The Two Forty!
So long 2022! Although there were some grim moments, I shall
remember this year as the one where I played a game of Billhooks most weekends
against somebody and almost every fortnight against my regular opponent and
good friend Mark Taylor. Mark invariably plays the House of Lancaster which
seems appropriate as he embodies some of the characteristics of the Heroes of
that house. He combines the aggression and tactical skill of Somerset with the
guile of Margret of Anjou and the luck and consistency of John Lord Wenlock!
Most of our games have used the “BASH standard” 120-point
armies, a perfect size for a game of two hours or so, but being the curious
types we are, we wondered how many points could we cram onto a 6 by 4 and still
be home for tea.
We decided to try 240 points with five leaders. To ensure we
got home for our roast dinners we set the morale level at ten coins rather than
the fourteen it should have been. We each approached the game in our own
different ways. Mark in his usual thorough way spent his evenings on the week
before the game plotting and scheming, drawing up and dismissing various
combinations of formations, troop types, using veteran and non-veteran
companies until he had the perfect list. I, true to form, picked my army on the
morning of the battle while we were setting up!
The
Forces of the House of Lancaster
CiC Sir Edmund Beaufort 3rd Duke of Somerset
1 company of Men at Arms 12men @ 24points
1 company of Bows 12 men @ 12 points
Sir John Courtenay Lord of Devon
2 companies of Veteran billmen 24 men @ 30 points
2 companies of bows 24 men @ 24 points
John the Lord Wenlock
Two companies of Pikes @ 24 points
One company of Bows @ 12 points
Sir Andrew Trollope
2 companies of Veteran billmen 24 men @ 30 points
2 companies of bows 24 men @ 24 points
Sir Gaston Villa
1 squadron of light horse @ 12 points
Ye Greate Gonne @ 9 points
3 bands of skirmishers @ 18 points
Total of 219 points + 20 points of leaders = 239 points
The
Forces of the House Of York
His Majesty the One True King of England Edward IV
1 company of Men at Arms @24 points
1 company of Bows @12 points
Sir Walter Deveraux Baron de Ferrers
2 companies Veteran Bows @ 30 points
2 companies of Billmen @24 points
Sir John de Barre of Barres Court
2 companies of Bows @ 24 points
2 companies of Veteran Billmen @ 30 points
Sir Phillip Mede Pirate-merchant and warrior mayor of
Bristowe
1 company of Men at Arms @ 24 points
1 company of Bows @ 12 points
Sir Beize Canard
2 squadrons of light horse @ 24 points
2 bands of skirmishers, (1 with pavise) @ 15 points
Total 219 points+ 20 points of leaders =239points
As I had two light horse squadrons to Mark’s one, the
Lancastrians had been “out-scouted” and had to deploy one battle and all their skirmishers
and artillery first.
The Manoeuvre phase. Yorkists are on the left in this
picture. At the top of the screen the rival light horse have deployed opposite
each other. The Lancastrian Great Gonne is just out of range on its hill so
Mark could not use his favourite tactic of halting this phase. Mark has thrown
out his skirmishers on to the flanks, he is a master at this, and taking to the
woods to increase their defence.
Wenlock and the pike block are on the left of Marks line,
just behind the Gonne in this picture, opposite Mede and his Men at Arms.
Top of the picture centre of the field are the Burgundian
mercenary crossbow men equipped with pavise. They will enter the wood and shoot
at the Lancastrian skirmishers there, ending the manoeuvre phase and beginning
the game proper!
The Yorkist host, de Barres battle in the foreground
The Lancastrians-Devon has pushed his Archers forward to deter the Yorkists Burgundian mercenaries
AYork AYork! Sir Phillip Mede, at the bottom of this picture, has deployed here with his Men at Arms to counter
the Pikes of Wenlock. The German hand gunners are deployed in front of his ward
as a screen.
Next comes Deveraux with his
veteran archers deployed in line formation out in front
Then there is Edward IV with another company of Men at Arms and one of
bows
Then there is De Barre and his ward and at the top of the picture the two
squadrons of Light Horse
Lancaster!
In the foreground, the “supreme fence sitter” Wenlock, and his pikes, a company
of archers and band of skirmishers, then Trollope with his double block of
veteran Billmen and double line of archers.
Next to him, in the centre is the eternally angry Duke of Somerset with
his bows and Men at arms. Then comes Devon holding the right flank with his ward
and behind him the light horse.
Somerset
orders the advance and the Lancastrians move forward maintaining a very orderly
straight line. At the bottom of the picture Mark has rushed his skirmishers
forward from the wood and they are creating havoc amongst Medes Men at Arms
with their hand gonnes
Edward IV has not moved; his card was not
drawn!
Look how straight the Lancastrian line
is-Mark was very pleased at this!
I did not
get enough pics of this action! The Yorkist light horse charge their opponents
who counter charge and the Yorkists do not do well losing four casualties to Lancaster’s
two. However, their morale holds, which is unusual for Light Horse. Edward IV’s
card is drawn at last and he leaves his own Ward to advance and order the
second light horse in on the flank of the Lancastrians. The Yorkist squadron already
in the melee, led by Canard, survive the morale test for treason and the
Yorkists cause another two casualties on Gaston’s horse which make their saving
throws. All are locked in melee!
Devon
strides forwards and commands his veteran billmen to charge the flank of the
Yorkist light horse who lose the combat, fail their morale test and flee the
field. A bonus card is drawn and in the subsequent melee both Canard and Gaston
Villa’s squadrons annihilate each other! All those within twelve inches pass
their morale tests!
Lancaster
has destroyed both Yorkist light horse units for the cost of one!
The
situation after Devon’s charge. York have lost the most coins so far, at the
bottom of the picture, Lancastrian skirmishers are decimating Sir Philip Mede’s
Ward, he has lost 4 Men at Arms and three Bows.
Ye Man Who Wouldst Be King! (or the happy face of success!)
There are
many accounts of Somerset’s perpetual bad temper but nowhere does it state that
he was a smug git!
Wenlock’s pikes advance against the Yorkist left flank
Things are
looking dire for Medes ward although the German mercenary hand-gonners have
arrived and are inflicting casualties on the Lancastrian skirmishers-have they
come too late?
From
Deveraux’s perspective centre right in the Yorkist line! Wenlock advances
relentlessly!
Deveraux’s
veteran archers unleash hell and 5 pikes fall, pierced through and through!
Bam! The pikes charge home! Somehow the Men at Arms win this unequal battle losing two more men but causing four casualties to the pikes who fail the resulting morale test and fall back Daunted!
In the
centre, Mark plays a perk card to change formation and uses a double move to
charge with Somerset’s men into Edward IV’s Men at Arms
A bitter, hard fought, three turn hacking grind of a melee commences.
On the other flank, the Yorkist left flank, Devon has advanced his Archers and a vicious exchange of arrers commences which is eventually won by de Barres men who wipe out one of Devon’s archer units
Back on the right flank and Mede’s two surviving Men at Arms are taunting the disarrayed pike men!
"'oo are ye? 'oo are ye?'oo are ye?"
The Lancastrian skirmishers fail a morale test and flee the field! Wenlock rallies his pikes...
Meanwhile,
in the centre of the field Deveraux’s veteran archer block has caused 11
casualties in one withering volley to one of Trollope’s bows, pretty well
wiping it out, it fails its morale test and flees the field. The chink of coins
in the cup of victory has been all one way for the last few turns and the Duke
of Somerset no longer looks like the cat that has supped the cream.
The central
melee between Somerset and Edward is grinding to a halt. After three turns of inconclusive fighting the two sides separate and stand breathless barely able to raise their
weapons.
Ironically,
after all the heroics and bloodshed on the right flank and in the centre of the
field, the outcome of the battle was finally decided on the “quiet” left flank
when Devon’s archers failed a morale check, became Daunted and the morally
bankrupt Lancastrians were unable to pay the bill!
And so ends
another great game of Billux! I really thought this was lost after the first
two turns but by turn four the tide had turned, Mark began exhibiting his usual
run of bad luck and York triumphed again. Archery played a major role in this
battle, but the incredible defence by Mede’s Men at Arms, truly the stuff of
legends, felt like the significant game changing event.
Thoughts
The table takes 240 points nicely but fills it so completely
that there are no flanks. I could not utilise my advantage in Light Cavalry
units and I would have been better off taking another bow/bill block instead of
the Light Horse
The woods on each flank enable skirmishers to work with
impunity but stop any flanking movement as woods are a fucker for formed troops
whether horse or foot to move through.
Artillery are not as good as skirmishers! This is a
conclusion we have both arrived at after many games, a conclusion reinforced by
this crowded field as the Gonne is soon rendered useless after the first few
turns, as any targets are obstructed by their own sides troops.
Reducing the number of coins in the pot effectively
shortened the game and avoided the end of battle slogging match of multiple
reduced companies locked in melee. There were a few units unfought at the end
of the game but it felt alright and neither of us thought that it had ended too
soon.
For
future games
I think we should randomly roll for terrain. We have been
using a small clump of woods on both flanks each game and this produces the
same kind of battle each time. This could be determined by who has out scouted
who and therefore has some say over which terrain to fight over. Maybe we could use “Scouting
points” to determine who picks the terrain, 2 points for each light cavalry
squadron, 1 point for each skirmisher band with the player who has highest number of points
deciding the field to fight upon.
With more troops on the table we found that using dice to
indicate how many rounds of each melee had been fought was helpful, having markers
to indicate who has charged or who is winning in melee may help a bit more
Veteran archers are probably worth the extra points if you
can shoot often enough.
It felt great to get all the toys out and I should like to
play a few more at this size. I thought about how to use flanks on such a
packed field and decided to write some “off table” flanking rules!
Flank Marches
The Wars of the Roses was not a
period known for subtlety on the battle field. Armies lined up opposite each
other and went at it. However, there is one famous incident of a flanking manoeuvre
at Tewkesbury where Edward hid the “paunch” of 200 spears in a wood who then
charged the flank of Somersets ward when they were engaged to their front routing
them from the field.
Here is an idea to replicate this
on the table top
Before both sides
have deployed, each player decides which units (light cavalry only) will be in
the flanking force and when the manoeuvre phase has concluded, each player declares which Leader and which units form the flanking
force and whether the flanking force has been sent around the left or right flank. If both players have
declared a flank march, the players write down or
otherwise secretly indicate which flank they are marching on. If both players choose the same flank, the flanking force with the lowest points value has been forced back. If
both flanking forces are of equal size, the side that has been outscouted has
been forced back. If both sides are of equal force and neither side has been out
scouted then neither flanking force has succeeded. They must now be deployed on
the table anywhere within the player’s deployment
area.
A Leader on a flank march is
activated as normal when his card is drawn. The player rolls 1d6. If the score is equal to, or less
than, the current number of turns in the game,
the flanking force may be brought on. Roll 1d6
to determine which stretch of the table the
flanking force arrives on.
6= Complete success! The flanking force
can deploy on the opponents long table edge within 12 inches of the short edge
of the table
4,5 = on the short edge of the
table 0-12inches from the opponents long table edge
1,2,3= on the short edge 12-24
inches from the opponents long table edge
On arriving on the battlefield,
all movement is measured from the table edge
Excellent stuff Mike.
ReplyDeleteThank you, I am glad you enjoyed it
DeleteLovely game Mike.
ReplyDeleteI just fought a 250pt Billhooks game this week and to be honest thats the normal size I fight. It usually gives each player 14/16 tokens and Ive never found it an issue re the length of game. I normally kick off at 11.00 and its clear who will have won by 3.00pm. Except this week when I was slaughtered by 2.00pm. I truly hate treason cards and having to dice for morale.
A few observations. Like you Ive noticed that guns are disappointing now that the firing rules have been tweaked. Its very difficult to find clear targets once things start moving. As for flanks. I usually set up the terrain inless we dice and I always attempt to have at least two hills somewhere on the board, with about four small oods. Granted I can fight up to 12x6 so flanks shouldnt be an issue, but Billhooks is where your flanks are always under threat anyway, once morale starts to buckle. But lovely game, well done.
Thanks Robbie! It is always a fun game, I have never played two the same! I think maybe we should try booking a double table (12 x 6) see how the other half live!! This is going to be a big year for Billhooks in many ways
Delete