Rome in this period is still a Republic, but she teeters on the verge of becoming a Principality. Power is slowly be wrested away from the Senate and the people and is falling more under the spell of one great family, The Familia Prope Fraxinum.
At the start of the campaign the family led by Pulcher, has its claws deep within the Senate and the military. Popular with the mob and with equestrian (noble) families alike, the position looks favourable for the Prope Fraxinum. As Rome, is pushed further into military commitments in the East, so the family will tighten its grip on the Republic through clever manipulation of the legions and nepotist promotions within the military and the senate. When the time is right, they will declare the head of the family as Principal of Rome, Emperor of the Roman Empire.
The Roman army at this time is based round the legions which were mostly heavy infantry organised into cohorts (see the following link for a detailed account: https://en.wikipedia.org/wiki/Marian_reforms). The legionaries fought in close order with shield, pilum, and gladius. The Romans themselves had very little cavalry and few light troops. The majority of these were supplied by auxilliary troops supplied by annexed nations and mostly fighting in their native style.
In DBMM game terms, the Marian Roman army is fairly flexible. It has a Regular command structure and a strong core of Regular Blades (legionaries). The blades are good in open terrain and hold their own in rough or even difficult terrain. The optional troops add to this flexibility. The option to field Cavalry, Light Horse, Auxilliaries, Psiloi, Artillery, and even an African Elephant gives the Romans an almost 'swiss-army-knife' feel to them. They pretty much have something for every occasion. This makes them a fairly easy army to use and a difficult one to play against. The downside is that sometimes there are too many bits and pieces and not enough of any given troop type other than blades.
The Roman player, Nash, is from the UK (born in Wales and brought up in Staffordshire). He has lived in S.E.Asia for 15 years or more. His gaming background included a period of competitive DBM play, and attending tournaments was a regular pastime - his claim to fame being 3rd place in The World's at Derby one year! Unfortunately, this DBM heritage sometimes gets in the way of DBMM play (rules and combat factor changes ) as occurred in the first campaign game much to his chagrin. He rather fancies his chances in the campaign for two reasons:
1. he is using the Romans
2. losing last year's campaign taught him some valuable lessons
Should anyone be interested in playing DBMM or other games in Bangkok, or would like to comment he can be contacted here or at monkey.nash@gmail.com
Sunday, 12 July 2015
All Roads Lead to Damascus (or A brief Introduction To Our Latest Campaign)
Circa 100BC, 4 great nations have risen to
dominate the ancient world: Rome, in the West, Parthia in the East, Ptolemaic
Egypt in the South, and the Arabian City States in the South East. These four
super powers are now expanding their frontiers to clash upon borders of the
others. There can be no alliances, there can be no forgiveness, and there can be no negotiation. There can be only WAR!
Rome is quickly spreading her sphere of
influence further East through Asia Minor and into the rich trade routes of the
desert frontier.
The Parthians are pushing west to reach the shores of the Mediterranean
and its valuable resources.
The Ptolomies have their sights set on
their ancestral homeland, Greece.
And the Arabian City States are pushing north west to control the
trade between East and West and the vast riches there-entailed.
There is one place that holds the key to
each of their ambitions, and it is there that the fate of civilisation will be
decided once and for all. It is there that we will make history or die in the trying and that place
is DAMASCUS!
All Roads Lead To Damascus - Battle Report 1
Barbarians Get Awkward in the Orchard
or
Village People Go East
Report by our scribe in the field Dubius Factus.
This week saw a valiant defence of our
Republic and the loss of a true Roman hero. Roman soil was soiled by filth of a
barbarian horde. The Gods were with us and the horde was sent packing!
The day began well for our illustrious
general, Legatus Pulcher Prope Fraxinum, who although late in years was still considered
a strategic genius. The invading barbarians with their dodgy facial hair, leather fetishes, and love of anything a little fruity' were easily lead to an area heavy with orchards and steep hills, thus
funnelling their advances exactly where our hero wanted them. Upon entrapping the enemy in this
constricting terrain, further advantage was gained by enticing the horde with
promises of dancing and sweet drinks at the fable temple of the Blue Oyster. The Parthians in such a hurry to quench their queer desires, deployed first and
Pulcher was able to take advantage. The barbarians scouted the area well
uncovering our ambushes, but this was planned and accounted for.
The moustachioed villains deployed four
commands with their cataphracts and horse archers on the flanks and a mass of
light infantry and Psidian allies crammed into the orchard (no doubt trying to
locate the fruits of Temple of the Blue Oyster!). The marvellous Romans
deployed all 4 commands to their right flank with cavalry and legions ready to
advance upon the unwashed heathens. Two
ambushes were prepared, one on the hill to the left flank and another in the
orchard to the right flank.
The Parthians had the initiative but in an
act of cowardly ignobleness, immediately turned tail (as if already in the Blue
Oyster!) and tried to flee the field. Pulcher in turn was hesitant (rolling
three 1s for regular commands), expecting some barbarian trickery. His ally
general Rolus Asixus however, saw the Parthians retreat for what it was and was
quick to charge across the field. Cavalry, Legions and Peltasts all advancing
to close the gap and trap the savages.
And thus the battle was engaged. The
valiant Romans pushed the attack on their right flank whilst the Parthians sought
without success to escape. On the left
flank, the psiloi on the difficult hill proved enough of a distraction and hindrance
to effectively negate Parthian efforts. In the centre, the Roman auxiliary were
outnumbered but held on.
Having trapped the Parthians from escaping
on the right flank, the Thracian light horse (o) pinned the cataphracts in
place and launched an attack on the few horse archers (f) guarding their flank.
The Thracians did their job and punched a hole in the Parthian line. Trapped and
outflanked their days were numbered. It was then that barbarian heavy knights
decided to actually fight. The CiC supported one of his brethren against sole Roman
cavalry alae. The barbarians, encumbered
by their facial hair, leather and studs, were destroyed with great violence.
That was enough to break their spirit!
Pulcher himself at this time stepped to the
fray as he felt his years upon him. His closest aids tell us that he saw the
battle was won on the right flank and his job was done, thus he wished to end
his days in glory upon the field of battle. He is quoted as saying, ‘I am long
in years, old beyond reckoning. The fields of Elysium await me. Let me die here
in glory!’ as he charged the enemy foot. The battle raged and he was driven back by a
stubborn foe. It was while falling back that old age finally caught up with the
old warrior. He slid from his horse, happy in the knowledge that his day was
glorious.* / **
With the CiC fallen, his very small command
broke. However, there was little effect on the army and on the right flank the
Parthian CiC was fleeing with the remnants of his broken command. He was ridden
down in eternal shame with his back to the enemy and his (or someone else’s)
tail between his legs. The Roman army
was in a fine position to move into the rear of the enemy. The baggage was
undefended and the Psidians exposed.
Alas that time favoured the barbarians this time and the battle was
forced to end.
The result: a glorious victory for the
Republic ***. An honourable death for a long lived and loyal son of Rome. A
dark day for the invaders. And the start of a new era for the newly appointed Legatus Rolus Asixus!
*Actually, the cic was
6-1ed by the auxiliary. Now, this should not have killed him but for the fact
that I for some reason reverted to DBM (not dbmm) factors! Anyway, the mistake
was made and not noticed until sometime later
** It could also be that
old age caught up with him as he awaited the Parthians to finish their moves!
*** It should have been a
bigger victory. In the end the result was close 14 - 11 I believe. Anthony is a newish player to DBMM and his
plan was too ambitious for his irregular army. In other ways he played well
though.
We were fortunate enough to interview Legatus Pulcher Prope Fraxinum prior to the engagement and discuss his plans.
Dubius Factus: Legatus, What is your opinion of the Parthian army?
Legatus Pulcher: The Parthians have 2 strengths. The first is in their highly mobile and flexible Light Horse. The second is their Heavy Cataphracts. They may also outnumber us.
DF: Does this worry you?
LP: Worry, no. But I do have to consider their strengths and weaknesses. If the light horse envelope us then we could have problems. If the Cataphracts attack our cavalry we will be in trouble. Therefore, I must do two things: stop the LH from going around our flank, and keep their cataphracts away from our cavalry.
DF: How do you plan to do this?
LP: By choosing my ground very carefully and by attacking with a combination of troops, this forcing the enemy into my killing ground against the troops that I want them to fight. The battlefield needs to be dense with difficult terrain to channel the enemy. If it is an open battlefield we will not be able to stop him. Our troops are better trained than the barbarians and we will be able to manoeuvre more effectively through gaps in the terrain. We will be able to reduce the battle to a small area thus negating his speed and flexibility.
DF: Are the cataphracts a great danger?
LP: Yes. They are deadly against our cavalry and against the legions. However, given the choice, I will attack them with the legions as we should win on attrition. The ideal situation though is to create a situation in which the cataphracts are unable to join battle. Our easiest targets are the horse archers. Although fast, if they can be pinned down they will be destroyed. Again, the terrain is key. We will draw them into our defensive positions in the hills and orchards.
DF: You have a choice of allies, which will you take?
LP: My first choice was to take Sarmatians as their heavy knights (kn f) will be an equal threat to the enemy knights. However, after some deliberation it was decided that this would be too much in the hands of Fortuna. My next choice was Skythians with their unnumbered horse archers, but again that was a risky choice. In the end, I chose to enlist my own nephew Rolus Asixus. With him commanding half the legions and cavalry it would allow me greater numbers and more flexibility with my commands. Regular troops are also more reliable.
DF: What is your opinion of the Parthian general?
LP: I have a great deal of respect for him - I would be foolish not to. But, he will over complicate his plan. I am not sure how, but he will. I will expect him to try to draw us into open ground, but we will force him into the hills. I also expect him to outscout us, but we will set up ambushes anyway. If he brings foot, we will outclass them. If he brings mounted, we will close the battlefield around them. Either way, we will be victorious.
DF: Legatus Pulcher Prope Faxinum, thank you and may Mars smile upon you for the glory of Rome.
LP: Thank you. Ave.
Monday, 8 December 2014
Teutonic Orders
“I hate painting little black crosses, already”*
After being a late-comer in the Levant/Outremer, falling out with the Templars for more secular reasons than religious and then spending some years expanding Hungrarian territory on behalf of it’s king before being kicked out for behaviour unbecoming, the Teutonic Military Religious Order finally focused their rationale for existence in the wild European North East where they intended to assist (or surplant) the under-performing Livonian Brotherhood in the Northern Crusades.
This is not a battle report (see "Teutonics Try Troubling the Tzar" for
the Teutonics** initial battle outing, fought in a blizzard!!) but a ramble on my development of the
army and some pretty pictures of my 6mm Teutonic Orders in all their glory. There is also comments on Painting & Basing' and a brief pottable history on the military time of the Order. A longish review on some searches will be in 'Banners and Standards' to come at a later date.
There are now further battle reports of games to date making four in total:-
"Teutonics Try Troubling the Tzar" a four player game against a histrical Early Russian opponent.
"Worrying Woemans" against Marian Romans with just two players.
"Teutonics Try Troubling the Tzar" a four player game against a histrical Early Russian opponent.
"Worrying Woemans" against Marian Romans with just two players.
"Persian Pansies Prance & Pirouette" back to four players against the Sassanids.
"Bashing Bactrians - Ineffectively" against a Graeco-Bactrian enemy in a four player game again.
Some Background
Back in the home country is a 25min soft plastic
Teutonic army of DBM vintage that was a cheap experiment in the early days
before investing the mortgage requiring amount of money in a 25mm lead figured
army. Under my generalship, still of
limited experience, it had a dismal record despite its “on paper” strengths.
![]() |
| Vain von WotzTreβler, Marschal and Hochmeister of the Order (Treasurer, Military Commander and Grand Master) |
The mortgage was spent on 1420s Medieval Germans,
pipping the Teutonics because of supported spear and to avoid the “everyone
tries Teutonic Orders supertroops” label.
Later, in a moment of unexpected wealth, enough lead was purchased to
morph the Germans into both Hungarians and Teutonics. That unpainted lead still sits somewhere at
my parent’s home and 500AP of 25/8mm Germans was far too heavy to ever fly this
far around the world (as hand luggage of course) so reside with my brother.
So, now that we play in 6mm, armies are both cheaper
and quicker to purchase and prepare.
Then Baccus announced their Crusader Range and the BKK boys were hooked
for our next group of armies. It dawned
on me that I could finally do a Teutonic army with these figures and it would
vaguely fit within our theme, anyway it would 75% morph back into a later
Crusader set of figures. So the figure
were ordered***.
Planning the Order of Battle (OoB)
There is no point in having a rarity like double based
regular superior knights in wedge (rKnSw) and
not using them, it would be like
ignoring the iElX Panzephants, the only elephant bourne artillery in existence,
when playing Khmer or Cham. So there
would be some of these rKnSw in the army formation.
![]() |
| Some superior knights in wedge formation, including the Livonian Sword Brotherhood Commander as a sub-general |
While being very tough head-on, historically the
Teutonic Order was very small and suffered a few loses in major battles because
it was beaten by pure numbers and the resultant fatigue. The same danger awaits the DBMM replica, where,
barring coming up against elephants, with its knights to the fore it should cut
through almost any enemy it hits. At the
same time, due to the limited number of elements (troops) allowed, there will
be some nasty things happening on the flanks and the enemy will be causing
casualties from the ends of the battle line.
The usual way to deal with such knight heavy armies
(if you don’t have any anochratic elephants) is to not fight them frontally, or
as little as possible, and try to get around a flank or two and engage with
hard flank attacks or in the rear. As
just about all opponents will be bigger in size finding some unopposed troops
to undertake the out-flanking is usually possible. Or use flank marches to get behind the
Teutonics.
So my list needed to counter the more obvious enemy
tactics. This would require bulk and
manouerability. Given that the army is
mostly regular troops it’s quite adaptable.
But for bulk we needed as many cheap elements as possible with maximum
ME counts. This all meant full quotas of
hordes (iHdO) and light horse plus as many bowmen as possible, the 4AP iBwO
before regulars.
In the end I maximised all the hordes, light horse and
bowmen, both regular and irregular, but didn’t have any command structure ideas
yet, just 400AP of elements listed. What
did strike me was that there was other tactics besides running enemy down with
the knights hidden in the list.
![]() |
| That's all there is!! It's small even with all the low grade militia options to bulk it up. |
![]() |
| The baggage. Mostly mobile (iBgI) but tents for the boss and friends (iBgO). |
But these “tails” would get in the way of
manouver. More thought was required and
in the end I decided to use non-horde foot on one side (so it’s grouped in one
command) and the light horse on the other.
This way some small lag at keeping up would not be too dangerous. Command structure was about spreading the
PiPs across commands with different functions – attack or hold and about having
a small PiP soak command that was still functional and a large command that
forced the enemy to fight it if they wanted to be victorious.
In the meantime I needed a terrain plan to counter
enemy manouver advantages. With an
aggression factor of four(4) we were generally going to invade so had minimal
terrain choices. Initially I wanted to
use a isolated tower on a hill until I realised it’s a defender only option and
we have no hills of any type in Prussia.
Double Fail!!
I wanted an early deploying piece of terrain so it’s
almost certain to get placed where I want it.
In the end after experimenting with terrain sizes vs table sizes I
settled on a 2FE marsh(M) as it’s right behind water features in order and in a
clear majority of enemy terrain lists.
By choosing my own table edge as “6” and touching it on the short edge
if they were designated (rolled up) I found I could cover one flank in all
cases except if the edge rolled up the enemy’s long edge. If that happened they will get it placed
cutting their deployment area in half thereby forcing them to choose a side (with
a small frontage which suits me) or splitting their army where I can focus all
of mine against half of theirs.
![]() |
| The mounted crossbow Knechte. A 6mm conversion mixing foot crossbows & turkopolen. It was too fiddly and only the front rank of each element got converted figures. |
There are some light troops in the OoB (Livonian Ax
& Ps) who can slow up anyone trying to cross the marsh or at a pinch some
hordes could be detailed to that task.
In effect I feel I have one flank nullified if not really secure.
The other option is a Sea (S) but this requires the
Teutonics invading an enemy with a seaboard so it’s less likely to occur. If it does then a sloping sea is placed with
the wider portion on the enemies side of the table again to minimise the
frontage that the enemy can utilise.
![]() |
| CnC's command. Including his element only two nights but the Turkopolen and regular foot are about protecting the other commands that will drive the impact attack. |
![]() |
| The 1st Sub General's command. Knights in both forms for flexibility, Turkoplen for flank protection and Hordes to occupy space and provide bulk. |
![]() |
| The smallest Sub-general's command, just wedged Knights (rKnSw) and the two Knechte (rCvI) for 12ME with baggage. Keep the Knechte save and it functions unless all Kn are lost. |
Painting and Basing
The usual 6mm painting methods involve bold colours in large amounts, no hightlighting or ink washing and getting massed visual effect rather than individual figure beauty. By using brighter than natural/real colour and in bulk it gives a really good appearance at normal table viewing rather than individual figure beauty. This was recommended on the Baccus website when we first started with 6mm figure (see here for this and alternative methods).
I've been very pleased with the results I've had over the past couple of years using these approach although I usually add a final weak brown ink wash to add minimal shading.
However with the almost totally white figures in this army the first couple of figures done this way were a disappointment. I set out to experiment on getting a better effect and came up with a mostly wash based system.
With all figures firstly de-flash if required a sharp triangular scalpel and fine metal files then in soft soapy water scrubbing with an old toothbrush. Rinse thoughly in fresh water and dry.
For the Teutonics the next steps are to spray white, then apply a brown ink over riders legs and boots, paint the minimal exposed armour (and few swords) black then drybrush silver and then a very weak black wash over all. Non brothers figures (mostly foot) were weak washed with assorted colours especially red for local inhabitants, blue, yellow and some also black as well.
The white was redone using highlighting technequies including recovering any silver overbrushed areas. Belts and horse furniture was then done in subdued colours, the horse eye area darkened black and lances and spears painted timber brown.
Then came the damned multitude of black crosses!! There are a couple of variations but its small, fiddly and eye-damaging. Hence by complaint to the BKK group within the first two elements. Nash, in a stroke of brillance, suggested I just use a permanent fineline marker. As I was at home in rural Thailand at the time it was a real challenge to find such pens immeadiately but the end result was worth the switch away from brush and paint.
To differenciate some figures and commands there is a sprinkling of Livonian Sword Brothers modelled and these use red crosses, also achieved by fineline markers.
Base on 1.5mm polysheet self snap-cut to the required size, decorate the base and seal.
Arrange games and get continually beaten!!
For basing I glue the painted figures on the poly sheet pieces, usually individually cut from their strips with super glue but this time many strips of figures conviently fitted, leave to dry half a day then paint all in mid green (yellow ochre for dry areas). Leave to dry at least one day. I sieve all my own sand from local options and have several grades stored. I choose a grade for effect and cover 20-90% of the base depending on local terrain and then add flock on the remaining base plus often over the sand to a greater or lesser degree. Flock colour is chosen to vaguely match home territory climate effects and I have been known to mix flocks of differing colours and lengths. Sand and flock is attached using latex PVA which dries clear.
Spray seal coating takes place at this point. Leave to dry for at least two days. Using a sharp strong knife cut/scrap the excess basing material off the sides of the base to allow accurate fit of the bases whenever they contact other bases, an important item in the games. The cutting motion must be jointly sideways and downward to avoid peeling the combined basing materials off the top of the base. Others have had latex fixed basing peel on them but I've never had this issue although handling mishaps and falling damage has peeled a couple which have been quickly and permanently repaired with a drop of super glue.
Standards, banners and such like are created on the computer, scaled down and inkjet printed on plain paper. These are afixed after sealing otherwise they dull down horribly.
I've been very pleased with the results I've had over the past couple of years using these approach although I usually add a final weak brown ink wash to add minimal shading.
However with the almost totally white figures in this army the first couple of figures done this way were a disappointment. I set out to experiment on getting a better effect and came up with a mostly wash based system.
With all figures firstly de-flash if required a sharp triangular scalpel and fine metal files then in soft soapy water scrubbing with an old toothbrush. Rinse thoughly in fresh water and dry.
For the Teutonics the next steps are to spray white, then apply a brown ink over riders legs and boots, paint the minimal exposed armour (and few swords) black then drybrush silver and then a very weak black wash over all. Non brothers figures (mostly foot) were weak washed with assorted colours especially red for local inhabitants, blue, yellow and some also black as well.
The white was redone using highlighting technequies including recovering any silver overbrushed areas. Belts and horse furniture was then done in subdued colours, the horse eye area darkened black and lances and spears painted timber brown.
Then came the damned multitude of black crosses!! There are a couple of variations but its small, fiddly and eye-damaging. Hence by complaint to the BKK group within the first two elements. Nash, in a stroke of brillance, suggested I just use a permanent fineline marker. As I was at home in rural Thailand at the time it was a real challenge to find such pens immeadiately but the end result was worth the switch away from brush and paint.
To differenciate some figures and commands there is a sprinkling of Livonian Sword Brothers modelled and these use red crosses, also achieved by fineline markers.
Base on 1.5mm polysheet self snap-cut to the required size, decorate the base and seal.
Arrange games and get continually beaten!!
For basing I glue the painted figures on the poly sheet pieces, usually individually cut from their strips with super glue but this time many strips of figures conviently fitted, leave to dry half a day then paint all in mid green (yellow ochre for dry areas). Leave to dry at least one day. I sieve all my own sand from local options and have several grades stored. I choose a grade for effect and cover 20-90% of the base depending on local terrain and then add flock on the remaining base plus often over the sand to a greater or lesser degree. Flock colour is chosen to vaguely match home territory climate effects and I have been known to mix flocks of differing colours and lengths. Sand and flock is attached using latex PVA which dries clear.
![]() |
| Assorted Standards and Banners used a command element visual markers plus some random Orders Banners in other elements. |
Standards, banners and such like are created on the computer, scaled down and inkjet printed on plain paper. These are afixed after sealing otherwise they dull down horribly.
* = Note of anguish on the dreaded Facescroll to the BKK group of wargamers after the first couple of hours painting produced enough figures for less than two elements.
** = If correctly named they are Teutonic Orders (DBMM
List Book 4/#30) but I have always referred to them, and continue to do so, as
(the) “Teutonics”. This is open to
confusion with the Teutonic tribes that moved into and settled the modern German
lands at least some half a millennium earlier. I
apologise in advance if your accurate knowledge of such history causes you any
confusion.
*** = In the past Baccus have been a great supplier, not skipping a beat but this time we had a glitch in the system with a mis-delivery and delayed query responses seeing the end of April order finally arriving mid September. To be fair there appears to be a series of mishaps that compounded to cause the unusually delayed arrival of our toys.
Teutonics - A Vague History
(In the interest of
enhanced credibility NO wikipedia entries were used in collating the following
data. However only data available in English was used.)
The initial group were formed in 1190 at the siege of
Arce as a hospital to allow German’s to assist poor German pilgrims and were
known as the "Order of the Brothers of the Hospitaller of St. Mary of the
Germans in Jerusalem" (Ordo Fratrum Hospitalis Domus Sanctae Maria
Teutonicorum un Jerusalem) with recognistion of both Guy de Lus (King of J) and
Fredrick of Swarbia (brother of the Holy Roman Emperor).
- Papal recognition was achieved the following year in 1191.
- They were then constituted as a Military Order by the pope in 1196 and joined the other senior orders.
- Their arms & emblems had been confirmed by 1997 and additional papal rights, priviledges and joint command with the Holy Roman Emperor (HRE) were proclaimed in 1198 before a 1199 Papal Bull gave the mantle rights and Rule of the Hospitallers to the order.
As a side note, the Livonian Brothers of the Sword
started actions from Riga in the Prussian area in 1200/1. They would later amalgamate with the Teutonic
Order.
- In Acre during 1209 the Teutonics aligned with the Hospitallers and the Outremer Barons against the Templars and the Church Prelates in some (relatively minor?) governance disputes generating a long ongoing conflict with the Templars.
- While maintaining a presence and castles in Outremer, where their headquarters were at Acre, from 1211 to 1215 the fighting force of the Order moved to Burzenland to assist the King of Hungary defeat the pagan Cumans.
- They received a Papal Bull of Protection in 1216 and continue to receive positions, possessions and previledges from various european regal sources while they continued to be involved in the Levant and in the various expeditions of the times.
- In 1221 a Papal Bull confirms the status of the Teutonics as equal in all respects to the Templars and Hospitallers.
- After building a territorial power base for themselves and allegedly focusing on self-serving secular goals they were forcibly ejected from Hungary by its King in 1225.
- In the same year they receive a request of assistance from Conrad of Masovia against pagans in Prussia.
- A Golden Bull of 1226 from the HRE gives the Order wide ranging powers throughout Prussia and in 1230 an additional treaty guarentees possession of any additional territory they may capture from pagans.
- In 1229 the headquarters moved to Montford Castle, near Sidon (in modern Lebanon), that had been purchased some years earlier.
- In 1231 parts of the Order start the invasion of Prussia. The effort has been reported as possibly being seen as a training ground for inexperienced brothers by the Grand Master before they were transfer to Outremer.
- However in 1234 the pope upsets any northern Teutonic power plans when he claims the Prussian and surrounding lands that are converted to christianism. In the end the Teutonics submit to the papal demands but a deal is struck that gives them ultimate power in the area.
- In 1236 they start absorbing small local military orders and the next year combine with (or take over) the Livonian Sword Brothers Order.
- The Order were (reputedly) part of the army defeated by the Mongols at Leignitz in 1241. They then suffered a major defeat by the proto-Russian forces at Lake Peipus in 1242.
- In 1250 the King of France awards the Grand Master 4 gold lilies to add to the ends of the gold cross on his coat of arms.
- The year 1251 sees a major change in the Northern Crusades rationale when Grand Duke of Lithuania is baptised and the people turned Christian. The Teutonics ignore the gesture, declaring it a political falsehood.
- Property and Treaty records from 1257 & 1258 show the Order is still active in the Levant. Their headquarters are apparently still at Montfort but later move to Acre in 1271.
- First great battle against the Lithuanians in 1260 ends in defeat for the Teutonics.
- From 1261 to 1274 there was a long running and deadly revolt by the Prussians that generated violent conflicts through the Teutonic’s northern domains.
- Exhaustion final brings relative calm and paeace and from 1283 to 1525 the Order operates as a Theocratic State ruling the area of the future Prussian state and some surrounding areas including parts of Poland.
- With fall of Acre in 1291 the headquarters moves to Venice. Actions in the Levant come to an end but south eastern European/Greek interests and properties are maintained.
- During the 1300s there is a continued expansion of the ‘Prussian’ territories through conquest, deceit and purchase.
- In 1309 the headquarters moves from Venice to Marienburg, in Prussia.
- The 1410 defeat at the Battle of Grunwald starts the decline of the Order.
- The time between 1454 and 1466 sees warfare against the Polish Orders and nation.
- Marienburg is lost to a Polish siege in 1457 and the headquarters are moved to Konigsberg.
- Around 1500 the south eastern European interests finally fall to the expanding Ottomans.
- In 1525 The Grand Master abandons catholicism and takes secular rulership of the Order’s possessions.
- 1527 – The headquarters moves to Bad Mergentheim in 1527.
- In 1529 the last military actions are apparently performed in the defence of Vienna against the Ottomans. (This date may be confused with the Battle (not siege) of Vienna in the following century).
Wednesday, 3 December 2014
Bashing Bactrians - Ineffectively
South of the Steppe Live the Bastardised Graeco-Bactrian.
Have appointed Sur Anthony the Mystically Undefeatable
Icon as Kommital Landmeister Livland (sub general) we entered into some debate
on tactics. Having established the
concept of “speak your mind in preparation, in the battle follow orders” Sur
Anthony pointed out that “ I owe all my victories to the
tactical genius of my fellow commanders and some strategically positioned hills”. On the back of three straight
loses I ignore the implied blemish on my tactical abilities and pointed out that
“[u]nfortuately our home
territories don't actually have hills. We'd better invade somewhere”.
So off we went (with aggression factor 4) to engage
the Graeco-Bactrians (aggression 1) but we still needed two sets of dice rolls to
confirm our natural status as invader. Not good omens (sorry, divine signs).
Unfortunately, the next dice roll determined we again would
deploy first, not an issue for big armies when generally you move first as well
BUT it’s becoming increasingly noted that it's near disastrous for an army as
small as the Teutonics.
![]() |
| Bactrian pressure left, right and centre. No options for the Teutonics. |
Thus the Bactrian were able deploy with favourable
matchups, especially for their large pike block.
The Teutonics tried to get the vulnerable foot away
from the pike block.
We didn’t manage to do it fast enough.
The pikes in mass hit the crossbowmen and a few spearmen, albeit a bit broken up from the bowshots but as expected smashed through the Teutonics
infantry line.
![]() |
| In trouble. Desperately trying to clear the flank. |
They were joined by some manoeuvrable
cataphracts (rKnX) that evaded Sur Anthony’s superior knights and also enjoyed
the advantage in combats against overlapped bows.
![]() |
| Trying to catch enemy on the right flank. |
Effectively battle over.
Elsewhere the knights had gone after cavalry and light
horse to sweep them away so the knights could attack enemy flanks to assist our hard-pressed
(okay – fatally positioned) infantry. But
the enemy being both faster and more numerous mostly stayed out of reach while
picking at the knights supports.
Nash’s Saka ally command of all fast light horse had got
around our left flank with part of its command but had left 3 elements and the
general behind to fill table space. A
couple of bounds of a low PiPs saw them caught and challenged by a line of three knight
wedges and then a single PiP saw the general run for cover and abandon the rest to
their fate. One was fled, so survived (despite
the ‘wingman’ bonus in play), while the other two were crushed. Unfortunately the photo of 89AP of knights trying
to run down 17AP of light horse is too blurred to show the imposing nature of
the action.
That got us two elements of Bactrian, Sur Anthony’s
light horse and hordes bagging a cavalry a piece making up the sum total of the
Bactrian losses – four elements.
![]() |
| Battle Over - No Teutonic Glory - almost No Bactrians Bashed. |
The reason for the slowness of the infantry evade actions
was four elements of irregular crossbows in the middle of line. Expecting them to only move forward they had
been placed at the left end of the bowmen rather than the trailing end (where
they’d have to manoeuvre from) but this put them in the middle of the evade action
and two of the three march moves cost an extra PiP and I didn’t have
enough. Had the group been entirely
regular then I’d have managed a far better escape probably saving half of them
and removing all the targets from the cataphracts. This difficulty has been noticed in earlier
games but my remedial actions made things worse not better in this game.
At only 71ME our army actually broke by ‘morale knock-on
effect’ a full bound before I realised it, having not noted that Anthony had
taken an addition light horse casualty (I probably saw it but it didn’t
register) until I saw it on the casualty tray.
A quick list check and bit of maths checking confirmed that we had
finished the bound previous.
So Sur Anthony is no longer undefeated and his
mystical powers have been dispelled.
Bob and Nash saw that we were in trouble at deployment and quite rightly pressed home all the attacks to ensure we had no time or space to escape. Played like experienced generals - well done gentlemen.
Bob and Nash saw that we were in trouble at deployment and quite rightly pressed home all the attacks to ensure we had no time or space to escape. Played like experienced generals - well done gentlemen.
This was one of the shortage games we’ve had in the
last couple of years.
It left the four
players plenty of time to discuss why the Teutonics had had for straight
defeats in emphatic style. Mostly the talk revolved around changing the OoB to give a different mix of troops and different
tasks to be assigned to the commands. We
also focussed on the incongruity of the irregular bowmen messing up the speed
and manoeuvrability of the other foot and that these would if been excluded had
there been optional foot to replace them.
As only iSpI is available and they cost more AP per ME than the bows and
the size at the small 71ME is already an issue, the bows should stay but in a role
as filler in other commands. I’ll
probably adopt most of the suggestions made.
Other options (beside not deploying first) were
1) Add more
figures and play 500AP games as it’s a more viable army at bigger sizes.
2) Paint some
replacement figures and play it as a straight crusader army without wedges.
3) Play against
unsuspecting opponents with the fear generated by the sight of mass wedged superior
knight instilled in them!!
Replacing the CinC was politely not mentioned.
Later, at home while revising lists I realised that the
foot had started on the wrong side of the knights to affect a better outcome by
controlling our chosen table area. That brought
the realisation that none of the games had stuck to the original plan, each
time situations and ill-discipline had caused deviations that had allowed faster
and more numerous enemy to overcome the pre-determined tactics devised to deal
with such situations.
One last attempt may be made in a couple of weeks to
actually stick to the plan to see if it can be made to work.
Persian Pansies Prance & Pirouette
"Wasted wedges and wasted knights"
Having played their first game in a blizzard and then making fundamental errors in the second game against some Romans as manoeuvrable as anything in the Teutonics arsenal, our group of players threw out another difficult challenge to see if we could cope with the Sassanids, another army of superior capabilities and, if regular in nature, equally manoeuvrable. As Hochmeister I was willingly accepting all comers in an effort to learn quickly the best way of handling the Teutonic juggernaut.
After some outside (re board games) banter and trash
talk, Nash (owner of the Sassanids) was forced to take Anthony onto his team
where, suddenly realising his own weaknesses, he made Anthony CinC. This may have been partly due to the game
night banter where it was pointed out Anthony, our newest regular member, had
played games in tandem with all the rest of us at one point or another, and had
yet to ever lose a game!!
Sur Bob the UnFlappable, Landmeister Deutschland and
I had exchanged battle plan ideas during the day but in light of the two very
different Sassanid options (either irregular iCvS with elephants OR a regular
army with most likely none or maybe one) needing different responses we
could only plan to deploy against a secured flank, quality foot to the fore and
the knights behind or rearward to the opposite side of the foot. Hordes would go where they could be most
annoying without moving.
Game time saw us invade (Ag=4 but the Sassanid’s = 3
so we hoped for a rare defensive game but .... oh well), choose a waterway (WW)
to secure a flank and then on dice of 2 vs 1 double the all mounted (what - no
Sassanid hordes??) defenders so we had to deploy first. The table was almost bare with only a few
gentle hills in addition to the edge bound waterway and an irrelevant BuA.
Having laid out the quality foot to determine how wide
out our left flank would be I got the encouraging remark from Sur Bob “Is that
all there is, are you sure?? <mild
expletive!!>” He was perfectly
correct of course, on a basically bare table the mini sized Teutonic army just
looks even smaller. The Sassanids
deployed, four commands including an Armenian ally, no elephants but the CinC’s
all rCvS command was huge, relatively, at 36MEs!! Deuchmeister Sur Bob had been in mild fear of
facing a Chionite Hun ally but according to the kinglet of Persia (and now lowly
deputy commander) Nashur, there simply wasn’t enough APs in all the kingdom to
pay for them so the discount Armenians were hired instead.
But the Sassanids had deployed at the opposite end of
the table to the Teutonics!!
![]() |
| Don't you just hate corner sitters?? |
Our opening move saw our bowmen and spears move across
the table and prepare to swing left 90 degrees to face the left end of the
table. The Sassanids almost all headed
across the table towards our denied flank which left us the option of forming a
line perpendicular to the starting line and thereby shortening the potential
front line. As this was to our advantage
we quickly took this option and the battle was fought on a line/front from long
side to long side, 90deg from the norm.
![]() |
| From opposite corners both side come out to engage (for now anyway) and the front line swings 90deg. |
![]() |
| Sassanids attack the bowline - Now you see them .......... |
In the centre (on the new facing) we formed up a line
of knights opposite the huge cavalry command who had moved to table centre,
turned to face us and formed into two lines with a space of about 100p
between
their lines. On the new left (our
original base table edge) another small Sassanid command came to engage the
hordes and the Armenians tried to follow behind and out flank the hordes to get
around behind us.
![]() |
| ..... now you don't. But the super resilient rCvS are in the foreground. They'll move left to hold the infantry in place. |
The hordes, with a few light horse, Ax & Ps
supports hovering nearby, proved very resistant to the cavalry and light horse,
even when flanked and the Sassanid general spend most the game in combat with
an unkillable horde until he eventually died!
Although, until after many bounds when the Armenians finally worked
their way around the table edge into the rear of the hordes, they held up the
enemy and prevented the Sassanid main cavalry lines from advancing for fear of
a totally exposed flank where some of our Turkopoles were lurking.
This Sassanid fear of advancing generated some of the
weirdest cavalry manoeuvres I’ve ever seen – now called Persian Pirouettes!! But more of that in a couple of minutes.
![]() |
| Position before the dancing - note the relative position of the two hills bottom left and top centre to the central masses of troops. The Livonian hordes (r) doing sterling work holding the enemy. |
On our right, the bowmen and spearmen moved in to
break the disheartened enemy command which had got the support of a sole
element of rCvS from the CinC. Here, maybe
just to even up the unexpectedly strong showing of Bob’s Livonian hordes,
things when sour and the three rCvS, including the general, that were
preventing us closing down the flank of the main enemy cavalry proved
impossible to kill. We only needed one
element to break through but here the superior cavalry showed just how tough
they can be, the bonus factor saving them a few times.
I must complain bitterly about the dicing, they were
three distinct combats each bound for at least four bounds (say 12+ in total)
many with hard flanks (and a rear attack) and all having combat factors of
evens (or +1 in my favour). And
remember, I only need to win one single combat to finish off the enemy there
BUT we drew or I lost every single combat!!
I never broke that command despite trying for three quarter of the game
to get the one final element needed.
[CvS are horribly overpowered I tell you!! Or Anthony transferred some spots from my
dice to his – so time to insist on digit marked dice only.]
Even when Bob pointed out that with Armenians in the
rear his hordes where starting to breakup and expose our flanks on his side,
and that it would be a good idea for me to get a move on and ignore that three
enemy I so heavily outnumbered, I still couldn’t break off and bypass
them. My command disheartened itself and
then broke in the final bound. For all
his justifiably annoyance, mild Sur Bob never said a word in anger when he
should really have used the sharp end of a lance on my rear end.
When our line of knights moved up towards strike range,
the Persian line did a formation U-turn and retreated out of range. The second line prevented us marching into
their rear. We held in place.
Their rearward line about faces and retires to give
space between their lines. The forward
line again U-turns back to face us.
![]() |
| Forward & back, backward and forward. |
![]() |
| "It's just a jump to the left, a step to the right, and turn your ..........." |
And so the Persian pansies pranced, danced and pirouetted!! Not a man among them willing to cross swords
with real righteous Teutonic testosterone enhanced manly men!
This flaky course of action continues and continues - I
think I counted it out at eight or nine U-turns, back and forth! (The photos don’t give enough info to be
sure). Just to avoid the fight so they
could pick off our two wing commands (the biggest two anyway) and break us
without fighting the knights. At one point the second line split into two and ran left and right to completely escape the Teutonic knight line in all its awe inspiring rumble forward.
It worked – it shouldn’t have but it did - and
wouldn’t have
if my right hand command, exceeding 15 elements in the area, hadn’t of got hung
up, and defeated, by three superior cavalry.
Few knights actually fought, one killing an iLhF, another a broken
fleeing rCvS that passed across his front and the only lost knight was the
final combat of the game that broke our army and even then it relied on a cheesy
(dangerous last move type) hard flank to enforce destruction.
![]() |
| And so it goes on, and on and onnnnnnnn. |
As was pointed out as we entered the end game phase there
were a lot of knightly APs in a line that just couldn’t reach the enemy to do any damage
– a value I’ve now counted at 212AP of the 400AP on table as it included three
generals.
![]() |
| FINAL POSITIONS - Note the size of the dancing, prancing and piroutteing covered as they retreated and retired. |
Anthony played a unique and clever plan that did
minimise their weaknesses and boosted their strengths and it worked, somewhat
surprisingly to the rest of us (including his King and subordinate), but it worked
nevertheless. Nash, of course was ably
assisting by slowly, so very slowly cutting his way through the hordes for the
cost of an exponential number of his own APs and having to use rear attacks
from the Armenians to get through the other foot, and a couple of light horse,
to eventually collapse our left wing and force another defeat on the
Teutonics.
Well done Nash and Anthony, a job done as it needed to
be done.
So that’s three defeats out of three for the Teutonics. Reflagging didn’t work this time and if it
gets to five out of five I may need to convert them all back to pagans and
start again.
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