-Our BIG
Billhooks Weekend-
My good
friend and regular adversary Mark Taylor and I have talked about doing a
Tewkesbury game ever since we first met and at last, we decided to do something
about it. Gathering 10 Billhookers together we set a date and made our plans.
At some time during this phase, let’s call it the “blissfully innocent hugely
ambitious phase” one of us, and it may have been me, suggested we should also
do Barnet and we should do it all in one weekend
We played at
Bristol Independent Gaming. The table was 16 foot by 6-foot consisting of 4,
6x4, tables set edge to edge. We had two normal sized, 6x4, tables, one at each
long edge to place our army boxes under and our casualties up on.
We booked
the place from 10-6, I reasoned it would take a couple of hours to organise
ourselves and that would leave the whole afternoon to play, one of the lovely
things about this event was no one was in a rush and we all savoured the
experience
The game was
to be Umpired by me “if in doubt the Umpire will make something up!”
Theme This was to be a Wargame rather than
a reenactment although the set-up and Special Rules should reflect the
circumstances of the Battles and influence the games in the direction of the
historical results and to this end there were also to be themed scenario
specific Special Events cards and Player Specific Briefs for each Battle.
Army
Organisation Each Army had a CIC, and several Battle Commanders. Each Battle Commander
will be represented by a Player and will have one or more Leaders under them.
Each Battle Commander would have the same powers as a CiC in a normal game of
Billhooks
All Leaders would be Level 2 with the exception of Edward,
Montagu and Somerset who would be Heroes.
Reserves The General in charge of the Reserves
had a special role, a supporting role to the other Generals. If he was not yet
active himself then he would help the other Generals running melees, moving
troops under the direction of the General he was assisting, removing dead
units, keeping track of coin loss, morale tests and generally helping out to
ensure the smooth and constant running of gameplay and keeping the table tidy.
Activation- The table was be divided into West,
Central and East. Each area had its own Playdeck consisting of the opposing
Leaders and Bonus cards. The Umpire would roll for the Weather at the beginning
of every turn from turn two would draw a Special Event Card every turn.
-Units-
All units were
to be “double sized units.” Infantry units consisting of two normal companies
of 12 figures in line, so, 24 figures in two ranks of twelve. LC squadrons
consisted of 16 figures. Guns had two models. Double sized units will now be
referred to as Companies. Two Companies could join together as usual to form
Combined Units, of 48 figures in four ranks of 12 figures, these may consist of
Bills and Bows or one of each. Bows may combine with MAA. MAA may combine with
MAA. All the usual rules apply. We kept Skirmishers in units of six.
Figures were
not removed as casualties, instead casualties were recorded with 2d6 and the
whole unit of 24 figures was removed when it had taken 12 casualties.
Command
Range was increased to 12”, movement and missile ranges were the same
-Casualties-
We used dice
to track casualties and whole unit removal. This prevented little odd piles of
casualties piling up and reduced the possibility of mislaying our lovely
figures.
To keep
track of casualties growly wargames genius Mark Taylor invented the “dice
jigger”. Each jigger had a flat board with two or three dice cells glued to
them. Two red dice would show how many men the unit currently had and an extra
yellow one for the archers would show how many arrow storms they had left.
Each jigger
had an area covered with ferrous paper for which I made a small heraldic badge
on a piece of magnetic paper for each of the units so we could see at a glance,
who commanded which Company, here is Warwick’s command
-Special Rules-
There was to be no manoeuvre phase.
We treated the Dummy Card as a Wild
Card and players could use it as a Perk, Forfeit or Reroll card. We had a
Special Event every turn, with some unique Events for each battle
All LC
units had an attached Dolt who activated on the Skirmisher card
-:Barnet:-
-The Battlefield-
There are
many conflicting opinions on where the battle actually occurred, all based on
the same five pieces of contemporary or nearly contemporaneous evidence.
Extensive surveys of the area, most recently in 2018 have produced very little
in the way of archaeology to support any of these options.
Maps There are very many different
opinions on the location of the battle; after looking at all of them and some
extensive reading, I created a map for this battle which my son has very kindly
turned into a nice computerised version. As it happened, in our excitement, we completely
forgot to use the terrain and just played on a flat table!
-The Forces-
Apart from
the obvious Edward IV, Gloucester, Hastings, Clarence for York and Warwick,
Montague, Oxford, and Exeter for Lancaster there is little solid evidence for
any other of the great lords being present. It is not known whether Somerset
was present and is assumed that he was not as surely, he would have been in
charge of least one Ward. I do not know whether Warwick and Somerset had an
amicable relationship, it seems unlikely to me that they would be bosom pals
and I think we can be happy that he was down on the South coast raising support
for the lady of the daisy.
Which raises
the question of who else was there and who commanded the reserves, if reserves
there were!
Giles
Shapely, Eric the Shed, used The Poleaxed Source book, which in turn claims its
sources are from Freezywaters Coveny books when he replayed these battles in
his WotR series-see Shed Wars blog https://shedwars.blogspot.com/p/shed-wars-does-war-of-roses.html . The Poleaxed OOB battle is impressively
detailed considering how little historians know of the battle and the Roll of
Honour has to be questioned as to its accuracy, particularly as the Coveney
books do not carry all that much information nor do they declare where that
information was gleaned from. I suspect it has been gathered from various
family histories claiming an ancestor at the battle as happened at Agincourt
and more recently Waterloo.
In short,
the main resource for information for this battle is based on very little
evidence, however, we can rest assured that there are no better sources so we
have to accept what we have.
So, I
allocated Generals to Players and Players filled their Wards with whatever
units they already have or felt were appropriate!
House Of
Lancaster-
Van Right Flank Chris May BC Oxford MAA 2 Bow/Bill 1Thomas deVere Bow/Bill
2 William Beaumont Bow/Bill 2 LC 1 Skirmishers 3
Figures 313 + 18 skirmishers =331
Main Centre Mark Taylor CIC Montagu MMA1 Sir Robert Harleston Bow/Bill
2 Sir John Scrope of Bolton
Bow/Bill 2 Skirmishers 3
225 figures + 18 skirmishers =243
Rear Right Flank Graeme Battison BC Exeter MAA1 Sir Clive of Clivedon Bow/Bill 2 LC 1
Skirmishers 2
122 figures + 12 skirmishers=134
Reserve Rob Squires BC Warwick MAA 1, Bow 1
Bill 1
75 figures
Artilley 3 Gonnes
801 figures
House of York-
Van Right Flank Steve Blease BC Gloucester MAA 1 Sir
Phillip Mede Bow/Bill 2 Sir John de Kemys Bow/Bill 2 LC1 Skirm 3
Figures 241 + 18 skirmishers=259
Main Centre Ben Mallet CIC EDIV MAA 2 + Deveraux Bow/Bill 2 Thomas de Lynne Bow/Bill 2 Skirm 3
Figures 249 +18 skirmishers =267
Rear Left Flank Leigh Parslow BC Hastings MAA1 Sir John de Barre Bow/Bill2
LC 1 Skirm 1
Figures 132 + 6 skirmishers =138
Reserve BC Simon Wilde Bourchier Bow/Bill 1
Figures 51
Artillery 3 gonnes
733 figures
1,534 figureS on the table
Committing the Reserve – The Reserves
may not be used unless they are triggered by a Special Event Card or if one of
these conditions are met.
They are attacked either by melee or
missiles
A friendly Unit within 12” is charged
A friendly Ward is routed
8 coins have been lost in total
-Directives-
In order to
better represent the aims of the Commanders on the day, each General was issued
a player brief at the beginning of the game. Each brief specified not only any
objectives the General had to meet but also a playing style. The Generals could
of course choose to ignore these but failure to comply would lead to loss of a
coin. Some of the Briefs contained Rewards, these however could only be claimed
if the brief had been met.
These were delivered to the Generals immediately before hostilities began in fine cream manilla envelopes ...
-Barnet Special
Rules-
Fog as per Eric the Shed rules
with some adjustment from me
Shed Wars
Fog Rules
Fog
Effect on Movement
There are
three levels of Fog -Dense, Light, and Clear. Each turn the Umpire rolls a d6
for the density of the Fog.
1-4 stays
the same 5-6 conditions improve by one level
Any unit
moving in Light or Dense fog must roll a d6 for each movement action. A roll of
1 means that unit has deviated off course. The unit will wheel 45 degrees in
the decided direction then march 6” directly forward.
Should a
unit collide with another unit there is the possibility that these troops might
disrupt each other’s formation or even be involved in a scuffle. Barnet was an engagement
where friendly forces attacked one another because of the lack of visibility
and the political atmosphere of mistrust. Should any unit deviate in its
movement and ‘bump’ into another roll a d6
1
the
unit bumped into loses d6 casualties, some of these will be men running away
crying “Treachery!”
2
Both
units take two Disarray tokens
3
The
Bumped unit takes two Disarray
4
Both
units take one Disarray
5
The
Bumped unit takes 1 Disarray
6
Both
units apologise and move on with no loss
The fog also
affects Command Range and Missile Fire
Fog
Effect on Missile Fire We need to differentiate between targeted (ie the shooter can see its
target) and indirect fire. Targeted fire is limited by the range that units are
visible at within the fog. Indirect fire has the same rules as per standard
game but cannot hit skirmish units. All units get +1 saves from Archery as if
in light cover. Artillery- Instead of causing an instant kill, Gonnes have a -1
factor to saving throws
The Battle
starts with Dense Fog
Eager
Units All units in
Oxford’s command are eager! Any of Oxfords units that win a melee must follow
up and must pursue! Victorious Oxford units whose enemy Break from a Melee must
immediately pursue them for12" and take two Disarray Tokens for their
pains. If they go off the table, they must take a Morale test, if they pass
then they can return to the table next turn from the point where they left it,
with two Disarray Tokens
Send in the Reserves! You may activate your Reserves!
Confusion to your enemies! Choose two adjacent enemy units, they have bumped into each other in the
Fog as per the Fog rules
A
Fortuitous Gust of Wind- Briefly clears the Fog away from your units you may shoot as if the air
is clear x2
Bog! This unit have wandered into a bog.
Place an area of Bog-Hard Going in front of an enemy unit
-Winning The Game-
The Game can be won by defeating the
enemy Army ie taking all of their coins or by killing Warwick or Edward IV
-Tewkesbury-
-The Battlefield-
Unlike
Barnet, the Tewkesbury battlefield is well known and documented. There are many
sources of information and a fair few maps.
The central
portion of the table, between the dotted lines, is raised slightly representing
the ridge of Gupshill across which the armies fought. This also rose gently to
the North with the Lancastrian’s being uphill of the Yorkists, this a gently
rising slope and so does not really need recreating on the table.
Missing from this map is Gupshill Manor which would have been just forward and to the left of Edwards position and “Margeret’s camp” which would be just right and North of the centre of the table. The ground before Somerset’s position was “tangled and broken” with “Foul Lanes and deep dykes and many hedges with hills and valleys: a right evil place to approach as could ever be devised” Somersets men found this such hard going that they manoeuvred around it
-The Forces-
Tewkesbury
is a much better documented event than Barnet mostly due to the “Historie of
the Arrivall of Edward IV in England” the account of Edward’s return to
England and the subsequent events. We know that Edwards army was very similar
to the one that fought at Barnet with the same commanders and was well served
in artillery and firearms.
The
Lancastrian host had completely different commanders and had a lot of French
and other nationalities represented mostly as mercenaries and probably did not
boast as many Great Gonnes. They were supposed to collect such ordinance from
Bristol but may have been too hurried to bring it away with them. It is likely
that they had far fewer guns than their opponents. They were led by the fiery
vengeful Somerset, the cautious and indecisive Lord Wenlock, and the
inexperienced Earl of Devon. Although Wenlock commanded the Main ward its most
likely that Somerset was actually the Commander in Chief
Again, as
with Barnet, none of the lesser Lords are named in any documents and so we only
really have the Poleaxed source book to rely on, as for Barnet, we filled our
ranks with whatever we had in our collections.
The Plump
was a force of 200 spears that Edward commanded to wait in a nearby wood quarter
of a mile from his left flank, and he directed them to “employ themselves in
the best wise that they could” Historians have surmised and mostly agree that
this Plump must have been mounted, probably the light cavalry armed with lances
or long spears known as Prickers.
One of the
problems with recreating a battle like this is that we have the power of
hindsight. And gamers who know their history. And I know Somerset's, that is
Mark Taylor’s, gaming head very well indeed. From a gaming point of view there
is no reason at all why Somerset should advance into the “Right Evil Place”
exposing his rear to the charge of the plump, it’s a far better idea to sit comfortably
and safely on top of the hill and wait for the Yorkists to advance through the
“Evil lanes” and suffer from the arrows of Somerset’s archers. Knowing that the Plump will arrive
from the trees, Mark could simply turn a unit or two to face the direction of
the trees and the Plump would be completely ineffective.
But we had
an Umpire and with an Umpire you can do things differently.
So, I decided that I would not decide the strength of the Plump nor where it would enter the table until I thought the time was right. Above all I wanted everyone to enjoy the day and get a sense of what happened…and the Lancastrians are already outnumbered.
As for Somerset...well…there was a brief!
House Of
Lancaster-
Van Right Flank Mark Taylor CIC Somerset MAA-2 Sir John Beaufort Marquis of
Dorset Bow/Bill 2 Sir
Hugh Courtenay Bow/Bill2 SK-3
249 figures 18 Skirmishers =267
Main Centre Pete Nethercott BC Wenlock MAA-1 Sir John Lewkener
of Goringe Bow/Bill-2 Sir John Delves of Delves Bow/Bill-2 SK-3
225 figures 18 Skirmishers =243
Rear Left Flank Chris May BC Devon MAA-1 Walter Courtenay Bow/Bill
2 Sir Edward Pomeroy Bow/Bill
1 SK-3 LC-1
208 figures 18 Skirmishers =226
Reserve Lloyd Lewis BC Edward/Longstrother MAA1 Bow 1
51 figures
Artillery 3 Gonnes
787 figures
House of York-
Van Left Flank Leigh Parslow BC Gloucester MAA
2 Bow 1 Sir Phillip Mede Bow/Bill 2 Sir John de Kemys Bow/Bill 2
273 figures 24 skirmishers =297
Main Centre Ben Mallet BC Edward MAA2 John de Mowbray Duke of Norfolk Bow/ Bill 2
Sir Walter Deveraux
Bow/Bill2 SK 4
249 figures 24 skirmishers =273
Rear Right Flank Steve Blease BC Hastings MAA1+
Sir John de Barre Bow/ Bill 2 Thomas Talbot Bow/ Bill 2 SK 2 LC 1
265 figures 12 skirmishers = 277
Plump Simon Wilde BC Bourchier
(Reserve) LC? =32
Artillery 4 Gonnes
879 figures + unknown plump (32) 1,666
figures in total
-The Table-
There was a
raised section to the middle of the table, Gups Hill, stretching from one long
edge to the other and about 8 foot across. This was created from sheets of XPS
which were covered with fleeces.
The Right
Evil Place was represented by a piece of grass matting three feet by 12 inches,
strewn with lichen and flock and was placed directly in front of the area where
Somerset would deploy
There was a
wooded area on the Western edge of the table some three feet long by 12” deep.
Gupshill
Manor, a large half-timbered building with a walled garden is on the Western
side of the elevation just in front of Edward’s Ward. We created this from two
of Oshiro’s lovely town houses and an outhouse. This was rated as Hard Going
Margarets camp, a 12” square area of Hard Going, consisting of beaten down tents, brick-a-brack and the detritus left by an army in a hurry was placed just in front of Wenlocks’ Ward.
A Right
Evil Place- The Tangled Terrain in front of Somerset’s position which will cause one
Disarray per move and limit movement to one action only.
The Plump- TBA
Margarets camp and Gupshill Manor- are Hard Going but provide no cover
-Special Events-
Somerset
Blows His Top-Angry
Somerset, loses his rag and attacks his nearest Leader
D6 1 They are killed remove them from
the game 2-3 they are wounded 4+ they are too frightened to do anything and
miss their next activation
Local
Knowledge- Somersets
men find a farmer with local knowledge who can lead one unit through the Evil
Place with no Disarray
Wenlock
Sits on the Fence- No
unit in Wenlock’s command may move forward this turn
Wenlock
engages his Curate in an Interesting Conversation on the Purpose of the Battles
of Men in God’s Almighty Plan-Wenlock can issue no orders this Turn; his Leaders may still
be used as normal.
Send in
the Reserves! You
may activate your Reserves!
-Winning The Game-
Next! The Batreps!
What a wonderful set up - thanks for posting. Love the double unit idea
ReplyDeleteThanks Giles! I wanted to ensure that we would finish the game and double sized units greatly reduced the playing time
Delete