diluted wood glue all over the
place, added some little pebbles to the stream bed, and then
sprinkled sand over all. I did have to go back a few times
with more glue and sand before I got a decent covering. I
also had to make sure I was handy with the dustpan and
brush (which, thankfully, still had a few bristles left), since
all this action was taking place in the living room and I didn’t
want to be exiled to the dog house for leaving a mess.
To paint it, I used a mix of water-based paints bought in
sample pots from the DIY store, poster paints, and ... yes,wood glue. It received a good slathering of a very dark
brown basecoat using a 2” brush, followed by burnt umber
dry-brushing over everything. Then I started to add some
different colours – reds, greens, yellows, blues, greys – to
give the thing a bit of natural variety. This was all dry-
brushed over with a succession of very pale cream and
grey shades to mute it all down.
Nearly done now, the finishing line was in sight, but there
were a few little important details to add. Before start-
ing out on this job, I had looked at plenty of pictures of
Mongolian and Eurasian plains and had already decidedthat I would be using a lot of tufts. For this reason, I didn’t
go to my usual source for these, but to a company called
Tajima1. The price was comparable with other manufac-
The finished riders, waiting for their bases to be completed.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 59/8459
turers, but what appealed to me most was their range of
large, medium, and small tufts in the same shade. I bought
some green, gold and brown tufts and, in the end, they
were absolutely essential. (They were also sold in larger
packs than the ones I normally buy.)
I scattered tufts all over the model, keeping the green ones for
close to the stream and the brown ones for the rocky cliffs, while
the gold (yellow) ones were scattered all over. I spray-varnished
all over the model, and then chucked some orangey, red-brick
coloured chalk-dust (made by crushing up a couple of my daugh-
ter’s play chalks) all around with a big uffy old brush.
Things were looking pretty good by now and I was in that
dangerously confident stage that usually comes just before
a cataclysmic tumble. I painted the model bases a generic
grey-brown and then put them back on the model. When
they were sat in place, it was easy for me to match up thecolours to the base with layers of dry-brushing so that they
looked pretty. The bases still didn’t sit very well in their
little troughs, however, and plenty of base edges were still
on show. This is where those tufts came to my rescue once
more. I just kept sticking on tufts until everything looked
right and I was able to once more suspend my disbelief.
The only thing left to do was the stream. Oh dear, this proved
to be just the fall I had feared. I had bought some yacht varnish,
having read that this was a good water effect. Sadly, the Mongol
figures had to be on individual bases, to allow them to be used
for gaming, so my dreams of having a rider splashing through thestream had to remain unrealized. Still, I didn’t think I had the time
to do multiple layers of varnish and then wait for each one to dry,
so I just merrily poured in the varnish and stood back grinning.
1 2 43
5 6 87
The beginning stages – find-
ing a binding glue!
Landscaping the diorama. The secret weapon – plenty
of tree bark!
Adding the rough texture
with sand and pebbles.
The first stage of dry-brush-
ing up the colour.
The second stage of dry-
brushing.
Adding grass and tufts brings
the diorama to life.
Don’t forget to match your
bases to your diorama.
This was a huge error.
Firstly, it poured out each end, leaving a horrible mess. (Note
to self: block up the ends next time, you eejit.) Fortunately, I
had put down plenty of newspaper, but even so, I was caughtin a never-ending cycle of scooping up the dripping varnish
with the brush and trying to redeposit in back in the stream. I
plugged up the ends of the stream as best I could with some
blue tack and then left it to (hopefully) dry overnight.
Secondly, it took experience’s tough classroom to teach me
what most of you have probably already guessed; namely,
that a deep puddle of varnish will not set – it will form a thin
skin and then sit contentedly underneath until the end of
time. Reduced to poking holes in the skin and trying to make
it reset, I eventually arrived (via a painful road) at the same
destination I would have reached by using a water-modelling
product and then giving it a quick thin layer of varnish.
A few bits of foam were added with cream and white, dabbed
on here and there, and the piece was complete. It was a pleas-
ure, a chore, and a valuable education in one. I always say
that a day without learning is a day wasted, and I think I got
good value for money out of this one. Not bad for a first effort,
and I hope you have taken some pleasure from it (as well as
my pain) and are just a little curious as to how you might go
about making your own little scenes. Have fun! WS&S
One man’s stumbling, error-strewn journey through some
very new experiences – namely, building a medium-scalediorama for the WS&S front cover – with the aid of skips
and salvaged tree bark.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 60/84
THEME
60
SCRATCH-BUILDING A MONGOLIAN GER
HOMES FOR EASTERNHORSEMEN
By Timmy De Cabooter
Mongolian gers – also called yurts – were tent-like structures used as dwellings by themany nomad tribes of the east. Disassembled into lightweight parts and carried uponbeasts of burden, these structures could be erected within a matter of hours. The gers allowed their users to survive cold, harsh nights on the steppes while still maintainingthe mobility they needed to provide fertile grazing for their precious livestock.
In true Mongolian style, we will make a very lightweight
and easy to construct ger . For the construction, we need
the following tools and resources:
• Small piece of balsa wood
• Couple of wooden matchsticks
• Thick and thin bamboo skewers
• 3cm-thick polystyrene
• Sharp Stanley knife and/or hot-wire cutting tool
• Several sheets of printing paper
• Natural cord
• Hot-glue gun
• Wood glue
• Round-headed pins
• Paints and paintbrushes
CONSTRUCTING THE GER
The first step of the construction is cutting out the poly-
styrene base for the nomad dwelling. I have opted to use
3cm-thick polystyrene, because of the desired height and
the availability of the material. The actual base of the ger
will be constructed out of two identical polystyrene layers,
with the first layer forming the round base of the dwelling
and the second providing the dome of the roof.
This first layer is a round piece with a diameter of 10cm. To
make this section, I first drew the desired circle on a polysty-
rene sheet using a drafting compass, and then cut it out with a
sharp Stanley knife. Note that you will need a razor-sharp knife,
or you will tear the foam, creating a messy finish. If you have
a hot-wire cutting tool, you can use this instead for cutting out
the polystyrene pieces. If this is the case, I recommend that you
cut two cardboard circles to the same 10cm diameter. Attach
these to both sides of the polystyrene as a template.
The second layer will form the slightly conical roof, so typi-
cal of these tent-like dwellings. First draw a line around theoutside edge of your second cylinder, equidistant from the top
and bottom edge (so 1.5cm in). Now cut the top half down
and shape it into a slightly conical roof, forming the dome of
the tent. It’s hard to give much advice, just make sure you don’t
remove too much foam. After you have formed the roof, fix
it on top of the first sheet using some regular wood glue. To
ensure a perfect bond between both layers temporarily insert
several bamboo skewers along the edge with a thicker one in
the middle to serve as tent pole. Finally use the Stanley knife to
create a at surface where we want to place the door at a later
stage during the construction.
After finishing the basic shape of the dwelling, we can now
add the paper layer, which imitates the fabric material used
on real gers. This layer will not only create a smooth, paint-
able surface, but will also create a durable protective layer
to ensure that the piece will survive dozens of battles with
relative ease. By trial and error, I found that it’s better to
tear strips of paper than to neatly cut them using scissors.
By tearing the paper, you create rougher edges, which can
easily be blended with the previously attached paper strips
using some diluted wood glue; you also avoid straight lines
in the finished piece, which would look quite odd. First,coat the polystyrene core of the ger with diluted wood
glue. Then, simply stick the paper in place and cover it with
another layer of diluted wood glue. Continue this process
The perfect home for any nomadic warrior.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 61/8461
until the entire dwelling is covered. You can easily merge
the rough edges of the paper strips using an old brush or
your fingers and some diluted wood glue.
We can now glue on a balsa wood door that has been
scribed with a sharp tool and weathered with a hobby knife.Add the door frame using some wooden matchsticks or, if
you prefer, skewers cut to size. All of these pieces are glued
in place using wood glue and left to dry.
The last step of the construction is attaching some natural
cordage around the ger. I have opted for adding two cords
that are strung around the base. Simply cut some rough twine
to length and attach the pieces in the desired locations using
some round-headed pins. Cover the ropes in diluted wood
glue, and when the glue is almost dry, you can remove the
pins. The ger is now finished and ready to be painted!
PAINTING THE GER
Painting the ger isn’t difficult. I only use a small array of cheap
craft paints for scenery, no need to use expensive model paints
for painting large terrain pieces! The colours you need are dark
brown, light brown, white, and a tan colour, along with a ashy
colour for some nice decorative patterns. Note that I have opted
for a light brown ger , but you can easily create an off-white ger
using a grey undercoat and some off-white and tan shades.
As the piece is fully coated in wood glue, you must take care
to apply a very good basecoat. First, use dark brown paint
diluted with some water. After this initial coat, the piece will
look horrible and you will want to throw it in the bin ... but
keep calm! After the second layer of basecoat, the piece will
already look better and, after the third or fourth coat, it will
be fully covered in a nice rich dark brown.
The second step is to dry-brush the ropes with a tan colour to
bring out the texture. You don’t need to apply this carefully, as
most of the tent will be repainted in a lighter brown to better
imitate an actual ger . During this step, you should also apply
a light brown basecoat to the wooden door and frame.
As mentioned before, you can now coat the entire ger in light
brown, but don’t cover the dry-brushed ropes, and leave a little of
the dark colour around the ropes to create some simple shading.
It is possible that you will need several coats of paint to get good
coverage, but spending some extra time on this step will create a
nicer ger . During this step, you should also highlight the door and
doorframe by layering light brown colours on top of each other.
You can stop painting at this stage, or you can add some
additional dry-brushing to give the ger more variation in
the fabric. You can choose to add interesting fabric patterns
by using an old at paintbrush and a slightly darker toneof the previous light brown shade. You can also add some
nice decorative patterns using blue or red paint, which gives
some colour to the otherwise uniform ger .
The Mongolian ger is now finished, and ready to house your fierce
horsemen of the east. But, as you have probably figured out, you
can also make a variety of other tents using the same techniques
discussed in this article. The process mentioned above could
easily be applied to the construction of colonial, Napoleonic or
medieval jousting tents. If you are feeling particularly creative, it’s
also a great way to create fantasy orc dwellings! WS&S
The construction and painting of this model ger will probably
take around one hour, excluding drying times. That is about
half the time needed to erect the real version!
1 432
Cutting the layers. Gluing the two circular
layers together.
Tearing pieces of paper to
cover the ger.
Covering the ger with layers
of paper.
5 876
Adding the door. Using pins to hold on the
cord while the glue dries.
Undercoated with the ropes
highlighted.The finished ger.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 62/84
MODELING
62
PAINTING 15MM BRITISH BATTLEDRESS
CLAD FOR BATTLE
By Piers Brand
The aim of this article is to offer a simple method for painting 15mm Britishinfantry for the north-west European theatre, with a good finish, but using arestricted pallet of colours. Not all gamers have access to a vast array of shades,but those selected here offer a good variety and will be useful for many othertasks. The key to the process is to be as neat as possible when painting – a neatand tidy finish will add greatly to the overall effect.
British uniforms of WWII come in a khaki colour, often
quite dark; but at 15mm scale, it’s worth painting the
figure lighter than normal, to make it really stand out
when viewed on the tabletop. This accounts for ‘scale effect’
– where a real colour appears darker on a small model and we
must add extra highlights. In the pictures that accompany this
article, the model may look lighter than you’d expect British
battledress to be, but this is simply to make it stand out during
gameplay. For painting Canadian troops, gamers may want to
use a greener shade, in order to represent the different dyes
used in the manufacture of their uniforms.
In order to speed up the painting process, as much as possible
is painted the same – webbing, gaiters, and helmet are all doneusing the same green, in order to reduce painting time. For vari-
ation, webbing could be painted in other colours, but green
seems to best reect the troops of the period.
The paints I’ve used for this tutorial are all produced by Vallejo,
mostly in their ‘Panzer Aces’ range, but any other brand can be
used and similar colours can be found across many ranges. The
figure used for this article comes from the new plastic 15mm
‘Late War British Infantry 1944-45’ box set from the Plas-
tic Soldier Company. Of course, the same technique can be
applied to any British infantry miniature of any scale.
The figure is first removed from the sprue, and ash or mould
lines are removed with a sharp blade. Then, the figure is stuck
to a base and given a black undercoat.
The first stage is to give the model a uniform base colour. As we
have seen, working at 15mm scale, it is often worthwhile paint-
ing slightly lighter than normal, so it may seem that, at times,
the figure looks lighter than the real uniform would be. So,
for the base coat, I have used Vallejo’s British Tankcrew (317),
applied over the entire figure.
The next step is to give the model an overall covering with a
dark brown wash or ink. For this model, I used Vallejo’s Dark
Brown wash (76514), but the current Games Workshop washes
will work equally well. Leave this to fully dry. Don’t be tempted
to try and work while it’s still wet – if you do, it can lead to
the wash bleeding into the paint and reducing your figure to
a rather blobby finish! A bit of patience is required, so have a
batch of figures being painted at the same time, to further speed
up the process.
For the base highlight, reapply the British Tankcrew (317),
leaving the deep creases showing through to add depth to the
model. This is a key stage and worth taking your time over, to
get a neat and tidy finish, as this will be the stage that sets the
tone and depth of the finished paint job.
For the first highlight, I mixed a small amount of Vallejo’s High-
light Afrikakorps (340) to the British Tankcrew (317) and used
this to cover all main areas of the uniform. This will be the first
of a series of ever-decreasing areas painted with a highlight.
Each time you add a new colour, you should aim to leave part
of the previous colour showing at the edges of your highlight,
once more heightening the sense of depth and tone.
Next, apply a highlight with a 50/50 mix of the two colours,
but reduce the areas covered, so that the model begins to show
increased depth and different tones of the uniform. This stark
contrast will help the finished uniform
colour to stand out when finished.
Using almost pure Highlight
Afrikakorps (340), add final
highlights along the tops of the
creases and raised areas, toreally make the uniform pop
out. You may now find the
uniform looks very bright. A selection of 15mm British infantrymen from Plastic Soldier Company.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 63/8463
This is partly an optical effect, as the light painted areas
against the unpainted and darker areas make the highlights
look brighter than they are. Once the model is finished,
the overall effect will look more subtle.
Now, basecoat all webbing, gaiters, and helmet with Valle-
jo’s German Cam. Dark Green (979). This provides a nice
dark base coat for the equipment.
Next, mix Vallejo’s Afrikakorps Tankcrew (336) into the
German Cam. Dark Green (979) in a 50/50 ratio, for the first
highlight on the equipment and webbing. Use it to almost
block areas in and leave the dark green showing at the cuts
and edges, to emphasize the shape of the equipment.
For a final highlight on the webbing, take the Afrikakorps
Tankcrew (336) and add a drop of Highlight Flesh (342). Don’t
forget to lightly dry-brush the helmet net, to really make it stand
out ready for later treatment. At this point, also use Highlight
Afrikakorps (340) to paint any canvas scrim on the helmet net.
Now, we base-coat the weapon using Vallejo’s New Wood(311) for all woodwork, Flat Brown (984) for the helmet strap
and rie sling, and Gunmetal Grey (863) for the rie metal-
work and bayonet. If you want to add some highlights, you can
lighten the first two colours by adding Highlight Flesh (342).
I also used Vallejo’s German Cam. Black Brown (822) for the
boots, and added Flat Brown (984) for a highlight.
Next, we apply the Dark Brown wash to the weapon,
helmet, boots and rifle sling, to tone in any highlight and
blend the figure together.
The final stage is to paint in the esh. For this,
a simple method is to use the esh triad
in Vallejo’s ‘Silk Color’ range, consist-
ing of Shadows Flesh (343), Flesh Base
(341), and Highlight Flesh (342). Always
try and leave the shadows showing
around the nose, eyes and mouth,
and also between the fingers, to
make them stand out.
Finally, just varnish and base as
normal, and you should have some fine looking recruits for
your British Army! WS&S
It’s hard to picture these as 15mm miniatures, as they’re
better painted than many larger-scale figures out there!
1 2 43
Base coat. Ink wash. Reapply base highlight. First highlight.
5 6 87
Second highlight. Final highlight on the tops. Basecoat on the webbing. Highlight on the webbing.
9 10 1211
Finaly highlight on webbing. Adding the woodwork. Brown wash to blend. Add the flesh.
Finished and ready for battle.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 64/84
MODELING
64
PAINTING A ‘PAPER PANZER’
BLU-TACK CAMOUFLAGE
By Ruben Torregrosa
Generally speaking, there are two major types of camouflage: blurred-edgeand hard-edge. Since the airbrush creates a blurred effect, we only need toairbrush the paint directly (reducing the pressure and increasing the dilution ofthe paint) for blurred-edge camo. For hard-edge camo, we can use a ‘mask’ –that is, something to help us to create the hard edges we need.
F
or the mask, we could use masking tape or paper, but
self-adhesive putty (such as Blu-Tack or Silly Putty) is
far more useful. This tool is easy to use and we cancreate very complicated camouage patterns. Indeed, while
paper and masking tape hardly cover a surface with plenty of
detail and relief, putty covers it perfectly!
I’ve decided to paint a model of the E-100 German tank – a
‘paper Panzer’ (a design that was never actually completed).
It has enormous panels on which we can easily paint camou-
age. In my case, I will paint a two-tone camouage with
dunkelgelb (‘dark yellow’) and dunkelgrau (‘grey’).
First, we should apply the primer, in order to protect the
paint on the model and to facilitate the application of
subsequent layers of paint. I’ve used a dark yellow primercolour from Ammo of Mig Jimenez, which can serve as the
first colour in the next step.
There are also different illumination techniques: zenithal
illumination, panelling, colour modulation, and so on. You
can decide which one suits you best. In my case, I love
colour modulation, because I enjoy using the airbrush and
because I think we use too much contrast at this small
scale. Colour modulation is an ‘unreal’ illumination, since
we imagine light coming from all directions, instead from
from only one (namely, the sun, which is the mainstay of
zenithal illumination). Therefore, wecan paint each panel with its
own lights and shadows. This
means we can put the
shadow of one panel besides the light of another. (Take
a look at the tank frontal view – the contrast generated is
enormous, isn’t it?) I usually apply 4-5 colours, from theshadow to the highlights, creating a gradual effect.
Now it’s time for the masking. Blu-Tack is like plasticine, but
isn’t oily. We can handle it easily with our hands or tools. For
example, to recreate this streaked camouage, I’ve rolled out
long strips and used the blunt end of a brush to give the final
shape to the stripes. It’s very important to avoid gaps between
the surface and the Blu-Tack. The putty has to cover the surface
properly. And more importantly, we are covering the original
colour. That’s the yellow stripes, which will be overpainted
with the next colour. Design the pattern you want in advance.
Time to apply the second colour – in this case, grey. We shouldfollow exactly the same kind of illumination used during the
previous phase. For example, on a particular panel, if we applied
the yellow maximum highlight at the bottom, now we should do
the same with the grey colour. Try not to ood the paint.
This is the most fun step to do! Now we can remove the
Blu-Tack. We can directly use our hands, although a little
more Blu-Tack can help us.
Removing the Blu-Tack leaves clean lines on the model.
Sometimes, because of traces of oil from the model’s moulds,
when we remove the Blu-Tack, we find that we have lostpart of the paint. No problem! Just repaint the
damaged areas using a brush. If the result is
not identical (because the modulation was
done by airbrushing), don’t worry –
we can solve this problem during
the weathering stage.
Finally, to get more contrast, we
can paint some panels with a red
primer colour. At the end of the
war, the German army didn’t have
enough paint, and some tanks (or
panels on tanks) showed the original primer
colour applied to the metal. It’s a nice resource to
explore in these ‘paper Panzers’! Once more, I’ve used
Blu-Tack to mask, following exactly the same process.
The finished (and
intimidating) E-100.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 65/8465
Before applying weathering effects, it’s a good idea to apply
a varnish layer to our model. I use enamels and oils for
these effects. Therefore, if I apply a gloss or satin varnish,
this doesn’t only protect the model, but also facilitates the
application of these effects, since the varnishes create a
polished surface where enamels and oils spread easily. I’veused a stencil instead of decals on this model. My stencil is
a thin sheet of metal, with (for example) the balken kreuz
cut out. So, we just airbrush with black and we have our
German cross! But remember, after using decals or a sten-
cil, we should apply a protective varnish layer.
ADDING WEAR AND TEARThe first weathering effect will be the application of a filter
with enamels or oils. Filters are very, very diluted paints
that should slightly change the general colour of our vehi-
cle. We can use them to unify the different colours used
in the camouflage and to simulate the smooth, dirty patinaof tarnished metal. We can use ready-to-use filters – just
take the liquid, brush the excess off on a piece of paper,
and then apply soft strokes. I tried another technique by
preparing and applying small dots of neutral oil colours on
every panel. I then dissolve these using a brush moistened
with white spirit or other thinner. It’s also interesting to
apply vertical strokes, since we can also generate some
streaking effects. When this step is complete, the paint
should be allowed to dry at least overnight.
Now we need to give realism to our model by highlighting the
details. We apply a dark brown enamel wash or ‘pin wash’.
Using a thin brush, we apply the wash just in the recesses –
not over the whole panel, as that would darken the whole
vehicle, and we don’t want that! I would recommend using
dark brown rather than black, since black implies the absence
of colour, and we only want to separate the details from each
panel. I use enamels for this purpose, because they are very
easy to use, as you can see in the next step.
After 30 minutes, we can remove the excess wash witha brush moistened in thinner. This is the great advantage
of enamels! We couldn’t do the same with acrylic paints,
since they dry in seconds.
1 42 3
Basecoating the tank. Applying shadows and high-
lights with an airbrush.
Masking off camouflage
areas using Blu-Tack.
Applying the grey camou-
flage stripes to the tank.
5 86 7
Have fun removing the Blu-
Tack mask!
Adding the red primer
colour to select areas.
Varnishing the model before
weathering.
Applying enamel filters.
9 1210 11
Applying an enamel ‘pin
wash’.
Removing excess wash
using thinner.
Adding random chips with
a sponge...
...and a brush.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 66/84
MODELING
66
To simulate the chipping effect, we come back to acrylic
paints. We can use two tools: sponge and brush. The
sponge lets us simulate accumulated chipping, and inter-
estingly, the small chippings are totally random. With the
brush, we can add new chips and scratches. I usually start
with a light colour to simulate superficial chipping effects.
First, I use the sponge, and then the brush.
Now, using a dark brown colour, we can represent deep chip-
ping effects, which allow the metal to show through. Using
the same tools, we apply this dark colour and try to combine it
with the light colour. Deep chippings should show superficial
scratches around them, giving a deeper effect.
Next, we will once more use enamels to simulate streak-
ing effects. These represent dirt sliding on the panels. Using
different tones of brown, red, and grey, we paint first vertical
stripes on vertical panels (not horizontal ones).
After a couple of minutes, we blur those streaking lines by
applying vertical strokes with a brush moistened in thin-
ner. It doesn’t matter if you lose most of the effect, since
these streaks should be faint. In any case, we can repeat
this step several times and we can always build up more
intensive streaking effects. For example, we can simulate a
streak of rust from a chip by removing less paint.
On horizontal surfaces, we can use the same colour
surrounding the details, like hatches. This effect can simu-
late accumulations of dirt.
The final effect can be mud splashes. To recreate them, we
should first prepare a mix of different pigments and enamels.
I usually use at least three pigments to create a rich mixture
with different tones. We can use some clay to thicken the
mix – but beware, because the clay is white! Then we create
the splashes, using a brush with thick bristles and a stick. The
proper technique is to ick the bristles with the stick; when
the bristles return to their original position, they ick the
mixture onto the model, creating the splash effect. We can
repeat this step as many times as we want.
THE TRACKSFor the tracks, we will follow some of the previous steps.
First, we paint the tracks with acrylic paints. I usually use a
neutral grey tone and then apply a metallic dry-brush. Then,
we apply a general wash across the whole surface with a
dark brown colour. Once dried, we can simulate a dust
effect on tracks by diluting some pigments with thinner.
You should make sure you use the same pigments as the onesyou used for splashing effects, as they would all be caused
by the same earth! The dilution should have a milky texture.
Apply the diluted thinners on tracks and wait until they dry.
Then you can remove the excess using a brush moistened
with thinner, or you can intensify the effect at some points.
Finally, we can add some splashing effects.
And there we have it. The finished E-100! WS&S
Camo with Blu-Tack – who would’ve thought it? At first,
it sounded like ‘tartan paint’ or fine detailing with a 3”
brush! Seeing is believing.
13 1614 15
Adding vertical streaks with
enamel paints.
Bluring the streaks. Using the same technique to
add more dirt.
Applying mud and dust with
pigment powders.
17 2018 19
An initial acrylic basecoat
added to the tracks.
The tracks with a metalic
drybrush and general wash.
Pigments and thinner give a
generally dirty appearance.
‘Flicking on’ extra mud and
dust patches.
E100 model by Heer46 — www.heer46shop.de
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 67/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 68/84
COLUMN
68
THE IRREGULAR
LET’S GO CLUBBING!
Recently, I came across an old proverb – “civilization isonly a meal away from barbarism”. Sometimes whenI look at the social side of this lovely hobby of ours, itseems to me that we, too, are only a meal away frombecoming another solitary pursuit in attics and store-room cupboards. I passionately believe that wargam-ing is a social hobby. I also believe that this social sideof wargaming is fragile and needs more TLC. Nothingillustrated this better than the recent rise and fall of anew gaming club in my town.
© G e o r g i n a P y m o n t - H a r m a n By Martin Onderdonck
Recently, with the arrival of a GW store in town and
the tireless efforts of the store manager, a lot of
people finally got themselves organized to start a
fantasy wargaming club. Nowadays, everything starts on a
Facebook page and this club was no exception. A closed
Facebook page grew very quickly, by word of mouth, to 80
members and soon everybody agreed that, if they could
find a suitable space in town and decide on a suitable day,they would start a new club.
It took quite some time to find such a place. If you want
to cater to everybody’s wishes in the group, then you need
a space that is free, can house 30 gamers, stays open till
after 11pm on a suitable weekday, allows 16-year-olds as
well as 56-year-olds, has free parking, has a bus station
close by, with evening buses, and so on. Incredibly, such a
place was found. A local restaurant in the town centre had
a large upstairs room that was never used during the week.
Word reached the GW store manager that the space upstairs
was free for community groups and the mostentrepreneurial of our group went to find
out. It turned out that the two cooks in the
restaurant had Warhammer armies of their
own and welcomed us with open arms.
On the first evening, 30 gamers turned
up with their armies. It was a roaring
success, and suddenly, all those hours
painting away in silence at home, not
knowing whether you would ever see
your soldiers take on another army,
were worth it. The restaurant was
happy, as well, as they had 30customers ordering food and soft
drinks. It was clear that there was
great demand for a gaming club.
It was also clear that the pent-up desire of many gamers,
often young, to find like-minded friends and develop their
gaming and painting skills was equally great. At the end of
the first evening, everybody voted to make this gaming night
a weekly event. In the following weeks, it quickly grew to
40 gamers per night. Out of nowhere, at a stroke, this town
was a gaming club of more than 40 members richer.
But it didn’t last. The restaurant was part of a chain, and we
were too little, too late. It was soon closed down, and in its
place will come another fried chicken place or a betting shop
or whatever. Since then, the club has not found a replacement
venue. Either licensing laws, or rental fees, or background
checks – there always seems to be something that stands in
the way of people of all ages coming together to do something
socially, for non-profit purposes.
If you looked at our hobby as an outsider, what would you
see? Geeks? Toy soldiers? Fancy books full of war and gore?
Oh dear, at first sight, it doesn’t seem that we’re the mostsociable hobby out there, does it? When I buy a hobby maga-
zine (’cause I fancy doing something with my spare time), I
will learn all about the history, the tables of organization and
equipment, the rules set used ... and, of course, I will learn
about the bewildering choice of figures available to recreate
those armies. But will I learn where I can find people like
me? Will I learn that, every week, thousands of people go to
clubs around the country to play war games with friends? I
will probably come across more articles in those magazines
about solo-wargaming than about wargaming clubs. But
wargaming is a social hobby and wargaming clubs are the
backbone of this hobby. Just like Cinderella in the story, they
do all the work and hardly ever get any public credit for it.
I am a member of a wargaming club that has been going for
over 30 years. I have a family, of course, and I do sports, asNo! Not THAT kind
of clubbing!
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 69/8469
well; but the wargames club is the only weekly social event
where I can share life and likes with friends, face to face.
And still, there have been so many obstacles that the club
has had to overcome in those 30 years. We must have moved
venue at least five times. Some venue owners price-hiked
us out of their premises; some venues were vandalized and
burnt down. It took us a long time – and a friendly tip from
a neighbouring gaming club – to find a reasonable publicliability insurance. No matter what we said, most insurance
companies actually thought that wargaming involved shoot-
ing people with real guns. Looking at their premiums, I’m
sure they wanted to insure us against the public being hit
by stray bullets! Law changes meant that we cannot allow
anyone younger than 18 to become a member, and so on.
In my opinion, only as a member of a club can you really
appreciate wargaming as a social hobby in full. The advan-
tages of belonging to a club are many. Every week, some-
body is trying out a new rules set or a new game. When we
like a new game, we immediately have five or six armiesallocated. Every now and then, somebody has an attic clear-
out and we grab a bargain from a fellow gamer. The club
buys all the scenery that we use and we go as a club to
shows. We organize demo games at five local shows every
year and I can assure you that traders do a lot more business
to club members than to non-members. We share painting
tips, modelling tips, and source materials. We have a fixed
night at a small community centre with secure storage space,
a kitchen, and plenty of tables and chairs. All of that for
£15.00 per year membership and £3.00 per night gaming.
However, there is more to a club than just the power of
numbers. You meet people and you learn to deal with people.It’s easy to have strong opinions about our hobby on your own,
but learning to have a good time in your hobby with people
who do not share your opinions ... that’s what clubs are about.
Learning how to play is just as much a revelation to many.
How easy it is to make TOEs, battle plans, new tactics, and
apply the principles of Sun Tzu, in your head; now do it against
an opponent, and watch in horror as your hand and your dice
disagree with your head. My most memorable game in the
club was being trashed by the teenage son of a club member
in an ACW game. Thank you for reminding me how utterly
useless I can be on a tabletop with all my book knowledge!
And then there’s life. With the recession, about half our
members have lost their original jobs and have had to find
a new one. Some had their job for only a year, some for 15
years or more. The time spent looking for a new job whilst
having to maintain or contribute to a family is very stress-
ful for most people. I lost my job twice during the reces-
sion, but I can talk about that in the club, because I’m not
alone. Just as there is no shame in losing a game, there
is no shame in confiding to your club friends that you
are only mortal. A club member lost his spouse through
disease a couple of years ago. Apart from the supportat the time, the club and the social side of things have
helped him getting to grips with his loss. When life gets a
bit too much, it’s good to have a place of fantasy to go to,
where you can meet real people.
So, we need more gaming clubs, because our hobby is a
social hobby and wargames clubs are the backbone of every-
thing you see in this hobby. What would happen to shows if
there were no clubs organizing the demo and participation
games? What would happen to all these traders and compa-
nies who bring out these wonderful products if there were no
more clubs where people come together and game? I say to
all wargamers out there: “Let’s go clubbing!” WS&S
No baby seals were hurt during the writing of this article.
New gamers being introduced to In Her Majesty’s Name. Enthusiastic 40k players.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 70/84
LET’S PLAY
70
VERSION 3 OF PETER PIG’S WWII RULES
LET’S PLAY PBI
By Guy Bowers
Martin Goddard of Peter Pig kindly invited WS&S to attend the annual Peter Pig play-test open day, where the latest version of Poor Bloody Infantry (PBI ) was being triedout. So, with camera and notebook in hand, your intrepid editor (me!) made his wayto the secret rendezvous near Ilchester. Martin had a baker’s dozen of playtesters onhand, all members of his PBI test group … and tea and biscuits!
Peter Pig’s Rules for the Common Man (RFCM) series
has a long history of creating innovative games since1984. The history of PBI itself dates back to the start of
that same RFCM series. Martin assured me that old PBI armies
should still be valid in the new edition.
So, why a new edition? Martin wanted to revamp the rules, to
make PBI simpler and to incorporate ideas he’d developed from
his other games, particularly the new edition of Square Bashing .
The principle of PBI is that any army can play any other, based on
the fact that, while there were great changes in the armour of the
period, most nations were similar at the infantry level. Tanks also
have it hard this close in, so are vulnerable to infantry assaults.
Each side controls a company of infantry. This is not a game
of cherry-picking; there is no glossy list of ‘What wargam-
ers want’, so no wall-to-wall Tigers or armies with ‘bells
and whistles’. Support options are deliberately curbed,
which to my mind makes for a more realistic game. The
scale is 1:1 – a base of three figures represents three men,
and a tank model represents one real tank.
A player has to choose what sort of support he wishes to use.
At most, he’ll have 60-70 infantry models plus two or three
tanks. This is not a game where the infantry offer some token
support to a Panzer division. Likewise, artillery and the like
are off-table support, called in as ‘assets’.
A PBI commander has this choice for forces:
• Foot only
• Foot with towed gun support
• Foot with light recon
• Foot with armour
• Armour only
Each has its bonuses and penalties. An all-infantry unit will
have numbers (up to five platoons) and bonuses to ambush,
tank-hunter and sneak move assets. An all-armour force will
have no assets to call on – theoretically, you could take a tank
company, but they’d get slaughtered, as tanks cannot holdobjectives or buildings. A recon force has advantages in the
pre-game for determining the scenario. And so on.
The maximum number of tanks on the board is determined by a
points-allocation system (you pay for the gun and the armour), so
you can take a larger number of average tanks or a few good tanks
with heavy armour and excellent guns. This gently nudges players
towards that one Tiger versus a couple of Shermans or T34s.
A game of new PBI should last approximately two hours,
which is feasible, given familiarity with the rules. As with any
wargame, your first few games will be slightly slower.
STARTING THE GAME – RECONAs with all Peter Pig games, there is a pre-game to decide
the scenario. This mini-game represents reconnaissance
sections; each takes it in turns to move up a ‘snakes and
ladders’ style board. The difference in scores between two
recon sections determines which scenario is played (encoun-
ter, probing attack, or frontal assault, with the best possible
result) and who has the advantage. The winner can choose to
be attacker or defender, but has an advantage in the number
of units that will start on the table.
SCENERY AND SQUARESThere is no need for fine measurement, templates, or tape
measures; no conversions of scale are required. The standard
board is made up of 6” squares, so the standard 4’ x 4’ playing
area is divided into 64 squares. Different scales can be used
with PBI by simply changing the size of the squares.
Italians vs Finns!
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 71/8471
There are always twelve
pieces of scenery in a game
(each player should bring
six). Each piece is on a 12”
x 6” base and takes up two
adjacent squares. Squares consistof ‘closed’ scenery (buildings and
woods), partial scenery (hedges, walls,
and fences), or open scenery (the standard
square, with no significant cover). Scenery
placement is subject to a few rules; for example, all
buildings have to be on a road. The defender places
the terrain, but the attacker can modify it slightly and
then chooses which side to attack from. This encourages
fair play between players. A good board should have enough
terrain with plenty of open spaces.
Once the attacker has chosen his entry point, the defenderplaces three objectives on the table (a Company HQ, a
strongpoint and a road entrance). The attacker may then
dice to see if his entry point changes, representing the
attacker outflanking the enemy. (In our trial game, I was
very lucky and managed to turn up in the enemy’s rear!)
THE GAMEMartin described playing PBI v.3 as onomatopoeic –
“Bang, bang, bang!” – when rolling dice. If you are shoot-
ing a lot, then you roll a lot of dice. The game uses an
alternative-turn system, but there is ‘opportunity shoot-
ing’, if an enemy unit closes to within one square.
Units can be placed anywhere in a square; each player places
his units wherever they look pretty. However, while more than
three units may occupy a square (which is potentially good
for commanding them), there are penalties for clustering your
troops. Indirect fire targets everything in a single square and the
enemy gain bonus dice when shooting at a clustered square.
Company and platoon commanders can motivate sections,
modified by distance and terrain. Each section rolls 1D6 to
determine its action points or actions (tanks roll 2D6). APs can
be spent to move a unit (paying higher to exit ‘closed’ scenery),
to recover from morale or pinning, or to shoot. Units that arenot successfully commanded still get one residual AP to act.
Tanks have directionality – they have to pay APs to turn 45
degrees, so they tend to act like real tanks. In an action, a
tank may move forward one square, turn 45 degrees, and then
move diagonally one square. Due to the ‘Op fire’ rule, they
should be wary of getting too close to infantry.
Shooting requires 6s to hit, with enemy units getting a save (4+
modified by terrain and training). Additional dice are rolled
against targets that are clustered (any square with more than
three units in it). Area fire is directed at a square – no templates
are required. If the artillery strike hits, then all units in the
square are possible targets. Mortars dice for deviation – roll a
1 and the square above has been hit; roll a 6 and the square
below has been hit. Roll two dice per stand in the square.
The Morale system is simple
and requires no record keep-
ing. Simply add up the ‘problems’ a
unit has (number of casualties and prox-
imity of officers); if it is greater than one ‘prob-
lem’, the unit tests morale. Tanks often have to fall
back if they are not supported by friendly infantry.
ASSETSAssets are an important feature that adds character to the indi-
vidual armies. These are exactly like the latest edition of Square
Bashing (see WS&S 63) and include sniper, strongpoint, smoke,artillery, gifted leader, and tank hunter. A late-war German
army, for example, would not have a lot of off-table HE on call.
Each army can choose up to three assets from their appro-
priate list, but only one asset may be called each turn. Roll
a number of D6 from the asset pool: a roll of 6 is a success;
excess 6s are wasted.
VICTORYThe game uses a countdown system to determine game length.
A standard game starts at 21 points. Every full turn deducts 1D6
from that total. When the points count down to 0 or below, the
game ends. This gives an average of six turns of play.
Victory conditions depend on the number of enemy killed,
how far the attacker has pushed onto the board, and the
difference in assets used by the players. The defender gets an
additional bonus for being disadvantaged.
CONCLUSIONIt’s clear that the game had a good set of playtesting groups,
which is essential for good game development. There are
several active groups, each of which feedback to Martin with
advice and comment. I like the fact that markers are kept to a
minimum in the game and it uses the humble D6. Commandand control is very important, as is morale, so having your
commander in the right place at the right time is essential.
There may be a fair bit to learn here for the PBI beginner, but
all the mechanisms work well and give a smooth game. The
fact that it’s primarily an infantry game is a big bonus – infantry
aren’t necessarily at a disadvantage against a heavy tank force.
All the rules are in a single book and are summarized on a
single play-sheet. If you are looking for something different from
the mainstream of WWII rules, then give PBI a try. I had good
fun playing it and there can be no higher accolade. WS&S
PBI version 3 will consist of two books, one with the
rules (£15) and one with the supplements (£15).
The table
divided into
squares.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 72/84
REVIEWS:GAMES
72
GAME REVIEWSDONNYBROOKWritten by Clarence Harrison
and Barry Hilton
110-page full-colour softback /
Card-based activation with vari-
ous dice / Published by League
of Augsberg / £27.00 + postage
Reviewed by Ken Butty
Donnybrook is the latest offering from the League of Augs-
burg. The rules, as stated on the cover, are for skirmish gamesset in the period 1660-1760 and are written by the well-
known combination of Clarence Harrison and Barry Hilton.
I eagerly awaited the rules to pop through my door. At a first
glance, the large-format, glossy soft-cover book looks very
slick and well printed, with plenty of illustrations. There were
a few pictures that I was sure I had seen before in other peri-
odicals; in fact, you will see a number of reused illustrations
(not a problem, in my opinion). My only real gripe at the time
was with the delivery charge, which seemed excessive for a
standard padded envelope with £2.60 second-class postage.
The game itself uses a system of card activation similar tothose that have become popular in several recent offerings,
such as Dead Man’s Hand, Muskets and Tomahawks and
Longstreet ; but in this case, the activation system is more akin
to that used in IABSM. Each unit has a card dedicated to it;
thus, when their card is drawn, that unit is activated. There are
also additional cards for reloading (any musket-armed troops
are assumed to have reloaded, once they’ve been drawn) and
an End-of-Turn card (which ends the turn immediately and
causes all cards to be shufed into the deck). The End-of-Turn
card is similar to the ‘Tea Break’ card from IABSM. This means
that, in any given turn, not every unit will be activated, and it
is quite possible that they may not reload, either (if the End-of-Turn card comes up before the Reload card).
No cards are provided with the game, and players are
encouraged to produce and customize their own. This is
fairly easily done, whether by using an old pack of play-
ing cards or printing out and laminating your own set.
Besides, the required cards will change from game to
game, depending on the units and characters chosen. The
only cards required for each game will be one of each, for
shuffling the deck and reloading.
Combat, shooting and morale, along with some factors, are
decided by the use of multi-sided dice, from D4 through to
D12, so a number of each will be needed. The ability of each
class of character is represented by the type of die they use;
for example, to achieve a hit where a score of 5+ is needed,
the majority of individuals would use a D6, but depending on
ability, others would use a D8, a D10 or a D12, giving a betterchance of achieving the desired result.
The rules themselves take up about fourteen pages; the
remaining 100 or so describe a number of factions that could
be employed, provide a good set of scenarios, and summarize
the background to a number of wars in the chosen period.
So how does it play? You start by selecting your faction and
building your force around it; initially a 4-point force will fit
on a 4’ x 4’ table, but like Saga, you can build a larger force
and expand the table-size to suit. Again like Saga, you select
units whose size is determined by their ability and, for Donny-brook , the ability dice they will use in action.
There is a comprehensive selection of factions to choose from,
with names like Army, Civilian Mob, Covenanters, Cultists, High-
landers, Outlaws, Raparees, and Tribal, each of which can also
have their own special rules or requirements; where needed, it is
quite easy to use them as a model to build your own faction or, for
that matter, to add allies from another faction, when appropriate.
Each point then recruits one of the following, plus a character
of the same ability as the selected unit:
• 12 recruits or 9 mounted recruits (D6)• 8 drilled or 6 mounted drilled (D8)
• 4 elites or 3 mounted elites (D10)
For a sample 4-point force, this could be 12 recruits plus a
D6 character, two 8-man drilled units plus two D8 characters,
and an elite unit with a D10 character.
Depending on your faction, there are some standard char-
acters that may or may not be attached to a unit, depend-
ing on their type (officer, ensign, standard-bearer, sergeant
or musician), and factions also have additional characters
to choose from, all of which can impart an ability to theunit they are with. I particularly liked the special characters
within the factions. A couple that stood out for me were the
‘Corrupt Magistrate’ who works for the Outlaws by confusing
an enemy unit to reduce its effectiveness, and the Civilian
Mob’s ‘Councilman’, whose effect is determined by throwing
a D6 at the start of the game (careful, though – if you throw a
1, he could be delayed by up to 10 turns before he joins you).
Each force then gets 1 free Hero character (D12). So, for 4
points, your force can number as few as 21 figures or as many as
53. The game plays out well, with the rules being easy to grasp,
and the double-sided play-sheet really helps by guiding you
through and referencing the rule book by page number, when
any clarification is needed. Characters that are injured can have
their ability reduced; for example, the Hero might drop from a
D12 to a D10 or lower, when determining an action.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 73/8473
This is not a game for the type of player who likes every
nuance of the rules laid down in black and white, but it willeminently suit those who like to build a narrative around
their game and are willing to use the rules as a building
block when the more obscure actions need a resolution.
VALHALLA
Written by Paul Brook
40-page A5 full-colour softback
booklet / ‘Bench’-activated alter-
native turn with D6 / Published
by East Street Games / £5.00Reviewed by Gary Mitchell
Dark Age skirmish is big at the moment, what with Saga and all. I
was surprised, therefore, at the recent Call To Arms, to see a new
kid on the block, out to drink with us in the Halls of the Gods.
Valhalla is intriguing for a number of reasons. Firstly, it’s a return
to ‘cheap’ rules, rather than the coffee-table behemoth – £5 for
a full-colour A5 pamphlet with high production values is not
an onerous cash outlay to take a punt on. Secondly, it involvesrecord-keeping by computer, though you can, in theory, use
paper. Thirdly, it’s not linked to any particular range of minis.
Let me explain. As the name suggests, Valhalla is aimed at
Viking gamers, but could equally be used for any Dark Age
theme. I was told by author Paul Brook that it can accom-
modate cavalry, for those who favour stormin’ Normans, so
it will suit Saxons, Russ, Picts … all the usual suspects. We’re
talking about twelve minis for a warband of three ‘benches’
(or squads) on a 3’ or 4’ square table, so it will favour those
chaps who like their individual modelling. Warriors are rated
for Skill, Strength, Range Fighting, Morale, and Stamina. The
latter is key, as it affects the ability to recover from wounds andsustain a fight (those of us who have done even a modicum
of re-enacting will know just how tiring hand-to-hand combat
is). Simply roll two dice under your rating to pass a test. The
rules are straightforward for RPG wargames – three actions per
character, and tactics like ‘shield-wall’ are elegantly catered
for. Thus far, nothing out of the ordinary. You’ll need just a
couple of D6, and the turn sequence is alternate activations
of ‘benches’, which is not unusual, these days. Models are not
graded by their weaponry; what they are armed (or armoured)
with is irrelevant, unless it’s a missile weapon. This is presum-ably taken into account by the grade of warrior, which makes
sense, as the warband leader and his close hjælpere would
usually have first dibs on equipment and weapons. Oh, and
there’s a quick reference sheet on the back.
And then there’s the computer bit. This works thus – you take
a mugshot of each of your miniatures and upload it to a PC
programme that then randomly generates stats for you and helps
create your warband, which you can even tailor to specific
missions (“Not you, Sven. We won’t need your bow for raiding
this monastery”). After the battle, stat changes can be input and
improved, and wounds, defeats, and so on can be recorded toshow progression, ready for your next rampage (a WIP, coming
soon, I understand). Want a game sheet? Simply print it out.
It’s still very much a tabletop game, but with the noble idea of
using familiar Microsoft technology to make bookwork easier.
On the downside, it means that using the internet and taking
pictures of your models is a requirement of the system. There
is, at present, no paper alternative, but it should be possible
to by-pass this by judicious manual dicing (not a bad way to
spend time with your gaming chums and Mr Beer).
Paul says a fantasy supplement is in development, and there’s
no reason why the idea couldn’t work for other periods. We’re
certainly going to give Valhalla a whirl at STaB, as it seems to offermore exibility than the Sagaesque prescriptive battleboards; but
in many ways, it’s at beta-testing stage, so beware of aws.
SANGIN DESPATCHES NO. 1
Written by Colin Phillips, Craig
Watterson and Chris Pooch
172-page A4 full-colour softback
or PDF / Published by Radio
Dishdash / £5.00 for PDF, £12.50
for softback
Reviewed by Rossco Watkins
My friends and I are very familiar with Radio Dishdash’s Skir-
mish Sangin rules set. We have played it extensively and even
demonstrated the game at shows. Its mix of traditional table-
top wargame and role-playing game has delivered an excel-
lent gaming experience that is enjoyable and presents would-
be commanders with a great challenge.
Despatches No. 1 is the first supplement for this rules set and,
as with the parent book, all the action takes place in modern
day Afghanistan. The book opens with an excellent piece on the
weapons most commonly seen on the ground there, describ-
ing them in some detail and outlining how they are generally
As such, they will not suit everyone; but I like them and
believe that I will be playing them whenever I engage in askirmish action in the Horse-and-Musket period. I already
have ideas of just where these games will take me.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 74/84
REVIEWS:GAMES
74
employed. Although this means little in terms of the game itself, it
is very interesting and due to the game’s RPG element (‘role play’,
not rocket-propelled!). This information can be used to enhance
your game. There could be a big difference in how the game rules
will let your troops use their weapons and how troops on the
ground might really use them. You can choose whether or not tolet this affect how you play your mission. This is one of the nice
touches that can really bring the game to life.
The book adds four new orders of battle (ORBATS) to the game
and introduces us to forces not commonly seen on ‘Modern’
wargaming tables. The addition of Canadian platoons and
German Zugs will appeal both to gamers from those countries
and to those who like to field something “a little different”; ISAF
is made up of many countries and it’s nice to see more of them
represented with their own specific rules. The book describes
how these units are organized and equipped, and gives descrip-
tions and rules for pieces of equipment that may be specific tothem, again furthering the game’s role-playing ethos.
The last two new ORBATS cover forces unique to Afghani-
stan – the Afghan National Police and the ‘611’ Militia. Again,
these are forces we may not commonly see at our clubs. I
personally had not heard of the ‘611’ Militia and found the
description interesting and informative – who doesn’t like the
idea of being able to field a group of international mercenar-
ies? It just sounds unusual and exciting.
The additional rules provided in terms of game-play are
based primarily around the subject of campaigns and expe-
rience; as mentioned earlier, Skirmish Sangin has a strongrole-play element running through it and this section of the
book deals in greater depth than previously with how your
troops may progress from young soldiers, well trained but
fresh to theatre, into experienced veterans with plenty of ‘in
country’ time under their belt. It also looks at how these men
may respond to replacements in their ranks.
Other additions include rules for ‘man’s best friend’, the
dog, which I felt was very fitting and a nice tip of the hat to
these remarkable animals and their handlers. The conict inAfghanistan has really highlighted to the general public how
invaluable dog units can be, and just as in reality, I predict
that many Sangin players will be putting canines to good use.
The issue of ‘Fire teams’ is also dealt with here – a somewhat
sticky issue in the parent book. I feel this is dealt with nicely
and that players who have previously been frustrated by
co-ordinating troops of varying abilities to perform actions as
a fire team will be very happy to see that this is now possible.
In addition to this, players are given seven new scenarios.
These are all well presented, with clear maps that will makeit very easy for you to recreate them on your own tabletop,
an overview of the situation, and a military-style briefing for
each side’s commander. These scenarios can utilize any of
the new ORBATS or can be fairly easily adapted to use the
ones that players already have at their disposal.
The book is well presented with a mix of real photographs
taken by troops on the ground (always a massive draw for me,
personally) and photographs of the game in play. The maps
are well drawn and very clear, and the rules themselves are
made very clear. I think what this book does beautifully is to
add new and interesting aspects to the original game with-
out changing any of the original rules or mechanics, whichmake the game so enjoyable. The price is also very reason-
able for the content. If you enjoy Skirmish Sangin or gaming
in Afghanistan, I would highly recommend this supplement.
CHECK YOUR SIX: STARAND PYRAMID
Written by Scott Fisher
64 page A4 sized black and
white softback / Published byCheck Your Six / $25.00 (£14.50)
Reviewed by Guy Bowers
Star and Pyramid is a scenario and campaign book supple-
ment for Check Your Six: Jet Age. It covers jet combat between
Israel and Egypt during the Six Day War (1967), the attrition
war (1968-72) and the Yom Kippur War (1973).
The book itself is literally stuffed with information. The
campaign history section tells the historical background
to the air war battle and the strategic situation behind the
battles. This in itself makes for fascinating reading. Addi-
tionally, the book contains a staggering 27 scenarios,
which can be fought as five different campaigns. There is
even a painting guide for the opposing forces. The stats for
all the aircraft are provided in the supplement.
Each scenario includes the time, weather conditions, sun posi-
tion and any special rules which apply to that particular game.
Players have the option of using variable rules, which give
random advantages and disadvantages to each side. Theseinclude a possible increase in pilot skill, a different weap-
ons set or poor maintenance (which reduces one aircraft’s
performance). These random factors mean that no two games
will play out the same. Although each scenario is balanced,
there is a section which records the historical outcome of the
engagement. The campaign section allows players to play a
series of scenarios with some bonus ‘special campaign events’
which can be earned as the campaign progresses.
Overall, this is a must for CY6 Jet Age players. It should also be
of general interest to other wargamers wanting to know more
about the Egyptian part of the Arab Israeli air war. Had otherArab nations besides Egypt been covered, I suspect that this
would have been a much thicker book! Now where to order
some MiG 21’s and Mirage III’s…?
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 75/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 76/84
COLUMN
76
UP FRONT
UNBALANCED SCENARIOS
There are moments in life when stating the bleed-ing obvious seems, somehow, to hit a note thatmakes you feel like Socrates. The Greek philoso-pher, not the bloke who used to play in midfieldfor Brazil. Clearly, any such event is a rarity forme; so the response to a comment I made duringan interview on a wargaming podcast has beensomewhat remarkable.
© G e o
r g i n a P y m o n t - H a r m a n By Richard Clarke
One of the things that all the wargaming column-
ists I have chatted with have agreed on is that
this is a lonely old job. We often ask for feedback
and suggestions; but, in truth, we tend to get very little
in our mailboxes to tell us whether what we are saying is
avidly consumed with interest or treated with utter deri-
sion. Occasionally at shows, someone will tap me on the
shoulder and say, “Enjoyed your latest column, Clarkie”.
But that’s about it. So the fact that I’d had a dozen emails
within 24 hours of an interview being broadcast on
Meeples & Miniatures is a noteworthy event. Especially as,
to my mind, the comment that was getting the reaction was
about as enlightening as my suggesting that the world was
round or that Wayne Rooney is overpaid.
The comment came about when the presenters, Neil Shuck
and Mike Whitaker, were chatting about the use of scenar-
ios in games. I suggested that providing some context for
a game and balancing that with the use of unequal forces
was a far more satisfying experience than simply turning
up, plonking 1500 points on the table edge, and shouting
“Attack!” And it seems that many of you agree.
That said, it would also appear that agreeing and actually
doing something about it are two different things. The one
comment that came through loud and clear was the fact
that, whilst some of you liked the idea, actually putting it
into practice was not as simple as I suggested. Indeed, a
couple of correspondents said that suggesting using unbal-
anced scenarios to their gaming partners was met with
amazement, and the very mention of the term ‘historical
scenarios’ was sufficient to induce either violent apoplexy
or sneers of derision. All of which seems to be a shame.
Now, I know what some of you will be thinking: here’s
another ‘anti point-system’ rant. But actually, it isn’t. If
you’re used to playing games with point systems, then I am
not suggesting that you hurl the baby out with the bath-
water, but rather that you use it as a stepping-stone, help-
ing you to try something a little bit different, which clearly
many gamers are keen to do.
Firstly, let’s be clear about what I am saying. It is entirely
possible to use a point system in order to provide the basic
structure which will allow you to build a scenario that is not
100 per cent balanced. This is especially the case when one
considers that, whilst point systems can be seen as a guide,
the introduction of other factors, specifically terrain, can
completely change the balance of play, even when armies
with apparently equal point values are present.
Imagine a US column heading through the passes of the
Atlas Mountains in North Africa. Now, envisage this column
bumping into a force of German defenders, who are control-
ling the high ground and are well deployed with perfect fields
of fire. It seems clear to me that, if these two forces were
deployed with equal points, despite the two lists being appar-
ently balanced and ‘fair’, the game would most certainly not
be so, due to the terrain entirely favouring the defender.
This is clearly an extreme example, but we could wheel out
numerous alternatives that are nowhere near as extreme, butwill still inuence the balance of play. A force which must pass
through a single choke point; troops defending particularly
good cover; a force obliged to attack across very open ground
– all of these will affect the balance of play to a greater or lesser
degree. Indeed, almost every tabletop set-up that one sees at a
show or club will hold some kind of advantage for one side or
the other, but rarely is that used in order to affect the scenario
balance in the same way as the point value of forces is.
To my mind, there are two ways to approach this. You can
either attempt to balance the terrain so that neither side gets
an advantage, an approach that usually leads to some very
odd looking and sterile games, or you can embrace the imbal-
ance and incorporate it into the game. For a gamer seeking to
break away from the weekly 1500-point encounter battle, this
can be the first key to doing something different.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 77/8477
Of course, there is always the issue of persuading an intrac-
table opponent that doing something other than what they
are used to doing is a good idea. However, there are ways
to approach this that should allow him to stay in his comfort
zone. My advice would be to let him have his usual 1500
points, but then you take just 1000 points or 750 points,
but with the terrain set up to favour you defending, while
he attacks. Place your terrain as usual, but put two-thirds of
the terrain features at your end of the table in a manner that
actively assists you when deploying your forces. A simple
objective, such as him capturing and you holding a bridge,
a road junction, or a village will always make a game more
enjoyable than a simple ‘line up and kill ‘em all’ option.
One of the comments that came up several times was that
scenarios take time to set up and, on a club night, there just
isn’t time to waste. I am somewhat at a loss to know how to
counter an argument that is, frankly, just wrong-headed. It
takes all of one minute to tell your opponent that his objec-
tive is to take the bridge or capture the village to win. You
can even begin to enhance the scenario by adding the fact
that he knows your engineers are attempting to destroy the
bridge, or withdraw important documents from the townhall by Turn X. With such simple additions, a very basic
scenario can be enhanced to make it even more exciting,
and frankly, that took all of fifteen seconds additional time!
Of course, there is always an element of trial and error
with games set up in this way. You may well find that 750
points is not enough, or that with 1000 points and favour-
able terrain you have too many troops. But like riding a
bike, the time expended on the learning part of the exer-
cise pays unlimited dividends later. Even using our most
basic scenario outlined above, we can add all sorts of vari-
ations by tweaking things like force arrival schedules. Why
not keep your 1500 points, but dice to see which units
turn up on each turn? In that way, the player will have to
fight with what is at the front of his column, rather than
precisely what he’d wish. Or allow yourself a smaller force
and a reserve, which you can call upon if required but will
turn up on a flank to surprise your opponent. All sorts of
small tweaks can be used to replace a simple encounter
with something that becomes more exciting and challeng-
ing, because of the built-in imbalance.
Of course, one of the simplest methods of introducing
imbalance to our gaming is to start from absolute balance,
something that can be achieved wonderfully with campaigns
comprising a series of linked games. Start with your stand-
ard 1500-point armies and fight your first game as a classic
encounter battle. In the next game, both players keep what
is left of their original force; you could even allow them to
recover half of their losses, to reect the return of wounded
men and salvaged vehicles. The winner of the first game will
be the attacker in the next, the loser the defender. Over the
course of several games, you can allow the players to have
a reserve of another 1000 or 1500 points, which they can
commit in 500-point tranches as reinforcements.
What will emerge is a series of linked games where the
imbalance becomes part of the challenge. Simple deci-
sions, such as when to stand and fight and when to giveground and conserve strength, will come to the fore. There
will be games where you find yourself not seeking to actu-
ally win the battle, but simply inflicting as many casual-
ties as you can on the enemy, whilst keeping your force
intact as you withdraw. Yes, it’s a potential no-win situa-
tion, if viewed through the prism of the usual encounter
battle, but the challenge of such an imbalanced game is
whether you can make the best of a bad situation. And
that is precisely the situation that soldiers have faced on
battlefields around the world throughout history. All of a
sudden, our gaming begins to look like wargaming. WS&S
Real warfare rarely consists of two balanced forces, so why
should our tabletop?
Valkyrie versus Vikings - seems fair...
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 78/84
REVIEWS:BOARDGAMES
78
SEVEN SWORDS
FOR SEVEN SAMURAI …
By Chris Payne
Seven Swords is the new game from GenXgames (who made Stalag 17 – reviewedin WS&S 60) and is clearly inspired by the famous Seven Samurai film. It is a twoplayer game only. One player has Samurai, palisades, and villages (houses) facingthe other, who has innumerable hordes of bandits.
The game is simple
enough, the Samu-
rai must prevent the
bandits from stealing the foodand stores (represented by
‘supply tokens’) from the
village. The Bandit player has
to remove these tokens off
the board to score. There are
40 points worth of supplies,
if the Bandits remove more
than half, they win. In addition
the Bandit player scores for Samurai
killed, while the Samurai player scores
for village areas without any bandit
counters at the end of the game. Witha finite game-length of only eighteen turns,
there is time pressure on the Bandit player to
attack and exploit any openings.
Whilst, at first glance, it looks like a relatively standard ‘move
and roll dice for combat’ game, Seven Swords has several
distinctive playing elements. The first is the use of cards to
determine how many ‘actions’ each player gets in a particular
turn. The Bandit player gets one or two cards each turn and uses
the ‘action points’ to recruit, attack, and move Bandit counters.
Recruitment is limited to the available counters supplied, but as
individual bandits are killed, they are recycled back into play.
The Samurai draw cards to give the maximum number of
actions this turn. Each Samurai can perform three actions,
namely movement, combat, and leadership (used to enable
villagers in houses or pali-
sades for ‘active defense’).
However they can only do
each of these once (every
time they do, they gain a
token). Each Samurai card
has a space for one token of
each type of action, and if
covered, then the Samuraicannot perform that action
(until it is removed).The
only way to remove these
tokens is by turning the action card over, which gives fewer
actions for the Samurai, but removes tokens. To illustrate this,
the front side of one card has seven actions; when the Samurai
player has performed these, the card is placed with the reverse
face showing, which has only three tokens, but removes all
combat tokens from the Samurai cards. If he chooses that card
and performs those actions, then he can perform seven actions
again on a future turn. Front sides of cards are stronger than the
reverse, except that only the reverse side will remove tokens.
Not all cards have to be turned before they can be turned back,so the Samurai player has a task of card management.
Bandit counters have three values: move, defence and
attack. Samurai counters have the same three, with an
additional attribute of leadership.
Combat is very simple. The Bandit player rolls one D6 per coun-
ter attacking (targeting adjacent spaces) and this is then totalled,
modified by the token types (a negative modifier of 0 to -2 per
token), and then compared to the Samurai defence skill (a range
of 5 to 8), where equal or higher is needed to score a wound.
The Samurai player, at that point, is faced with a choice: put anaction token on the Samurai that they don’t already have (thus
limiting their options for a while) or ipping to the wounded
side, so that a wounded Samurai that is wounded again is killedThe Bandit counters.
The game ready to play.
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 79/8479
(with, obviously, no
chance to take further
action tokens!).
Bandits can also attack
palisades and villagersin houses (which can
attack in the Samurai
phase and are worth
victory points if killed)
or be used to capture
supplies of stores. The
Samurai player rolls
one D6 and adds the
attack value (from 1 to
5); he will kill Bandit
counters equal to or
less than that numberof defence points.
Later in the game, the Bandit player is allowed to discard a
card to kill a Samurai in a particular zone, without needing
to roll dice. However, any Samurai killed in this manner do
not count towards victory points.
The game board is not a true hex map, but a functional zoning
map of interlinked ‘spaces’, each capable of holding either a
Samurai or a Bandit counter. It is important to examine the
board, as spaces are not always linked to what appear to be
adjacent spaces, and there are what I consider to be some stra-
tegic ‘choke’ points. The villagers in their houses are stationaryand can only attack into (or be attacked from) specific squares.
Physical component quality is solid and functional, if not
outstanding. The board is mounted and double-sided, whilst
the Bandit counters are wooden discs and you are required
to place self-adhesive labels on them before play. Houses
and stores (barrels) likewise are wooden counters that require
labels to be applied. Applying the labels took me about 20
minutes before I could play and is a job for nimble fingers.
Take notice that some of the supplied labels (the fuzzy focus
ones) are not used. The other counters are of fairly standard
card stock. The Samurai artwork reminded me of a comicbook style, although it is not cartoony. The rulebook is in
Spanish and English; the English is generally good, with only
the occasional lapse into poor grammar, and the author uses
lots of examples and illustrations to explain things. In play, the
components are language-independent, with no text.
The Bandit player is faced with a number of strategic decisions:
• Where to attack. (Look for the weakest Samurai; but
will they, in turn, have the strongest palisades and
weakest storehouse to defend?)
• Whether to discard a card on the Samurai-kill turns.
With an exponential victory point scale for dead Samu-
rai, giving up on scoring eight points for the sixth kill
and seven points for the fifth, for example, is a tough
calculation; equally, killing one or two Samurai early
on can open up the village to lots of Bandit invaders.
• What units to build, as there is always a trade-off between
quality and quantity (although the discount rules for
multiple veteran Bandits make them popular).
The Samurai player has a number of strategic decisions:
• In the full game, where to place the various resources(for beginners or quick start, a sample set-up is suggested)
• The card choice, and how this interacts with the
tactical options.
Given the basic confines of the subject of the game, replay
value is good. The double-sided map board provides two differ-
ent village layouts, and the variable set-up of Samurai, store
houses, palisades, and village huts means that the Bandit player
is faced with fresh strengths/weaknesses each game. Equally,
with a variety of individual bandits to choose from, the Bandit
player can try different strategies. The first few turns can always
seem like a struggle for theBandit player, as he tries to
find a way into the village, and
all that seems to happen is that
his counters die very easily
and quickly. Eventually, with
enough numbers and the right
dice, the tide starts to turn.
Playing time, as always, will
depend upon your opponent,
and you should expect early
games to take longer because
of unfamiliarity. I suspect
younger players will lose interest before the end of the gameis in sight and may struggle with the ebb and ow of the game
(although, once things start to go wrong for the Samurai, it
seems to snowball, and the sides do seem reasonably matched).
If I had to mention issues with the game, then I’d like a slightly
larger font in the rulebook and a couple of ready-reference
sheets summarizing the rules, with a link back to a numbered
paragraph in the rules. That, however, is a personal opinion on
rules and how they are presented: these ones are functional,
but they are not, in my view, the easiest to assimilate quickly.
In summary, this is a fun – despite a serious time and effortcommitment – two-player game from a small publisher. Released
at the Essen Boardgames Fair in 2013 by a small publisher, I
hope this game gets the wide distribution it deserves. WS&S
The Samurai cards.
Samurai action cards.
SEVEN SWORDS
Players: 2 players
Age: 14+
Playing time: 60-90 minutes
Rules: English and Spanish
Designer: Oscar Arevalo
Publisher: genXgamesGamePrice: around €35
www.genxgames.es
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 80/84
REVIEWS:BOOKS
80
BOOK REVIEWS
This book, coming from the ever productive H&C publish-
ing stables, is another fabulous volume, but one whichreally made me mad!
The book details how to paint WWII figures, but in one of the
‘super’ scales – 90mm and 120mm. That being said, the tech-
niques are transferrable to smaller scales. The book is well
laid out, with lots of useful guides to taking care of brushes,
preparing your paint area, and prepping the figures in advance
of painting. The chapters concentrate on specific areas, such
as painting skin and faces, dark uniforms, leather, and so on.
There is also a guide to designing your own dioramas.
What I do like is that there is a detailed list of the paints
used at each stage; there are also lots of notes about eachstep of the painting and small items that you need to be
aware of when you are painting. However, as this is the sort
of paint standard that I aspire to (but will never reach), it drove
me mad looking at the sublime painting skills on display. If
you wish to have superbly painted WWII armies and are look-
ing for hints about how to start them, this is an absolute must.
— Eoghan Kelly
THE PAINT GUIDE FORFIGURES OF WORLDWAR TWO
Written by Joaquin GarcíaGázquez, translation by KentBrazeau
80 page full-colour softback / Published by Histoire & Colle-tions / £17.50
RUSSIAN SECURITYAND PARAMILITARYFORCES SINCE 1991
Written by Mark Galeotti, illus-trations by Johnny Schumate
64 page softback with colourphotos and plates. / Publishedby Osprey (Elite 197) / £11.99
softback, £9.98 PDF
This follows the usual Elite format of 64 pages includ-
ing eight colour plates and with colour photographs on
most other pages. The author has clearly got access to the
sources that make this book so useful to those, like me,
with little knowledge of the subject.
The book is loosely divided into four groupings: the Police, the
Interior Ministry, the FSB and others. The police get roughly
a third of the book and there is coverage of the OMON
(Special-purpose Mobile Units) deployed to Chechnya. The
Interior Ministry (VV) troops get twelve pages, including
coverage of VV Spesnatz, again deployed to Chechnya.
The FSB is the internal state security service (i.e. a partial
replacement for the KGB) and gets nine pages, mostly
centred on the Alpha Commandos. They are designed to
be comparable to forces such as the British SAS and West
Germany’s GSG-9. Not surprisingly, the number of illustra-
tions on this group is less than on the other groups.
The final grouping encompasses such diverse bodies as military
police, the Federal Protection Service (from uniformed Krem-
lin Guards to Close Protection Officers), Justice Ministry (whonormally oversee the Gulags), and troops from other ministries
(e.g. narcotics prevention, fisheries/caviar protection).
The book covers a brief history of the various forces, details of
UNITED STATES VSGERMAN EQUIPMENT
1945: As prepared forthe Supreme CommanderAllied Expeditionary Force
Written by Uwe Feist
320 page hardback with illustra-tions / Published by StackpoleBooks / £32.50
This is an interesting, detailed comparative review of the
equipment used by the opposing US and German forces in
the period from the Normandy invasion up to the end of the
war in Europe. Now, I know that many books have been writ-
ten on this subject, but this one is different, and markedly so.
This is a collation of the reports, as commissioned by General
Eisenhower, when he asked his senior officers to write this
sort of analysis. All written before the end of hostilities, they
deliver a detailed set of information that most gamers of this
period will find fascinating. The book is lavishly illustratedwith many photos that I have never seen before and some
great notes about the equipment under review.
However, as this is essentially a report written by the victorious
forces, I would question how accurate some of the findings are
– especially the reviews of the medium machine-guns and the
effectiveness of some of the allied armour. That being said, I was
also surprised at the differences in the views that some generals
had, and this seems to be very much based on the theatre they
were serving in. I was especially surprised by the lack of appre-
ciation of certain pieces of equipment in the eyes of both soldiers
and officers, such as the M10 Tank Destroyer. I think this is a bookwell worth owning, if late-war WWII gaming is your thing.
— Eoghan Kelly
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 81/8481
COCCARDE TRICOLORI,SPECIALE 6
Written by Riccardo Niccoli,translation by Frank McMeiken
136 page softback with colourphotos and profiles / Publishedby Andrea Press / Italian withEnglish translations / £25.00
Every so often, our illustrious editor hands me a book to
review and I am left scratching my head – and this is one
such book. It is a very focused and detailed account of
the F-104 Starfighter (which was a mid-Cold War fighter-interceptor), but not in its broadest sense as being a narra-
tive of this innovative fighter (nicknamed the ‘Widow
Maker’ in the Luftwaffe during the 1960s). This is one of
the most specific books of a fairly specific subject that I
have ever read. The focal point is the late model F-104 and
its variants, as flown by the Italian air force during the late
1970s through to the early 1990s.
The book is written in Italian with an English translation
on alternate pages. However, the photo captions do not
always have a translation. This is also true of the chapters
that cover personal accounts of F-104s in combat (they
flew during the first Gulf War) and also a description of
them acting in a ‘scramble’ situation, as well as during
displays – these chapters have no translation at all. There
is a very good section on the maintenance and support
that was provided to the squadrons who flew the plane.
The book is well illustrated with plenty of contemporary
pictures of this iconic fighter, and plenty of details and
notes about its variants. At the end, there is a list of all
the individual planes and what happened to them – once
again, however, this section is only in Italian.
This a very unusual book, but if a Cold War ‘What if?’ is your
thing, then this is a must for anyone wishing to game theBalkan Front. Otherwise, you will need to be a real aviation
buff to want to read this level of detail.
— Eoghan Kelly
FRENCH MUSKETEER1622-1775
Written by Rene Chartrand,illustrations by Graham Turner
64 pages (9 full page plates,other illustrations mostly incolour). Published by Osprey(Warrior 168) / £11.99 softback,£9.98 PDF
Getting accurate information about the Musketeers and
the Cardinal’s Guard can be very difficult, especially in
English. The synopsis states that “This title explores the
history behind the legends created by Dumas. Drawing on
a range of fascinating first-hand accounts, the truth behind
this most colourful and flamboyant of units is revealed”.
The author would appear to have a love for the legends and
literature of the Musketeers and accordingly, in the intro-
duction, spends four pages on the real-life inspiration for
Athos, Porthos, Aramis and D’Artagnan. The period covers
the entire existance of the Musketeers from their founding by
Louis XIII (the Dumas setting) to their disbandment in 1775.
Chartrand looks at the topic by subject, with chapters on the
unit, recruitment, training, conditions of service, uniforms,
colours and standards, equipment, battles, and finally the wider
impact, considering imitators and the last musketeer.
The book includes only eight photographs of actual Musketeer
items. The rest is made up of paintings and drawings from the
period, along with the plates. Three of the plates cover the Louis
XIII period. The author states that there appear to be no surviv-
ing artefacts from the Louis XIII era and few from the Louis XIV,
which explains the reliance on period paintings and drawings.
Overall, I feel that the book represents good value, because of
the collected information on a difficult topic. As always, there
organization, training and equipment (from side-arms to helicop-
ters), and finally major operations (generally hostage-rescue) geta few paragraphs. Photographs and plates are used to illustrate
particular aspects or circumstances and are, I feel, well annotated.
The book is a useful introduction to the subject and provides
enough information to paint 28mm and smaller miniatures.
Space constraints mean that it cannot provide details of every
uniform for every rank for every duty within these units. The
bibliography is tiny at just five books, three of which are in
Russian, which I suspect must reect scarcity of information
on this topic. I would recommend this book for gamers who
want information on Russian forces.
— Chris Payne
are hidden gems, like details of the Musketeers at Pas-de Suze
in 1629. I like Graham Turner’s style of illustration, whichgives enough detail for figure painters. In the bibliography,
virtually every book appears to be in French. Whilst I don’t
find this surprising, it shows the value of a work in English
on this topic. I would have liked a little more on the Louis
XIII period and a lot more on the Cardinal’s Guard (who get a
couple of mentions and appear in a few illustrations).
— Chris Payne
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 82/84
PARTINGSHOTS
82
PARTING SHOTSDESERVING A PADDINGTON BEAR STAREMany moons ago I went to watch a game at the local club. There was a special event - a gigantic ‘bring all your models’ bash-
up using Warhammer Fantasy rules. You brought whatever you had, as long as it was painted. There were no heroes allowed, noyers, no dragons, no magic and definitely no giants. It was troops vs. troops, evil vs. good. Of great renown was the epic fight
between a huge unit of twenty-odd treemen and fifty-odd trolls. Down the other ank, two table-lengths away, things weren’t
going so well. Suddenly, opposite a battery of dwarf cannon, one plucky member produced... a giant elephant. This thing was
home-made, close to two feet tall, and festooned with various bolt throwers and other goblinoid devices. “Don’t worry,” he said
gleefully, “I’ve made my own rules for it.” Not surprisingly, there were mostly 10’s on the stat sheet. “But, we said no giants.”
“It’s not a giant, it’s a giant elephant.” I’m afraid the laughter that followed did not put him off one jot. People laughed nervously
and gently tried to point out he was being a eejut, without actually saying so. The subtlety was wasted and he began to sulk. So
with the threat of a full-on tantrum, the protests melted away into heavy tutting and head-shaking. It’s difficult to shame those who
have none. The elephant then rampaged across half the table, ruining the fun of everyone in the area (as it’s stats made it nearly
impossible to harm). In return, we all gained a gem-encrusted anecdote, which is a good enough trade for my blood. – Paul Cubbin
A BUDGET BASE FOR WARGAMINGIf you are like me, the only space
in the house fit for wargaming
is the kitchen table, which may
be too small for a standard 6’
x 4’ setup. This problem can be
solved with a quick visit to the
local big box store: First grab a
large, thin (to keep it light and
portable) MDF panel and have
it sawn on site into three 4’ x 2’
sections. Then purchase some strips of H-shaped plastic profile
that are the right size to fit over the edge of the boards. Cutthese strips into 4’ sections and attach them to one edge of
each board, using glue to make sure they remain in place. You
can then easily make a temporary joint between the panels
by sliding the unfinished edge of one board into the H-profile
glued to another. You can also add plastic capping to the edges
of the boards that you don’t plan to join, just to ensure that
everything is at the same level and doesn’t wobble. While not
a pretty solution, it is effective, lightweight and easy to store
away. It makes a perfect ‘”regulation-size” base for smaller
2’x’2 terrain sections, or grass gaming mats. Thanks to the
H-profile trick, the foundation boards stay neatly together and
let you wargame on an area bigger than your actual table.
RETROFITTING YOUR RULEBOOKSI’ve often found myself wishing that more
rulebooks were spiral bound – like some
cookbooks or how-to guides – so that
they’d stay open for easy reference. As it
happens, changing your soft cover rule-
books into this format isn’t so hard with
the help of your local copy shop. First
have a look at the distance between the
inside edge of the page and the text. As
long as this isn’t too narrow (consult with
a copy shop worker if you aren’t sure), it
should be possible to convert it into a spiral-boundbook. Using the large guillotine-style cutters found at most such
printers, the book’s binding (which is usually glued in place) can
be quickly removed. Most shops will also have a machine for
punching and adding the spiral binding strip to the new edge
of your book. Pieces of thin, clear plastic can also be added to
the front and back of the book for extra durability. Obviously,
we don’t recommend you try this out on your hardback rulesets
(unless you happen to be game for ripping apart covers)! WS&S
Do you have funny stories or short wargaming tips and ideas?
Submit them to Parting Shots! If selected, you’ll get a free copy
of the magazine. Email the editor at: [email protected]
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 83/84
7/26/2019 Wargames. Soldiers & Strategy - Issue 72
http://slidepdf.com/reader/full/wargames-soldiers-strategy-issue-72 84/84