For
this year’s event, our Armati player group were all in agreement that an epic
historic battle such as Chalons, particularly one that sat right at the heart
of the Armati Triumph of Cavalry Dark Ages sub-period - one of our favourite
eras - deserved a truly epic depiction. So to that end we elected to ask
Richard to set aside a full 12 foot by 6 foot table for us - to force us not to
compromise! This also gave Mark Craddock, our veteran terrain maker, a vast
palette to display his creative ingenuity upon.
At
first we feared that our challenge was not having enough 15mm figures to
depict the battle, However, in the final count, we could have easily doubled
the entire set-up with all our combined troops between us! But how we were
going to do it in a manner that did it justice both in terms of playing the
game, as well as representing the armies? Traditionally Armati is about a
fast game resolved by true tactical principles and whilst we did manage two
games played to conclusive results on the day of the Battle Day, we all felt in
the end that what occurred on the table-top was a good reflection of the
historic battle (or its potential outcome). So, to that end we were pleased
that we had elected to go with the Armati ‘Epic scale’ depiction of units on
the table top. It enabled us to put on a visual spectacle with 15mm
figures.
For
those who don’t play Armati, there are effectively three different ways to
depict a unit (see Table 1 below) with the most usually played (intermediate)
version being the ‘Optimal scale’ which allows for a fast 3 hour game that can
(usually) be played to a definitive conclusion in an evening. However, for our
purposes ‘Optimal’ was just too small and we felt that even ‘Epic scale’ (the
larger of the three scales) needed a bit of adjustment, partly to better
accommodate the way our troops were based (particularly the heavy infantry) but
also partly to improve the game-play and visual effect we wanted to achieve.
Similarly
we chose to approach the Huns very much along the lines (as outlined by Roy
Boss on the SOA website) with the majority of the Hunnic Cavalry depicted as
Heavy Cavalry (HC) rather than the more traditional (from a wargamers
perspective) Light Cavalry (LC) style. Both types appeared in our Hun force,
but in the reverse proportions to how they might usually appear, and both were
still mounted archers.
We
also chose a slightly contentious deployment, with Aetius plus the Romans &
allies on the Roman right, opposite the hill and facing the Gepids. This left
the Visigoths on the left, facing the Ostrogoths with the Huns verses the Alan
in the centre. We stuck to this deployment for both games, as we were looking
to compare the results of the two games. The terrain also reflected one
particular view of where the battle might have taken place, as this has a hill
on the right and a low ridge running down the far left-hand flank - giving a
good ‘edge’ to the combat area.
The
terrain is based upon the map in Lebedynsky’s book on the Attilanic
invasion of Gaul and envisages the battle site being to the West of Troyes,
that is on the Roman road from Orleans to Troyes as the Huns retired before the
allied armies that had just raised the siege of Orleans.
Games
& Results:
Game 1
saw the Romans (myself) advance rapidly to take & dominate the hill,
against the Gepids of Ardaric (commanded by Roger Williams), with the Alans
(under Phil Steele) advancing initially very cautiously under massed horse
archery from the Huns (commanded by Roy Boss) in the centre. But on the
far left, it appeared that the Goths (both Visigoths - commanded by Matt
Bennett & the Ostrogoths commanded by Mark Craddock) might have come to
some sort of pre-battle agreement, as neither closed particularly quickly on
each other (!). Suspicion was being raised and had it not been for a very rapid
Gepid advance distracting his attention, Aetius might well have been tempted to
ride across to see what the h*ll was going on with his ally. However, as
Sangiban the Alan picked up courage and charged the Hunnic centre, the waves of
Gepid warband and armoured cavalry hit the Roman line … which, despite their
uphill terrain advantage, proceeded to crumple like a sand-castle hit by a
wave! I am sure that the Gepid general would put it all down to superior
command and control, but if truth be told Aetius’ luck (dice luck) just
deserted him and at the critical moment as well. Not only had the Roman cavalry
died almost to a man, but Aetius, making a bid to reach the safety of his
legions on the hill had been cut down in the pursuit.
However,
in the centre, the Huns were also hard pressed by the Alan Heavy cavalry -
whose better horse armour had protected them well enough from the Hun archery
to allow them into melee relatively unscathed. And as the battle lines clashed
Attila threw himself and his bodyguard into the fray, only to be skewered on an
Alan lance. So both our main protagonists lay dead upon the field!
On the
far left, both the Gothic generals seemed to be locked in a slow dance of
cautious manoeuvre with no real engagements to speak of (although the Visigoth
king did send a division of armoured cavalry to support & strengthen the
left flank of the Alan centre) This was , in fact decisive as it stretched the
Huns and forced Attila to commit his guard with fatal results. So with
the broken Roman command, both the Roman allies had to dice to continue the
fight. But sadly the Alans had had enough and failed to pass their ‘continue
fighting’ test, so withdrew from the field. The Visigoths however seemed
completely unperturbed with the turn of events and chose to stoically defend
the ground they stood on (almost the same ground they had started the game
on!!!). The Huns - although Attila lay dead under his horse - had not broken,
and with the victorious Gepids now closing in on the Roman camp, they could
rightly claim a costly but hard-earned victory. We can now translate the
Gepid drinking toast to Attila; ‘May all the Hun Lord’s triumphs be posthumous!’
Game
2, saw a change of command, with myself taking the Huns & Ostrogoths, Mark
Craddock the Gepids, Roger Williams the Visigoths, Roy the Romans and Jed
Davies (he of Chariot Miniatures fame) joining us to take his place as King of
the Alans. As with the first battle, each general was given lee-way
to position their troops within their deployment areas as they saw fit,
and this time Roy laid out the Romans with their infantry to the flanks
and cavalry on the hill, facing a Gepid deployment (similar to the first game)
with massed cavalry on the wing and combined warband and cavalry in the centre.
In the centre of the battlefield, the all mounted nature of the armies made
deployment pretty much standard, with large blocks of cavalry supported by wings
of lighter troops on both sides. But on the ‘Gothic’ flank, the Visigoths had
chosen to take the brunt of the anticipated Ostrogoth cavalry attack with their
massed infantry - saving their armoured cavalry for the follow-up. The Visigoth
infantry were rated as FT or Foot in Armati terms as we reckoned that 60 years
of acculturation to the Empire had rendered them more disciplined than warband.
As the poet Merobaudes says: “these are
not the same old Goths”.
The
battle commenced, once again, we saw the Romans advance to claim the hill, and
again the Gepids chose an all-out attack. In the centre the cautious Alan
(counselled by the King of the Visigoths) hung back as the Huns advanced to
within bow range. The Ostrogoths also charged forward straight into the waiting
Visigoth infantry but again the gods of war (those damn dice) just failed to
deliver their ‘promise’ and the Ostrogoth nobility ended up a smashed &
bloody heap of mangled men & horseflesh at the foot of the Visigoth
shieldwall (Steadiness being a clear benefit of Romanisation) . As the
Alans started to advance slowly towards the fast closing Huns, this game they
were suffering badly from the massed Hun horse archery and when it came to the
final clash of lances & swords, they came off far the worst in the melee.
However, as with the initial game, all was not well on the Roman flank, and
despite Aetius’s cunning move of placing his legions opposite the Gepid
cavalry, so his own mounted troops might ride downhill into the exposed Gepid
warband, once again the Gepid mounted charge did its trick and soon the Romans
had reached close to their army break-point, as the legions fell-back. But at
that point the Alans, under sustained pressure from the Huns who had used
preparatory archery to good effect, broke in the centre causing the Visigoths
to take a (continue-fighting) reaction test, which they passed. Likewise, the
Ostrogoths, with their king dead in the shieldwall melee also broke, but the
jubilant Gepids on the far flank, also passed their continue-fighting test as
well. However, it was in the death of Aetius (again) in the final melees on the
Roman flank that saw a victory for the Gepids, but even then with both their
Alan & Roman allies fleeing, the Visigoths stood stolidly on the ground
they had so heroically defended.
So we
had two good battles across the day and in both cases the Huns were victorious.
In our first battle both Aetius & Attila lay dead on the field of battle,
and in the second, Aetius again perished as did the Ostrogoth king. The big
surprise of the game was how well the Gepids had performed in both battles
against the Romans. It just goes to show that no matter how ‘weak’ an army
might look on paper, if the combination of deployment, command judgement and
luck all conspire to support it, it can be truly deadly. What it again
demonstrated, was how quick Armati is to play to a conclusion and how it
rewards aggressive play, outnumbering an opponent at the point of contact
and skilful combination of arms.
Overall
we had 548 cavalry & 308 infantry 15mm figure in the Hun alliance verses
232 cavalry and 620 infantry figures in the Roman force. That’s a lot of
figures! I would like to thank all the players who participated, &
Roy and Rodger for providing the vast majority of the troops, and to thank Mark
Craddock for his wonderful terrain, which won him the ‘Best Terrain
Prize’.
Order
of Battle:
Listed
below is our Order of Battle - with special scenario rules. Armati works
on an army break-point basis but we felt that these forces were effectively a
number of combined armies and wanted to represent the possibility for part of
an army to break but the remainder to continue fighting. So in essence our
forces were three armies a side with the Huns and the Romans both larger forces
(by way of points size). Also the ‘lead’ army Generals had different
characteristics from their ‘junior’ partners (not that I suspect the Visigoths
would have recognised that ‘junior’ designation!).
Rules: Armati v.2
Figure
scale: 15mm
Unit/formation
scale: Epic
- with the following variation:
1. Foot (FT)/Warband (WB) 4 ranks deep,
2 base widths wide
2. Light Heavy Infantry (LHI)/Light
Infantry (LI) 2 base widths wide
3. Heavy Cavalry (HC) 2 base widths wide
+ 2 ranks deep
4. Skirmish Infantry (SI) & Light
Cavalry (LC) are as per Optimal (normal) Armati
Scenario
Specific Rules/Changes:
1. LC (Open order cavalry) may
interpenetrate HC (close order cavalry) via a normal or evade move - but
HC must remain or have remained stationary even if the LC moves or evades
first. HC & /or LC are able to shoot bows at an eligible target once
interpenetration has been successfully completed [NB: not that any player used
this rule-change in either game]
2. If a LC unit evading through an HC unit
cannot successfully ‘clear’ the HC unit both LC & HC units become
Disordered (& the LC moves the extra move required for it to clear the HC
unit) and neither can shoot
3. All FT & WB are considered to be
formed deep against charges with Impetus. This is a change from normal Armati
where warband beaten by close fighting cavalry with impetus die in the initial
round. We felt that epic scale represented German infantry formed in Keils
(cunei or columns) and that the cavalry of the priod would think twice about a
frontal charge on such a dense formation.
4. LI/LHI (forms of loose order
infantry) are considered to be deployed wide. In standard Armati a 15mm
scale loose unit has a frontage of 40mm whereas in our game it had an 80mm
frontage to match the frontage of cavalry and foot and warband units. However,
this was a challenge for the Romans against the Gepids as the usual LHI
formation would have given them two, albeit weaker units fighting against one
enemy unit. Making them wider did make loose order units less manoeuvrable and
less deadly against the cavalry.
5. LC (open order cavalry) can deploy
deep or wide
6. Main Commanders are BP (Break Point)
:2 if killed or captured, secondary commanders BP:1
7. Secondary Commanders can only
influence their own troops, Main Commanders can influence both their own and
secondary commanders troops. Main Commanders may join & leave a melee
(secondary commanders behave as per main rules). Both sides main commanders
readily joined melees, one questions whether they had noted this rule.
8. Both Camps are considered to have the
same terrain effect as a Wood (& cannot be shot over)
9. A sacked Camp is worth BP:1 against
the Main army BP, but a -1 on the Initiative level for all armies on that side
of the battle
10. SI (Camp Follower) can only be
deployed in, & must remain in, the Camp & have no missile capability.
However each base may move within the Camp as if a separate L:Div
11. Visigoth HC(d) and Frank HC(d) in the
Roman list can both dismount on table (unless Disordered) this takes a full
move. If they are contact in melee by an enemy unit(s) in the move that they
are dismounting they are immediately routed
Armati decides the game by giving
each army a number of Break Points (normally around five). Bigger armies with
cheaper troops might get to eight points, smaller ones to perhaps three.
Most units are ‘Key’ units, when a Key unit dies that army loses one of its
Break Points. Exceed the number of Break points and your army breaks.
Victory
Conditions:
1. If the main Hun or Roman command
break, their side has effectively lost the battle, however the remaining
commands on the ‘broken’ army side may throw a D:6 and if the score is undertheir
Initial initiative level they may continue fighting in an attempt to defeat the
army they are fighting or to achieve a heroic death! If they achieve this
before they themselves are defeated they force the enemy army back to a winning
draw
2. If one secondary command in either
army breaks before their main command, the main command in that army (the Hun
or Roman) ignore this, but the other secondary command must throw a D:6 and on
a score of their initiative level or lower will continue fighting, otherwise
they too will break. If a second secondary command breaks, on a D:6 score of
its initiative level or lower the Main Command also breaks and the entire army
flees
Army
Lists:
Hunnic Empire
Huns
(main):
CR:
H:4; L:3; BP:6 (2+4) ; Init:6
Core:
3 - HC
(Huns) [k] 4[0]0 +1 Various/Bow@12pts
2 - LC
(Huns) [k] 2[0]0 +1 Various/Bow@ 8pts
1 - LC
(Allies) [k] 1[0]0 +1 Bow @ 6pts
Core
Terrain: 1-Camp (WD)
Bonus:
100pts
1 - HC
(Bodyguard) [k] 5[1]0 +2 Various/Bow@15pts
1 - HC
(Nobles) [k] 4[1]0 +2 Various/Bow@13pts
4 - HC
(Huns) [k] 4[0]0 +1 Various/Bow@12pts
2 - LC
(Huns) [k] 2[0]0 +1 Various/Bow@ 8pts
2 - SI
(Youths) 2[1]1 +2 Bow @ 2pts
3 - SI
(Camp Followers) 2[1]1 +0 various @1pt
1 -
Veteran upgrade for HC (Bodyguard) @ 1pt
Gepids
(+ Scirii/Burgundians/Thuringians etc):
CR:
H:3; L:2; BP:6 (2+4) ; Init:4
Core:
3 - HC
(Gepid Nobles) [k] 5[0]0 +1 Lance @11pts
4 - HC
(Gepid Retainers*) [k] 4[0]0 +1 Various @ 9pts
Bonus:
75pts
3 - HC
(Scirii* & Gepid Retainers*) [k] 4[0]0 +1 Lance @ 9pts
1 - HC
(Huns) [k] 4[0]0 +1 Various/Bow @ 12pts
4 - WB
(Gepids/Scirii/Burgundians/Thuringians etc) [k] 5[1]2 +1 Various @ 8pts
2 - SI
(Youth) 2[1]1 +2 Bow @ 2pts
Ostrogoths
(+ Alemanni):
CR:
H:4; L:2; BP:2 +3 ; Init:4 (16+6+8=30)
Core:
2 - HC
(Nobles) [k] 5[0]0 +1 Lance@11pts
3 - HC
(Retainers*) [k] 4[0]0 +1 Various@ 9pts
2 - WB
(Ostrogoths) [k] 5[1]2 +1 Various @ 8pts
Bonus:
75pts
2 - HC
(Nobles) [k] 5[0]0 +1 Lance@11pts
2 - HC
(Retainers*) [k] 4[0]0 +1 Various@ 9pts
3 - WB
(Alemanni) [k] 5[1]2 +1 Various @ 8pts
1 - SI
(Alemanni) 3[1]2 +2 Jav @ 2pts
4 - SI
(Youths) 2[1]1 +2 Bow @ 2pts
1 -
Veteran upgrades (1 x HC nobles to Household) @ 1pt
Notes:
HC
(Scirii*) and HC (Gepid Retainers*) and HC (Ostrogoth Retainers*) are all
subject to Obligatory charge
Late Western Roman Warlord/Alliance
Western
Roman Warlord (main):
CR:
H:4; L:4; BP:7 (2+5) ; Init:5
Core:
1 - HC
(d!) (Equites Patrician) [k] 4[0]0 +1 Various @10pts
1 - HC
(Bucellarii) [k] 5[1]0 +2 Lance @ 12pts
2 - LC
(Palatina Illyricani) [k] 2[0]0 +1 Javelin @ 7pts
2 -
LHI (Auxillia Palatina) [k] 4[1]2 +1 Spear/Javelin @ 7pts
1 - LI
(Limitanii) 3[1]2 +1 Javelin @ 5pts
1 - SI
(Auxilia) 2[1]1 +2 Bow @ 2pts
Core
Terrain: 1-Camp (WD)
Bonus:
100pts
3 - FT
(Pedes) [k] 6[1]1 +1 Spears etc @ 8pts
1 - HC
(Visigoths) [k] 5[1]0 +1 Lance @ 11pts
3 - SI
(Auxilia) 2[1]1 +2 Bow @ 2pts
3 - WB
(Franks) [k] 5[1]2 +1 Various @ 8pts 24
2 - SI
(Franks) 2[1]1 +2 Bow @ 2pts
1 - HC
(d) (Frank Nobles) 5[0]0 +1 Various @ 11pts
2 - WB
(Saxons) [k] 5[1]2 +1 Various @ 8pts
1 - SI
(Saxon) 3[1]2 +2 Javelin @ 2pts
1 - SI
(Camp Followers) 2[1]1 +0 @ 1pt
1 -
Veteran Upgrade for HC (Bucellarii) @ 1pt
Alanii
(+ Bretons):
CR:
H:3; L:4; BP:6 (2+4); Init:4
Core:
1 - HC
(Household) 5[1]0 +2 Lance @ 12pts
2 - HC
(Nobles) [k] 4[1]0 +2 Lance @11pts
2 - LC
(Retainers) [k] 2[0]0 +1 Various/Bow@ 8pts
2 - SI
(Bretons) 3[1]2 +2 Javelin @ 2pts
Bonus:
75pts
4 - HC
(Nobles) [k] 4[1]0 +2 Lance @11pts
2 - LC
(Retainers) [k] 2[0]0 +1 Various/Bow@ 8pts
2 -
LHI (Bretons)[k] 4[1]2 +2 Javelin @ 7pts
1 -
Veteran upgrade for HC (Household) @ 1pt
Visigoths:
CR: H:4;
L:2; BP:7 (2+5); Init:4
Core:
1 - HC
(Household) 5[1]0 +2 Lance @ 12pts
4 - HC
(Nobles) [k] 5[0]0 +1 Lance @11pts
1 - HC
(Retainers*) [k] 4[0]0 +1 Various @ 9pts
Bonus:
75pts
2 - HC
(Retainers*) [k] 4[0]0 +1 Various @ 9pts
6 - FT
(Warriors) [k] 5[1]1 +1 Spears @ 6pts
2 - LC
(Basques) [k] 2[0]0 +1 Javelin @ 7pts
3 - SI
(Levy) 2[1]1 +2 Bow @ 2pts
1 -
Veteran upgrade for HC (Household) @1pt
Notes:
HC
(Retainers*) are subject to Obligatory charge
A few photos before we all got too engrossed
Roy (Attila) surveying the battlefield with Mark Craddock as the Ostrogoth King |
King of the Gepids |
The Roman deployment on the right flank |
The Visigoth deployment - but no sight of the Visigoth King! |
The Alan deployment in the centre |
The Gepids charge into the Roman cavalry flank |
The Alani (advancing in-cautiously) in the centre - with their King (Phil Steele) on the left, watching as Attila tells Jed Davis (ex-chariot miniatures) that this is how NOT to do it! |
The Gepid nobles (top) about to roll-over the allied Roman & Frankish horse (below) |
Good stuff. As a long time intermitment Armati player, I really like reading about the way the SOA battle days are done with Armati. And it sounded fast (as it should be) and fun.
ReplyDeleteMany thanks Shaun - it was great fun and even with so many figures on the table the game played out in true Armati style - fast and very furious :-)
DeleteLooks awesome. Wish I'd been there.
ReplyDeleteHi Glenn - it was fun - we always manage to grab a few of the 'lost souls' who wander between the games, as we often manage at least 2 games to everybody elses 1.
DeleteI am hunting back through my archive to see if I can find more on the Poitiers game which we did in 20mm using Roy's huge collection of old HYW Hinton Hunts - that was truly memorable.
What a superb looking game! Terrific, inspiring stuff!
ReplyDeleteMike B
Cardiff Space Cadets