Wednesday, May 14, 2025

Byzantiad - 'Doing the Math'

A couple of moves into a recent battle between 
Byzantine and Pecheneg. The Byzantines began well, but 
were defeated in a bloody battle, losing 10SPs to 7.

 Lately I have been play testing my prototype 'Byzantiad' rule set for larger gridded tables (hex or square). The recent battles have featured Byzantines versus Pechenegs - and I'm here to tell you, the Pechenegs have been doing very well!

So well, withal, that I have had to take a long look at my combat factors and the mathematics of the combat mechanics. This has led to considerable changes. We'll start with the 'Stats Chart':

I have no idea why, but I find I can no longer upload EXCEL pages like this. Something has changed in the last week!
A REAL nuisance as I have some amendments I want to make, the major being to
reduce the War Wagons to 3SP. At 4SP they are bally near invulnerable!



The Byzantine heavy cavalry units comprised 300 men (theoretically, of course) - 180 lances and 120 archers arranged in 5 ranks. At 1 figure to 50 men, that gives us a 6-figure, 2-stand unit.  The exception is the unit of 
kataphraktoi (klibanophoroi, according to most sources, but I prefer the nomenclature of Nikephoros II). This unit formed a trapezoid something over 500 strong. Rounded, this allows us a 4SP unit. At the Battle of Silistria, the Emperor John Tzimiskes fielded two units of such kataphraktoi (as distinct from the heavy kavallarioi), but they were each only about 380-odd strong. I daresay I could split my unit into two separate wedges of 2SP each!

Now, this list fits in with the rule set I have in mind. This could be played on a field 6x6 or larger of squares, or a field of hexagons instead. Note that in the above list, distance is determined in 'squares', but hexagons is implied if played on a hex field.

This will be a kind of hybrid Portable Wargames/ Command & Colours set, using my system of combat resolution. We'll start with this. In combat, roll as many dice per unit as its Strength Points. The results to be:

1 = hit on artillery, vehicles, war wagons, fortifications, naval or camp.
2 = hit on cavalry (optional retreat or SP loss)
3 = hit on cavalry
4 = hit on infantry (optional retreat or SP loss)
5 = hit on infantry
6 = hit on infantry

Now, though theoretically the Byzantines at least fielded artillery, they don't actually feature in my armies. However, my Pechenegs will have at least one war wagon, probably two for a DBA-sized game (12 units a side). 
  • Each unit rolls 1D6 per SP for all shooting and close combat. 
  • A general with a separate stand accompanying the unit adds 1SP for combat, and 1SP for the unit.
  • A general integral to the unit adds 1SP for combat only.
  • The number of combat dice might be added to or subtracted according to target or circumstance.
There have been one or two gaps and areas to play test, lately.

1. Artillery:

I have given the artillery just 1SP. One imagines that if any enemy actually makes contact with them, they wouldn't last long. But even just 1SP shooting at long range is likely to do some damage before the enemy get close. However, it may turn out to be desirable to add +1 to shooting at all but light troops (foot or horse).


2.  Unit Activation System:

I have extended the Portable Wargame unit activation system.  After rolling for initiative for each IGoUGo turn, the side moving rolls for the number of units that may do something
1 = median -2
2 = median -1
3 = median
4 = median
5 = median +1 
6 = median +2 
The result, if an army has, say, 12 units, is that it may move anything from 4 to 8 units, depending on the roll.                          

3.  Close Combat:

...is initiated by moving the front of a unit to overlap a grid area containing an enemy. This counts as moving 1 grid area. If the combat remains unresolved at the end of the turn, it continues to be fought out in subsequent turns unless and until one or other side breaks off, is destroyed or retreats. The idea behind this is the notion of 'holding attacks' to pin the enemy down and/or to gain time to bring up reserves. The foot troops in particular are suited for this role; less so the horse.

An attacking unit may follow up if the enemy retreats or is destroyed, and engage a second time in the same move. Whether the same opponent or a fresh one, there is no 'shooting before contact' for either side.

An attacking unit forced to retreat retires not only to the square it is attacking from but to the square behind it (you could think of it as retreating one-and-a-bit squares).

4. Size of Mounted Units:

At just 2SP, the horse will be pretty fragile for the most part, especially compared with close order foot. This is experimental, but I am hoping it will lead to more 'realistic' handling and effects.                                                                                        

Extra double-stands to be added to the other 
red and blue-shield units.


5. Shooting Ranges:

I have considered extending the shooting range for foot bows (any) and war wagons out to 2 squares (read 'hexes' if using a hex grid). However, I'm inclined to think that the action will be reduced to distance shooting only, with no one getting to close quarter grips. So no change - but something one might choose to experiment with.

I have added 'Naval' who who might want to field galleys or dromons upon a waterway flanking (or, in the case of an opposed landing, say, or a 'Turnus at the ships' scenario in rear of) one's army. Mounted bows shoot out to 1 square only. Javelins 'shoot' only when about to engage in close combat (i.e. 'shoot before contact').

6. Army sizes:

The army sizes are tailored towards the size of the battlefield. I suggest that broadly speaking, the number of units should not exceed the number of 'squares' along a base line. However, in drawing up an army for a set unit count, one might find a considerable disparity to the Strength Points (SPs). One army - usually that with fewer SPs - may adjust the number of units to equalise the SPs.

In my recent battles, the Byzantine Provincial Army has been represented by 9 units, at 25SPs (counting the 1SP commander). At nine units (1 heavy cavalry with army commander, 6 light horse archers and 2 war wagons) the Pecheneg army comes out with 4 fewer SPs (21 - this is counting the War Wagons as 3SP) than the Byzantine. So the Pechenegs get a seventh and eighth light horse archer unit. 

These battles have been fought on my 10x10 square grid, for which the 9-unit standard seems to have been a good 'fit'. The standard army size for my hex-grid table will be 12 units (though the Pechenegs will more than likely have 14!)

Here are pics from a couple of battles fought between these two armies (the first two of five). You will find the same 3 terrain pieces on my 10x10 square-grid board - a village, a woodland and a hill. They were rearraged (more or less randomly) for each battle.

Battle One:

Two moves in, the prokoursatores contact Pecheneg
light horse archers...


... where forensically precise horse archery wipes
out the entire Byzantine light horse unit (threes required: job done)

Pecheneg left wing versus Byzantine right


Heavy losses on both sides, but Byzantines can't 
quite make up for that opening disaster

Fierce fighting, both sides taking hits...

...but the embattled Byzantine right wing is crumbling...


The exhausted Byzantines draw off in good order...

A decisive Pecheneg victory, though a costly one: Pechenegs lose 7SP, the Byzantines 10.

Battle Two:

Opening moves: Pechenegs push war wagons to the fore
Byzantines seize the ridge, and occupy the woods


Pechenegs engage the whole of the 
Byzantine right and centre... 

The centre foot unit's archery scatters the horse archers, but the Pechenegs get much the better of the cavalry fight: two SP hits and two retreats for nothing.
Byzantine horse under heavy pressure

Byzantine counter attack does some damage

Mutual blood-letting...
The Byzantines get slightly the better of a drawn battle, losing 8SP but inflicting 10SP in the Pechenegs.

Next time: 3 more battles...


Saturday, May 10, 2025

Two Projects...



Opening moves of yet another battle between 
Byzantium and Pecheneg raiders.

Thought it high time I posted something. Motivation still being interfered with by ... events, or non-events, perhaps. But I thought I would post some pics by way of a preview of what may be in store.



This looks bad for the Pecheneg leader: protected archers 
in front and javelin men in the wood to the flank...



Byzantiad rule set still a work in progress. I have had an article in draft for over a week, but finding it hard to finish. Bother.


The 'scouting' ships duel. Very good gunnery from 
Ghiorghios Averof; outstanding from 
Amiral Duperre! One of those sixes reduces 
Averof's speed.

But I have also begun a considerable naval action is a kind of prelude to the Little Great War. Coming in support of the Settee Empire of Turcowaz, Azuria has somehow raised the ire of the Hellenic Kingdom.


The respective fleet turn up simultaneously a move ago. 
Ghiorghios Averof in a very bad way, being chased 
by TB4 and TB3

Instructed to demonstrate to Hellas what was what, the Azurian Navy has dispatched the Mesogesean Fleet to ensure the sea lanes to Ionople remain open. Not given to quailing before a show of force, the Hellenic fleet has sallied forth from Athenae to face them down. ANS Amiral Duperre (older pre-dreadnought)and HNS Ghiorghios Averof (armoured cruiser) both captained by uncompromising and bellicose officers, make contact in the Straits of Dyrrhe. They join battle without ceremony....

By the time the main fleets arrive, Ghiorghos Averof has taken serious damage: speed reduced, and forward turret reduced to one gun in action. Amiral Duperre, having taken some incoming, is much less badly hurt.

Well ... something to be going on with... 

Saturday, May 3, 2025

Wednesday, April 30, 2025

'Byzantiad' - A Pecheneg raid

Byzantines versus Pechenegs. 

Having read Bob Cordery's account of a battle between the Byzantine strategos, Demis Roussos (an incarnation of one Professor Gary Sheffield, or maybe it was the other way around), and that inscrutably unscrupulous Seljuk Sultan Chor Derrai, I was reminded that I had work to do on a Byzantiad rule set that the Archduke Piccolo was suggesting about the middle of last year.  Bob very kindly told me that their battles were inspired by my chapter in the Third Portable Wargames Compendium. 
Even with ten units against nine, the Pechenegs 
look rather sparse: 34 horse figures plus two war 
wagons against 80 Byzantine figures

Well, in turn, what I read inspired me in turn to return to the Byzantiad and investigate further the ideas I began exploring last August. The battles fought between Bob and the Professor were played out on a 10x7 square grid, with 6 units the side. That offers plenty of room, in which especially the more mobile Turkish light horse might flit about. That didn't seem to help the Turks so much, though.
First contact: Pecheneg horse archers at once rout 
the Byzantine light horse.
Now, I had been looking to 12-unit armies on my hex-grid table. That seemed to be a good 'fit'. Check out the link above. But it seemed in the context of their game to see how things would look on my 10x10 square grid. It fairly quickly became apparent that 12 units might be a bit on the much side, but as 6 units looked (to me) a tad sparse, I settled on a 9 unit army standard, with the Byzantines the benchmark.

Now, this whole topic also induced my scratch-building a couple of War Wagons for my Turkic Pechenegs, and a couple of battles between a provincial Byzantine Army of the early 11th Century, and a force of Pechenegs - two more disparate armies one could scarcely hope to field. At once a certain problem presented itself. To explain, let us begin with the armies:

Provincial Byzantine:

Commander Strategos Kantharos Khymos (+1SP)
1 x Strategos Retinue: Heavy Cavalry = 2SP (elite, Commander's unit)
3 x Thematic Heavy Cavalry (Kavallarioi) @2SP = 6SP (average)
1 x Light Horse Lance (Prokoursatores) = 2SP (average)
2 x Protected Bowmen (Skoutatoi) @4SP = 8SP (average)
1 x Loose Order Spearmen (Peltastoi) = 4SP (poor)
1 x Javelin Light Infantry (Akontistai) = 2SP

9 units, 25SP, including the commander's +1. The army is exhausted after losing 9SP, and routs upon the loss of 13.

Pecheneg Raiding Party:

Commander: Tyrach Kosma (+1 SP)
1 x Commander's personal retinue: Heavy Cavalry = 2SP (elite)
7 x Light horse archers @ 2SP = 14SP (average)
2 x War Wagons @4SP = 8SP

10 units, 25SP, including the commander's +1. The army is exhausted after losing 9SP, and routs upon the loss of 13.

Now the reader who hasn't fallen asleep will observe ten rather than nine Pecheneg units. The reason has to do with the composition of the respective armies and their strength points. A 9-unit Pecheneg army has fewer SPs, a deficiency possibly exacerbated by the qualitative differences: the heavier Byzantine horse, for starters. So, standardising the unit numbers upon the Byzantine, other armies may add units to equalise the Strength Points. Then the question of balance becomes a matter between one side's weight, and the other's mobility.


 
The lines close. You would think that the Pecheneg 
horse archers would be overwhelmed by their weightier
adversaries, wouldn't you?

So to the first battle. And right away, the Muse of Wargame battles, Hexahedra, makes a mockery of all our cogitations. The first clash, between the prokoursatores and the horse archers, went wholly and at once in favour of the latter. Although the Byzantine horse archery was enough to force their Pecheneg adversaries to give way; by way of requital the latter's archery simply shredded the prokoursatores out of the battle. 
The Byzantines charge into close contact...
I won't report this battle blow by blow, except by the captions in the pictures. Suffice otherwise to say that the action went just about all the Pecheneg way. I played them pretty aggressively, charging in even against the heavier Byzantine horse, and taking on the infantry as well. Losing 9SPs to just 4, The Byzantines drew off, under pressure but in good order. They escaped without further loss, that is to say, they were not reduced to rout.
Initiative roll, and activation die

The heavier Byzantine horse gets an extra die for
close combat. Both sides retreat 2 squares




Next along the line, shooting before contact:
nothing much happening here! 
Pechenegs get the better of it here,  
forced back but at heavy cost to the Byzantines.


In their own turn Tyrach's entourage also takes losses 
though forcing back the Byzantine kavallarioi



Both sides lose heavily in this clash: 1SP each.

The point at which the Byzantines concede the palm. 
A heavy cavalry unit destroyed, and the skoutatoi 
reduced to half strength.

This action was very brisk: all done and dusted in four turns. So decisive was the Pecheneg victory, I decided that the jury was still out on play balance!



Friday, April 25, 2025

Pechenegs...

I have at last constructed a couple of war wagons for my Pecheneg 'army'. 


Scratch built from matchsticks, wheels cannibalised from some spare Airfix French artillery (a fine source of wheels), and two pair of HO-scale horses bought a zillion years ago to supplement an equine draught deficiency in a whole other army. They are over-scale, sure, especially my first-built taller vehicle. But I imagine these vehicles historically to have been pretty substantial and sturdy - mobile castles, withal.


The question remains concerning what colours to paint them. The first vehicle looks pretty weathered as it stands, and I've given it a fairly minimal(ist) decoration. I'll probably give the second vehicle a similar treatment.

 After some thought, I decided to place the war wagons in 'draught mode'. At first I thought I'd leave the horses off as 'notional', but I like them better this way. At that, probably draught oxen might have been a better choice, but I had horses, and just one long-horn ox. 

Now, these war wagons appear to have been formidable battle assets for the Pechenegs. Story goes that they won every battle in which they were present, and lost every battle they were absent. 

It has occurred to me that for my own 'Portable Byzantiad', special rules have to be devised for war wagons. Readers might recall that I use the following combat system:
Units roll 1xD6 per current Strength Point. 
Hits are achieved depending upon the target:

  • 6 = -1 SP on foot
  • 5 = -1 SP on foot
  • 4 = foot retreats OR -1 SP (optional, or if retreat is not possible)
  • 3 = -1 SP on mounted
  • 2 = mounted retreats OR -1SP (optional. or if retreat is not possible)
  • 1 = -1 SP on artillery or war wagon
If playing FP3x3PW, I suggest war wagons ignore retreats, with no SP penalty.

In any rule set, I also suggest that, despite appearances, War Wagons have no 'flank': they offer all round defence to their crews/ defenders, with no penalty dependent upon direction of approach.

A FP3x3PW Pecheneg army with
war wagon

Now, reading Sultan Chor Darrai's recent encounters with Demis Roussos's (Strategos of Antioch?), his Byzantines, about Edessa (see Bob Cordery's blog Wargames Miscellany), it seemed that the light Turkic horse were in combat against heavier horse somewhat at a disadvantage. They ought, given a sizeable enough board, to derive some benefit from their greater mobility, but it is true that at some point (so to speak) they will have to get within range of the sharp stuff. Having got within range, the getting out of range might prove problematic. 

A Pecheneg DBA army, with two war wagons


Note that the WWg base with is DBA standard.
Figures all Tin Soldier, but many with modifications 
(javelins and shields)


I am going to suggest that on a 'Mounted retreats' result, the light horse can draw back more than one grid area. Question is: how much? A number of possibilities suggest themselves, but for a 'first pass', I suggest light horse can 'flee' up to their maximum move allowance of 4 grid areas, and hence out of immediate charge range of the heavies (even if the heavies follow up 1 grid space). I would offer the same suggestion in respect to light infantry as well. Mounted foes in a standard move will still catch up the foot, but heavier are foot less likely to do so.

Of course, much will depend on who has, or wins, the initiative subsequently, and what flexibility the activation roll will permit.


My 9-unit Pecheneg army for larger game boards:
1 HC, 6 LH, 2 WWg

Here I have found a seventh light horse unit
that looks as though they are also Pecheneg. 
Second hand, the 7th stand manufacture unknown to me!

So far I have been thinking that, unless I rope in some proxies - I have plenty of those - or allies (the Bulgars come to mind),  a nine-unit army was all I could field of these guys. But I discover I have at least one other stand - not of the same make - that can also be fielded as Pechenegs,  and a quick squizz at my Essex Bulgar light horse, though rather more gracile in form, can also pass muster... Two more units will yield my 12-unit army.

At the moment I'm thinking 9-unit armies for my 10x10 square battle board; and 12-units for my larger, hex battle board.

H'mmm... Looks as though the northern border regions of the Empire are about to be raided... again... 

Wednesday, April 16, 2025

Work in Progress ... or Projected



Just to keep this blog spot ticking over for the time being. I'm hoping to gat at least one battle in over the long weekend. It has been a long while. Meanwhile, I have been catching up upon some backlog of long standing - particularly in the 'War of the Imperial Succession' project. 


Cavalry. Last century I bought several packs of Revell 7YW horse. Some have been painted up - Khevenhuller Dragoons and Nadasti Hussars in the service of the Empire, and I began the White (Puttkamer) Hussars in the service of Altmark-Uberheim. The Imperial Kalnoky Hussars were begun, but never quite finished.
On the tray pictured Are two further Imperial Dragoon units (one understrength with just 15 figures), an Uberheim Dragoon unit, and, in the middle of them all, two stands of 15mm 'barbarian' spearmen for the Byzantiad project (mainly to use up surplus paint...).

Then there is this box of oddments, mostly horse. I have wondered what to do with those Hussar drummers. They'll probably fetch up attached to Altmark-Uberheim Army HQ.

A fair amount of flocking (or othe rkind of base decoration) required here. Right to left: Khevenhuller Dragoons, Nadasti Hussars, a squadron of chevau-leger/ light dragoons, and, half obscured, the 'new' Batthyany Dragoons. 

A word on the light dragoons. They are assembled from Airfix Napoleonic artillery battery commanders, and some surplus Revell hussar mounts. The surplus was actually due to deficiency of troopers, mangled for reasons best known to their previous owner. I found I couldn't resurrect them so into the bin they went. 

But those battery commanders I long had it in mind to form them into some sort of unit. So they have become a 9-figure squadron of light horse. Probably in Imperial service.


On a whole different topic: I still have churning away on the back burner, my Napoleonic 'War of the Nations' project. Recently I picked up in the local 2-Dollar shop a bunch of coloured pin-markers. I figured on making a campaign map mounted on some pin-permeable surface.  Most of the pins had cubic heads, the rest some sort of 14-faced polyhedron.  The former became Army Corps or large garrisons; the latter cavalry formations or small garrisons.

Napoleon's Army (above pic) comprises nine Army Corps, the Imperial Guard and two Cavalry Corps; and has provision for two large and four small garrisons. The Army Corps VII - IX are Allies. As I have almost no Allied figures, these will actually be formed from a French-looking army. At that, they are all three of them quite small formations - the three together about the equivalent of one and a half Austrian army corps. 


Above are the other armies:
Blue = Prussian: 3 Army and one cavalry corps, with a provision for 4 garrisons;
Orange = Austrian: 5 Army Corps, one Reserve Corps Infantry and one Reserve Corps Cavalry formations, plus provision for 5 garrisons,
Green = Russian (these ones I had to paint): Left, Centre and Right, plus detached cavalry Division;
and four garrisons.

I have yet to settle upon a map - or at least, how the map is to be represented. I have several A4 pages of Central Europe mapped out, from memory stretching east-west from Posen to Erfurt, and north-south from somewhere above Berlin to Bohemia south of Prague. That seems to me a pretty reasonably sized theatre of war for the forces involved. 

The premise is that, having wintered about Smolensk, Napoleon abandoned his Russian campaign early in 1813 still with a good half of his army. Actually, the narrative won't present it in quite that light. It was a disaster - well, he lost half his army - and had to struggle to rebuild it against the rising tide of Germanic nationalism. The Austrians begin the campaign, as historically, sitting on the fence but the Russians and a corps of Prussians drive out of Poland the Corps of Marshal Davout (III) and Prince Poniatowski (V). This will probably form a 'First Chapter' of the whole War of the Nations - whenever I get around to it!


 

Sunday, March 16, 2025

The Last of the Chromatic Naval Builds...

Having been considering, over several weeks, building an armoured cruiser for Ruberia, and finding myself at something of a loose end, I finally built one. It is modelled upon HMS Warrior. Here it is...


I have to admit to a considerable dissatisfaction with the gun turrets. Intended as an approximation of the bell-shape (in plan), I tried a trapezoidal shape. Unfortunately, my cutting device is getting blunt, and my spare blades have gone walkabout. So the gun turrets are pretty rough.
But... unless eventually the gun turrets give me the pip, as they are they will remain.
The final pic is the tray containing the fleets of Ruberia and Azuria, and the Izumrud-Zeleniya capital ships. Oh, yes, the riverine gunboat - HMS Shoofly, different scale - is also there.

It is tempting to try out a larger scale fleet action between Ruberia and the combined fleets of Turcowaz and Azuria. The forces ...

Ruberia: 

  • 6 battleships
  • 1 armoured cruiser 
  • 1 protected cruiser
  • 6 destroyer/ torpedo boats

Azuria/Turcowaz

  • 7 battleships
  • 1 protected cruiser
  • 8 destroyer/ torpedo boats
The slight numerical imbalance would probably be redressed by the more powerful units of the Ruberian 2nd Battle Squadron. This, of course, is purely conjectural. One never knows: perhaps some such battle will happen during the Little Great War...