Monday, 14 April 2025

The Wars Of The Roses - A Trial Game

These past few weeks I've been doing a lot of reading with regards to the WotR, as it's a period I know very little about. Alongside this I've been running a few quick try out games using the Hail Caeser! rules and the WotR supplement that came out last year, to get a handle on the basic mechanics and to see if I enjoyed the games or not. To aid me in this I dug out my block armies, which were made for this very purpose. 

I kept verything very simple so that I could focus on the gameplay itself, without any chrome getting in the way, as there are lots of options one could add on, which would only compicate things at this stage. The battle was a simple line up and have a go at each other, so not too far from what appeared to have happened in many of the battles from this period.

Each side had a Vanguard, Mainguard and Rearguard, which consisted of 3 units of Household troops (Bill & Bow) and a unit of Men-at-Arms. No Artillery or Light cavalry was used to keep things simple, as I'm still learning what might have passed for tactics and deployment during these Wars. 

So onto the action!

Both sides lined up ready to knock the living daylights out of each other. The yellow dice record the number of arrows available and the tall square block are the MAA. The circles are for the commanders of each Division.

The end of Turn 1. Blue opened with a very Frederickian oblique attack, due to the Vanguard failing to move the the Rearguard being rather keen to get stuck in. The Red Mainguard was disrupted by the Blue arrowstorm early on, leading it somewhat broken up, but the Vanguard and Rearguard moved forward to engage in volleys of arrows. Both sides started taking hits and some Disorder.

The end of Turn 2. Both sides continued to close and the arrowstorms saw each side lose a unit of Household troops (the irregular organised blocks at the bottom of the photo).

The end of Turn 3. The Red Vanguard comes under pressure as it loses another unit of Houshold troops, forcing them to charge in to try and turn the battle in their favour. Elsewhere the arrows continued to fly, with Blue losing two unit of Household troops as a result, putting pressure on the Vanguard and Mainguard.

Battle is joined as the Red Vanguard if forced into some close combat, but it is a draw and both sides remain locked together.

The Read Mainguard appear to have a slight advantage over the Blue Mainguard.

The Red Rearguard has an advantage here.

The end of Turn 4. The battle degenerates into local scrums, with Red just having a slight advantage, but it is very messy!

The Red Vanguard is forced back and is now a Broken Division, so would have to retreat unless it could Rally a hit off somewhere, but this is unlikely as the Blue Rearguard would most likely follow up and press their advantage.

Both Mainguards are struggling for an advantage, but Red is in a slightly better position at the moment.

The Red Rearguard has broken the Blue Vanguard's MAA and are in better shape to press home their advantage.


End of the Game
I had to call the game at this point as I was required elswhere. Looking at it both sides were in pretty poor shape, with each flank broadly under the control of one side and the centre about Evens. So a bloody draw would seem a fair outcome.

Post Game Thoughts
Well I enjoyed that and it was certainly quick and quite brutal at times, with units suddenly breaking under the hail of arrows coming their way. The trial games beforehand paid off as I felt fairly comfortable playing a full game as it were. I'm sure I made a few errors here and there, but nothing major as far as I can tell. So a few thoughts from my games so far:
  • The Arrowstorm rules works really nicely, with the battle opening with an archery duel, either at long or short range. The latter is more deadly so you need to maybe husband your arrows, but have to be careful not to be broken with some still in your quiver!
  • The Breaktests give a nice distinction between Ranged and Close Combat attacks, with the former leading to units breaking or retreating more often than those that are stuck knocking the living daylights out of each other.
  • When to Hold Disordered or Retreat In Good Order is a bit of a quandry, as being Disordered is not ideal but retreating might leave a flank exposed to an attack, certainly later on in the game once units are quite close to each other.
  • Having only 6 Turns of game play means you really need to get stuck in from the off, which is a nice change from say Black Powder II or Honours of War.

What Next?
Well not a lot gaming or painting wise, as we have family coming over to stay for a few weeks, so a full house and the gaming room being used as an office-cum-bedroom means I will have time, nor space to game or paint. Still at least I have plenty of books to read!

I will due a review of the Hail Caesar! WotR supplement in due course and my thoughts on the period too, hopefully in a few days. So far I'm enjoying my trial games and HC! too as a set of rules, which is of course a good thing.

Thanks for reading and I hope you enjoyed the brief AAR and as always, any comments greatly appreciated!

TTFN.


28 comments:

  1. A visually good way of testing the game / period. I can’t make my mind up whether the new and common formation of ‘household’ with the mix of bill and bow is putting too much firepower on the table and not allowing a better distinction between those involved in the arrow storm and those involved in the hand-to-hand bit. In my last game, I deliberately had fewer mixed units to try and counter that.

    I get that the mixed unit perhaps offers an easier administration in how bow and bill interacted , but as I say, for me, the jury is still out.

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    1. Striking a balance is a tricky thing, especially given the paucity (or complete lack of) of primary documentation of how units actually fought etc. So far my reading points to a 1:2 (minimum) or 1:3 (at least) ratio of bill-to-bow. So far I've kept my MAA at not having bows and using them as heavily armoured troops who can pack that crucial punch (hopefully). More thoughts to follow and maybe even a quick game before Easter if I'm lucky...

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  2. A very interesting read and I really like the idea of using blocks to test out rules, games etc. before getting the figures onto the table.

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    1. Thanks Donnie:). I made the blocks probably 15 years ago or more, but have rarely got them out for their intended use, namely to try before you buy on the figures front. I also find I can concentrate on the game more as the abstract nature of them means I'm not being 'distracted' by nice figures etc;)!

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  3. Excellent test bed for ideas, Steve. I like your use of blocks to test the game and your own notions of what might be your future direction in this period. The bow seemed too strong but, perhaps, the ammo supply helps mitigate its dominance. My default is twice as many bows as bills. I look forward to more of your WotR explorations. Good luck with your house guests!

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    1. They certainly make it easy for me to try stuff out on the table before committing my hard earned shekels to a new period. At some point they should be used for some Ancients games, to see if it actually floats my boat or not.

      The bow only get 3 shots per game, so not too strong but enough to disrupt a line early on. In this game at times my Breaktest die rolls were shockingly low, hence the varied Broken units early on.

      Luckily it's our daughter and her lovely partner, so not too bad at all. Plus it's our son's 25th birthday next week too. So a very busy Easter period, but in a nice way:)!

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  4. trail games of HC are a good way to pass some time. I don't know much of the WotR either so can't comment on the stuff. 😁

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    1. I'm beginning to understand the subtle differences in HC compared to BPII, but still early days. As for the WotR, I'm still struggling to get my head around it all!

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  5. I have read a couple of books about the WotR and STILL don't really know much about it! Far too many nobles with the same or similar names, constantly changing sides....I am looking at you, Nevilles!
    I am glad you are enjoying HC, Steve; personally, I don't particularly like any of the Warlord rule sets, but I have not played them very often, as none of our group are fans either.

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    1. I'm with you on there being far too many Richards, Edwards, Margarets etc Keith, which makes my head hurt trying to keep tabs on who's who!!! And as for who has a better claim to the throne, I just don't want to go there;).

      As I love BKCII, which came from Warmaster, BPII & HC are versions of the latter, so it is all easy for me to understand and enjoy. Ditto HoW which my friend developed from BP. Luckily I enjoy the C&C friction and simplicity of the rules, but of course they are not for everyone.

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  6. A good way to test out a game with blocks which look very eye catching in your photos of the game.

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    1. Thanks Peter and I do really like the visual appeal of these blocks, which naturally has a Kreigspiel feel to them.

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  7. Kriegspiel was my very first thought when I saw your blocks Steve. The blocks are, as you mentioned, useful for multiple periods - after all, they simply represent a unit of soldiers (and nothing more specific than that).
    TBH I’m not especially interested in WotR, I much prefer the Hundred Years War. Well, at least when the English side were successfully bashing the French anyway ⚔️⚔️
    I trust you have an enjoyable Easter. Kids growing up, eh? My daughter will be 30 this year and we now have a grandson (almost 8 weeks old).
    Cheers,
    Geoff

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    1. I like the fact that the block make it very easy to see what is going on unit wise, which is not always easy with 10mm or smaller figures. That abstraction too gives a different feel to the game, which makes for a nice change.

      The 100YW has in the past held some interest for me, but I'm finding it interesting to read up on the WotR and to see if I actually enjoy the games or not. No chevauchee type raids, except on the Scottish border, does limit some of the attraction both scale wise and for a campaign. Not impossible of course...

      Hard to believe our son will be 25 this year! It makes us both feel old;).

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  8. A great idea getting into a period early with the blocks - and they actually look good - very 'Kriegspeil'! Looking forward to catching your thoughts on how Hail Caesar handles WOTR....

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    1. Thanks Ralph:)! I'm working on a Blog post about wargaming the WotR which I hope to post soon...

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  9. I rather like your block armies and smart idea to try out different rule sets, I'm not convinced by the combined bill and bow units but I know that's what Warlord have plumped for, like you I quite like the blackpowder family of games, I guess it also has something to do with being able to vaguely remember them!
    Best Iain

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    1. Thanks Iain and the blocks do have great versatility. I made them to game the ECW, but have used them for the SYW too and at some point for some Ancients gaming I imagine.

      In my reading so far, it is hard to know with any certainty how the units were formed up, with some battles having the archers with their Divisions, others line up at the front. How they then fought is open to interpretation. More thoughts to follow...

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  10. Splendid work Steve I do like your blocks an excellent idea and a great way to test out new rules 👍 I too would like to get more involved in WotR but that will have to wait a while

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    1. Thanks Matt and they have come in very useful over the years. The WotR seems to be the flavour of the month so to speak, or more accurately the past year or so. Not quite got my finger on the pulse, but close enough;)!

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  11. Seem to have come a bit late to this Steve. Agree that the blocks are a good idea. I rather like the HC WotR supplement. It seems easy enough to modify units to fit one's own interpretation but I like to try a few games with the rules as written first.
    When trying to keep up with the history of the period it is difficult when characters change sides but at least one writer is inconsistent with the use of family names and titles which I found confusing.
    I am sure I will find your future comments interesting.

    On aging children, wait until yours are in their forties!

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    1. The blocks have proved useful over the years and I really should use them more. The HC supplement I think is good too and looking at the lists, there is plenty of scope to tweak units to your view of how units fought or for a particular battle.

      I've just finished an excellent book on Bosworth and am still none the wiser as to who's who throughout! In fact I feel even more confused that when I started;)

      I'll be in my late 70's when our youngest turns 40!!! Best not to think about it just right now...

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  12. I love the simplicity Steve. The WotR really lends itself to this type of gaming, it's amazing that the blocks can give the same feel as model gaming. Large 'fixed' gaming seems to be very much in vogue.

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    1. The simplicity is one of the big attractions for me Stu. Certainly the WotR with few unit types is almost tailor made for this situation.

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  13. Interesting game. Has distinct shades of the Battle of Barnet I think (the defeat of one flank of each side...

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    1. Thanks John:). I'm working my way through Haigh's book on the WotR battles, so will pay particular interest to the Barnet one.

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  14. I'm going to have to get some blocks. They look good and allow nice testing of rules regardless of period. Enjoyed the post.

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    1. I've heard that people have used Lego blocks in the past, or plastic and MDF bases would work well, but without that visual height. 1" square bases would cover pretty much all the rules I play, no matter the level, but I think they work best for those Kreigspiel type games.

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