Showing posts with label Crusades. Show all posts
Showing posts with label Crusades. Show all posts

Wednesday, 6 December 2023

The Battle of Hattin - a 28mm Crusader Wargame

Hello All and welcome back to the Shed. 

Today I am going to report on our attempt to refight the 12th century Battle of Hattin. By all accounts this was the first and most deadly nail in the coffin for the Crusader states in the Palestine and the growing powerbase of the Saracen King, Saladin.

We have already fought one of the other major battles several times in this period - the Battle of Arsuf - This Link will take you straight there, and I was keen to develop another option that could be hosted as a game for my Shed Wars Experience.

This game would be played twice over consecutive nights with learnings from the first game incorporated into the second. This post will share the orders of battle , a short summary of the games and of course lots of photos.

Before I proceed I should acknowledge that inspiration and the basis of the orders of battle  was taken from an Italian blog site and the link can be found here.



Background to The Battle of Hattin

The Battle of Hattin took place on the 4th July 1187 between the Crusader States lead by the King of Jerusalem , Guy de Lusignan and the army of the Ayyubid Sultan Saladin. The actual battle saw the destruction of the Crusader standing army and therefore their ability to take the war to the growing Moslem influence in the Levant. This defeat prompted the call for the third crusade which began two years after this battle.

The battle itself took place along the old Roman road that crossed Palestine towards the settlement pf Tiberias on the sea of Galilee. Also known as the Battle of the Horns of Hattin the topography was shaped by a waterless arid landscape dominated by the escarpments and hills of Hattin (an extinct volcano).

The Crusaders had amassed an army of almost 20,000 when word was received that the Kings wife had fallen captive to Saladin at the capture of the Crusader citadel at Tiberias. Urged by his commanders not to risk an ambush by Saladin in the wastes of the Desert the King decided otherwise and marched his army to rescue his wife. It soon became apparent that he should have listened to his advisors.



The army set off along the road and in the heat of the July sun the force soon depleted its water reserves and began to be harassed by the swarms of light Saracen horse. As darkness fell on the eve of the battle the army was some 6 miles from the settlement of Hattin with a known water source. Out there in the darkness lay Saladin's forces marching towards them from Tiberias. Weary and thirsty the Crusaders endured a night of living hell. As dawn arrived the encampment were confronted with the prospect of another day of marching, harassing fire and no water. Saladin had other ideas. 

Taking advantage of a dry hot westerly wind the Saracens set fire to the scrub, fanning the additional heat and smoke into the Christian forces. Saracen forces encircled the Crusaders. 

King Guy realised his only hope was to get to the waters of Hattin quickly. Forming his troops into three large formations with the infantry shielding his precious knights and mounts they marched forward. As the day progressed more me succumbed to the heat and the arrows of the Moslem horde. The Crusaders endeavoured to push their way through Saladin's forces and some even managed to escape but for the vast majority it was over either dying from thirst or being hunted down by the lighter marauders. Saladin achieved a total victory.  



The Game - Using Hail Caesar Rules 

In our first game we determined that the objectives were simple - the Crusader army either had to break the Saracen force or reach the waters of Hattin with 50% of their forces. Should they fail to achieve this within the allotted time they would lose. The game would last three hours. All the Saracen had to do was to hold the Crusader force for this period or break the Crusader army.

To reflect the heat exhaustion and earlier skirmishes every Crusader unit will have suffered one casualty thereby giving the a starting stamina of 5 (as opposed to 6)

The Crusader forces are set up in three boxes with all troops in march column. The Saracens are spread across the table. The fires have been lit along the northern edge of the table and their smoke would obscure targets for shooting (-1 to hit).






Orders of Battle

Crusaders

Vanguard

Cavalry Commander - rating 8

1 x unit Templar Knights

1 x unit Crusader Knights

Infantry Commander - rating 8

4 x Heavy Infantry (mixed units of spears/xbows/bows)

Middle Force

Cavalry Commander - rating 8 (King Guy de Lusignan)

2 x units Crusader Knights

Infantry Commander - rating 8

4 x Heavy Infantry (mixed units of spears/xbows/bows)

Rear Guard

Cavalry Commander - rating 8

1 x unit Hospitaller Knights

1 x unit Crusader Knights

Infantry Commander - rating 8

4 x Heavy Infantry (mixed units of spears/xbows/bows)



Saracen Forces

At Waters of Hattin (Ahead and East of Crusaders)

Infantry Commander - Saladin rating 9

2 units of Medium Archers

3 units of Medium Spears

Cavalry Commander - Rating 8

1 x unit heavy Mamluks with Lances/Bows

3 x units of Turcopoles (small units - stamina 4)

1 x unit Bedouin Camels

South Flank of Crusaders

Cavalry Command rating 8

1 x unit heavy Mamluks with Lances/Bows

4 x units of Turcopoles (small units - stamina 4)

Cavalry Command rating 8

1 x unit heavy Mamluks with Lances/Bows

4 x units of Turcopoles (small units - stamina 4)

West of Crusaders (Rear)

Infantry Commander - Command rating 8

2 x units of Medium Archers

3 x units of Medium Spears

North of Crusaders (fanning the fires)

Infantry Commander - Command rating 8

1 x units of Medium Archers

1 x units of Medium Spears

1 x unit of Fanatic Ghazis




How did Game 1 play?

The first game featured myself and Alastair as the Saracens. Glen and Vince would lead the Crusaders. The pictures relate to the game on the first evening.


Vince and Glen initiated proceedings with the column pushing outwards and trying to establish a barrier at the rear of the column. Suffice to say they achieved all their commands and by the end of the first turn they could begin to pour heavy crossbow fire into the Saracens awaiting in the wings.  




The first few turns for the Saracens went badly with very few of the units moving. The crusaders gained an early advantage and quickly pushed back one division of Saracen light horse and routed a heavy unit of Mamluks.


Elsewhere the Crusader knights thundered forward challenging the lighter Turcopoles to a fight - they of course declined.


As the battle progressed the saracens just couldn't get into gear and despite outgunning the Christians in archery they were both struggling to find the mark and when they did the heavy armour of these western knights was superior.


By now the rear of the column was being threatened by Saracen horse but once again they proved they were not up to the task.




Both Crusader flanks were secure by midway through the game and they could begin to march forward.


Slow progress was made and again despite the more numerous lighter troops the Saracens just couldn't find the target. However reaching the waters of Hattin was going to be tough in the time allotted.







The Crusaders pushed forward engaging the horse near Hattin. An inconclusive melee and plenty of evades from the light turcopoles. The Crusaders charges just wouldn't go in.


Despite this frustration Saracen casualties are wracking up and yet no Crusader unit has been lost despite some heavy losses.

It becomes apparent that time is the Crusaders enemy - had another hour of play been possible the Christians would have certainly broken the Saracen force and achieve their goals.
 

The Crusader Generals are masters of the field but will run out time to achieve their goals.


Game 2 - Following the success of Mondays game I played again on the Tuesday this time with Mark as the Saracens and I would lead the Crusaders.

I felt the first game had been too kind to the Crusaders - there was no sense of urgency in their actions to reach the water instead they were more content to fight a pitched battle with the Saracens. And as we have seen they achieved most of what they intended. This replay would be different.

Firstly the -1 stamina for the Crusaders would remain in play BUT at the start of each Crusader turn every Christian unit would throw a die. If a 6 appeared that unit would suffer a further casualty. If the unit was already shaken or would be shaken by this roll the unit would collapse and disappear.

Secondly the objectives for the Crusaders would be the same BUT the Saracens would win the game if they either break the Crusader force or prevent any units from reaching the waters. 


With just two of us playing we probably played only 2/3rds of the turns achieved in the first game but this did not influence the outcome of the game. 

Mark played a blinder with his Saracen horse archers - they repeatedly weakened my armoured force and combined with the addition heat exhaustion roll by the end of the evening the Crusaders had lost almost a third of their force. Comparable losses were scored on the Saracens .


Unlike the first game the likelihood of the Crusaders achieving a victory by the end of the evening was extremely unlikely. Too many units had too many casualties and the Saracens still had plenty of archers left.


All in all two thoroughly enjoyable games and with a further few tweaks I think Hattin can be a very useful addition to my Crusader scenario list...




Don't forget that if you ant to take part in one of these games my Shed Experience is open for business - just hit the link button at the top of the page and drop me a line.

Up next - another update on my Greek army

unitil next time 

Tuesday, 17 May 2022

The Battle of Arsuf - a 28mm Crusade wargame

 

Morning Folks

Following on from my two month project to rebase and add to my Crusader and Saracen armies (see previous two posts) it was an opportune moment to get these chaps onto the table. As with our attempt to refight the battles of the Wars of the Roses I thought I would use the Battle of Arsuf in the Holy Land for my inspiration for this engagement. Although not on the same scale as some of our other later medieval battles this did feature around 800 28mm figures on the table including some 250 horse. It looked colourful and spectacular.

I was delighted to play the first game alongside Alastair as the Crusader commanders and facing us were Mark K and Stuart as Saladin's Generals. With a bit of luck we will be refighting this game later in the week with other members of the shed fraternity. 

Just a quick update on our proposed move to Somerset - things are progressing slowly so there are likely to be more games in the shed over the next couple of weeks.

Battle of Arsuf

The Battle of Arsuf was a battle during the Third Crusade which took place on 7 September 1191.

The battle was a Christian victory, with forces led by Richard I of England defeating a larger Ayyubid army led by Saladin.

The battle occurred just outside the city of Arsuf (Arsur in Latin), when Saladin met Richard's army as it was moving along the Mediterranean coast from Acre to Jaffa, following the capture of Acre. During their march from Acre, Saladin launched a series of harassing attacks on Richard's army, but the Christians successfully resisted these attempts to disrupt their cohesion.

As the Crusaders crossed the plain to the north of Arsuf, Saladin committed the whole of his army to a pitched battle. Once again the Crusader army maintained a defensive formation as it marched, with Richard awaiting for the ideal moment to mount a counterattack. However, after the Knights Hospitaller launched a charge at the Ayyubids, Richard was forced to commit his entire force to support the attack.

After initial success, Richard was able to regroup his army and achieve victory.

(source Wikipedia)

Saladin's forces on the move 

 

Wargaming the Battle of Arsuf

Richard I was keen to get his army to the safety of the city of Arsuf, after the constant harrying of his troops by Saladin’s mounted archers, his men were tired, thirsty and in need of rest. Richard realised that safety lay in his forces maintaining their cohesion and escorting their baggage along the coastal road.

With the city in the Crusader’s sight Saladin chose to attack en masse the strung out column. This re-enactment attempts to reflect the events of that day in the Holy land. Victory can be achieved by the Crusaders if they can get their baggage and the bulk of their forces into Arsuf intact. Losing troops or baggage to the Saracen hordes is not going to be pleasant.

Richard I's column marching along the Levantine coastline towards Arsuf

Aerial view - baggage on the road, Knights in the centre flanked by the Infantry. Marauding screens of allied Turcopoles cover the enemy



Victory Conditions

The Crusader Army must attempt to gain the safety of Arsuf. For each unit that reaches the safety of the town the Crusaders win victory points. These points are dependent upon the type of unit

Baggage – 2 points

Infantry Units – 2 points

Mounted Sargeants – 2 points

Knights – 3 points

Hospitallers/Templars – 3 points (can only be awarded if all the baggage has safely reached Arsuf)

Half points are awarded if the unit reaches the town shaken

Total Points available – 45

 

Major Crusader Victory – 25+ points in Arsuf

Minor Crusader Victory – 21+ points in Arsuf

Minor Saracen Victory – 16 – 21 points in Arsuf

Major Saracen Victory – under 16 points in Arsuf

If either side breaks (i.e. exceeds their break point a major victory is achieved)

This map was the inspiration of my set up




Listed below are the orders of battle chosen for this engagement using Hail Caesar rules. These are very much what I have to hand in my Crusader and Saracen armies. Ideally the Saracens would have more horse and less infantry but beggars cannot be choosers. A typical standard unit of either infantry or cavalry will be six bases/stands and smaller units either 3 or for stands. The forces and stats have been taken from the Hail Caesar army lists

 

Forces arrayed as the Saracens approach

Crusader Army

General – Richard I of England – The Lion Heart – Command Rating 9

All other commanders rating 8

Division 1

I x Mounted Knights Templar

Division 2

3 x Mounted Knights

1 x Turcopole Allies (small)

Division 3

4 x Heavy Infantry (plus Xbows/bows)

1 x Turcopole Alles (small)

Division 4

4 x Heavy Infantry (plus Xbows/bows)

1 x Turcopole Alles (small)

Division 5

2 x Mounted Seargeants

Division 6

1 x Mounted Hospitallers

Baggage

4 x Baggage Trains

Total (excl baggage)

18 units (Break 10)

 

 

Saladin atop the hill surveys the killing field in front of his forces

Saracen Army

General – Saladin – Sultan of Egypt & Syria – Command Rating 8

All other commanders rating 8

Division 1

3 x Turcopoles (small)

2 x Camel Riders (small)

1 x Mounted Mamluks 

Division 2

2 x Medium Infantry

1 x Medium Archers

1 x Ghazi Fanatics

Division 3

3 x Turcopoles (small)

1 x Mounted Mamluks

Division 4

2 x Medium Archers

3 x Medium Infantry

Division 5

3 x Turcopoles (small)

1 x Mounted Mamluks

Division 6

1 x Medium Archers

1 x Medium Infantry

2 x Ghazi Fanatics

Total

27 units (Break 14)

 

 


Special Rules for the Game

Deployment

The Crusader Army is advancing up the coast in a large mass – baggage etc on the road. In the centre are the knights and mounted men at arms with the exposed flank facing the Saracens comprised of the Heavy Infantry. Richard apparently decided his foot soldiers would protect the horses from the heathen’s arrows. The vanguard of the army is a force of Templar knights and the rear guard Knights Hospitaller. Outside the column are the few Turcopole mercenaries acting as a skirmish screen.

Initial Harassing phase

The Crusader’s column has been harassed by archery fire all day – for each infantry unit roll a d6+1 – this is the number of hits it has received. These hits can then be saved against the units morale. Any unit shaken is removed (unlikely). Units will not be disordered in this phase.




Baggage Train

The Baggage wagons must NOT deviate from the road NOR may they pass through another baggage train or unit in front of them (friendly or otherwise). They do not afford cover.

Each train s deemed to be its own command and players may elect to either accelerate movement on a command roll (rating 8) – failure means no moves OR they may move the wagon 6” (its standard movement rate).

Baggage trains cannot blunder – treat as a standard fail.

Baggage trains can be attacked – they have 6 hits with no armour save. When all six hits have been accumulated the train is removed. Baggage trains are not disordered and cannot be rallied.

Units forced into the sea are lost.

Commanders

All Commanders add +1 die in combat if attached to unit, Saladin will not put himself in harms way but Richard if joining a unit adds +2 die to combat.


Action Report

To kick things off we initiated the early harassment fire on the Crusader forces. All 8 units of infantry took between 2-7 hits (d6+1) and then had saves. Unfortunately Alastair's dice rolling was not so hot and at least three units suffered three casualties and one unit was almost shaken. Before the battle had even started the Crusaders were on the back foot.

With the Saracens fielding significant numbers of archery units, both mounted and on foot their plan was to continue to harass the Crusader forces for as long as possible whilst trying remain out of harms way. So with the first turn commencing Saladin ordered a general advance to attempt to get into bow range


The Turcopoles and allied camelry surged forward across the table


Whilst their light horse were advancing they would act as a screen for the numerous infantry and heavy cavalry units.



The Saracen horse poured forward unleashing their bows (sadly for the Christians we forgot a) the -1 penalty to hit at long range and b) the plus one morale save heavy infantry enjoys from archery all game) and started to inflict further casualties.



The entire Crusader line was under fire and when it came to their commands their commanders were completely stunned as the entire army refused to move !


The Saracens continued to advance...


and continued to unleash their bows to good effect


Finally the Crusaders started to move - the vanguard templars raced free of the column to try to stem the Saracen advance.


At the rear of the column the Knights Hospitaller had also broken free from the shackles of the column (just like the rear battle) and charged into the advancing Saracen foot. 
A devastating charge that broke the first unit, routed their supports and continued to charge into the mass of Muslim soldiers. Poor Stuart was rolling horrendously when it game to break tests.

The Hospitallers pushed despite suffering 5 casualties (near break) and routed a further unit. At this point they retired. Sadly they were shot to buts a couple of turns later dying to a man, however the damage had been done.


Mean whilst at the front of the column the Templars had got themselves into a right old pickle. Locked in combat with a unit of heavy Saracen horse their fate was sealed as they were charged in both flanks and rear by swarms of horse archers. Not a pretty sight ! 


Elsewhere the columns infantry had finally mustered the will to break out of column and into fighting blocks. Soon they were trading missile fire with the Muslim horde.


With the templars despatched the Saracens turned their attention to the head of the column. One unit pinned down the baggage train - it was going no where whilst his supports unleashed a storm of arrows into the next emerging unit of Crusader horse.


Fortunately their arrows bounced off the heavy armour and the knights prepared to charge into the advancing infantry. They had learned the hard way that charging the light horse was going to get them no where.


Screened by infantyry a second unit of Knights emerged at the head of the column


Back in the centre the two side were still trading missiles with few results.


A unit of heavy Saracen horse emerged from the lines receiving several bolts for their troubles and being driven back in disorder


By now the Crusaders at the head of the column had slammed into a unit of Infantry - destroying them and their supports in swift measure. Things were looking up for the Christians.



The picture below shows the Saracen infantry have now disappeared


To the rear of the column the foot soldiers had steadily advanced creating an opportunity for the Crusader horse in the rear to move. 


They did so with some panache and ranked up ready to charge the facing enemy


Onward Christian soldiers - the foot marched into battle


The Crsader knights and their men at arms charged - it was stirring stuff


Three Knight units hit their targets but a combination of stout defence and poor attack die caused the Knights to falter. This wasn't in the script.


By now the advance of the column had petered out and the two remaining knight units at the head of the column had been routed from the field by archery fire and a dazzling charge by Saladin's personal bodyguard.


Across the field units were locked in combat...a tally was made of the break points achieved by both sides. Both sides could lose if three more units were either shaken or routed.




The melees were conducted - just at the time Richard felt the battle was won a series of horrendous rolls caused all the attacks to fall in the favour of Saladin - a victory for the Sultan of Egypt and Syria.

What a battle - a close run thing and a fantastic story. A definite re-match required. 

Conclusions

A victory for Saladin but it could have been so very different. The early failed command rolls for the Crusaders and the damage caused by the initial harassing fire certainly created a number of issues at the start of the game for Richards men. This was more than counterbalanced by the dreadful morale rolls for the Saracens in the early stages of the battle as units faced with the heavy metal onslaught of the Crusader knights fled the field.

Taking on the lightly armed Turcopole cavalry was a nightmare for the Christians - they constantly evaded the attempts to bring them into hand to hand. Hindsight has shown that we were playing the evades wrongly and command rolls would have been needed to perform this maneuver. Failure would have resulted in the evading unit being destroyed. A learning for next game.

Finally the baggage train was a bit of a distraction - it became evident that the Christian army could only win by breaking the Saracen forces as opposed to retreating to Arsuf. I think I'll keep the train in play for future games BUT give the Christians victory if they can retreat all the baggage into Arsuf regardless of casualties elsewhere.

Once again Hail Caesar has delivered an epic, fast flowing game and one that will be remembered for some time to come.

More soon