Showing posts with label Hussites. Show all posts
Showing posts with label Hussites. Show all posts

Wednesday, August 6, 2025

More To the Strongest! at Historicon: Grunwald and Kutna Hora

 For Historicon 2025, a group of  us (myself, Jim, Jeff, Milton, and Eric) worked together to present a total of 7 games with Simon Miller's To the Strongest! rules. All of us come from the Piquet/Field of Battle That makes sense because the rules share some common factors - high decision making density, significant chance impacts, no guaranteed sequence, s game ending mechanism based on tracking overfall losses, and high suitability for scenario specific rules. We have already covered my two chariot era games (Egypt vs Sea Peoples, Assyrians vs Hittites); this post will cover the games that Jim Mauro ran on Friday (Grunwald) and Saturday (Kutna Hora), using his 15 mm armies. 


The Battle of Grunwald (literally "green forest" in German, but, oddly,  known as Tannenberg, "pine hill" in Germany) was fought on July 15, 1410, so the game was played very close to the 615th anniversary. It pitted the forces of the Teutonic order against those of the Kingdom of Poland and the Grand Duchy of Lithuania. There is a decent Wikipedia article on the battle and its background here


GM Jim is a blur while setting up the table!

The armies and the players: Poles and Lithuanians to the left (in the forest!), Teutonic Knights to the right. The army of the Teutonic Knights is outnumbered but their troops are far better trained and equipped. 

A mix of bew and experienced players required a brief introduction to the rules, after which the players got the hang of things pretty quickly with the help of the experienced playhers and GM. 

Close up of Teutonic Forces

Close up of the Poles and Lithuanians

The actual battle involved a fairly lengthy pasue while the Order waited for the enemy to attack them; when that didn't materialize, the Grand Master sent a message and 2 swords to the Polish and Lithuanian commanders to goad them into attacking. The Lithuanian light cavalry on the army's right did so, and were opposed by the best heavy cavalry of the Order. 

Battle develops on the Order's left, but the Poles on their right and the mercenary troops in the middle prove difficult to entice. 

"Come out and fight, ye craven cowards!"

Seeing that the Poles will not be obliging them, the Teutonic forces resign themselves to having to attack into the woods!

Many of the Lithuanian light troops are removed from the table. The Lithuanians seem somewhat oddly nonchalant about their losses. 

Polish Heavy Cavalry finally attacks on the right of the Order. 

The forces of the Teutonic Order have eliminated most of the Lithuanians on their left that they can find.

The Teutonic left, including the superb brother Knights, turns to their right to aid the other half of the army, against which the Polish heavy horse is making considerable inroads. 

Dust clouds then appear on the Teutonic left accompanied by the blaring of trumpets and the thundering of hooves.

"It's a trap!" The Lithuanians had feigned a retreat, and now, with the Teutonics distracted, they descend (top of picture) upon their flank and rear!

The dreaded "double aces" slow the Lithuanian maneuver  (Jim uses chits for activations rather than cards, and D10's for combat - heresy, get the stakes and bundles of sticks ready!).


The flubbed activation buys the Knights a bit of breathing space to react. "Who ARE those guys?!  Didn't we just beat them?!"

The game ended after about 3 hours of play (I needed to set up my game on the same table - this year the events all had the last 30 minutes chopped off to facilitate table turnover due to the huge number of games and the loss of some convention floor space this year - hopefully the space formerly used by Wally's Basement [Flea Market] will be available to us again next year).

Same story with Jim's pictures...

Deployment: Teutonics to the left, Polish-Lithuanian Union right. 

The Order taunts and insults the Poles, who refuse to advance!

Lithuanians charge the Order; the clash is heard throughout the battlefield. 

More Lithuanians pour out of the woods to assist their flanking comrades. 

The Order advances against and grinds down the Lithuanians.

Poles finally advance, but the Lithuanians are driven off. The Order begins its flanking move, turning to the right. 

Th Return of the ? Jedi... "These aren't the Lithuanians you thought they were. At the end of the day, the game was judged a defeat for the Order, but not nearly as decisive as in the actual battle. Darned Aces!


On Saturday morning, Jim ran the Battle of Kutna Hora, December 21-22, 1421. This battle represented the attack on the Hussite Wagenburg under Jan Zizka by the Catholioc "Crusaders" againsty the Hussite heresy, commanded by the Holy Roman Emperor,  Sigusmund. After this action, the Hussites would launch a night attack to break through the Imperial lines and escape, using their artillery and wagons to spread confusion during the dark winter night. 

Opening Deployment - Hussite Wagen burg on the hill, the Hungarians on the left and left center, Germans on the right and right center. The Hussites are significantly outnumbered. 

German foot and knight commence their advance upon the Wagenburg.

Overview of the battle early on; the HRE's losses  (lower left) are beginning to mount. 

German advance on the Hussite left is disjointed and stalls. 

Hungarian foot and knights press the attack on the Hussite right. 

Breach!  The Hungarian Knights finally get an opening. Hussite flailmen rush to meet them!

Both Hussite flanks under intense pressure. Despite horrific casualties, the German foot finally cause a beach in the center. Once again, the Hussite 's meet them head on with their fearsome 2 handed flails. 

Jim concluded by noting "The Hussites held out...barely.  HRE had under 5 VPs left, with Hussites holding 12 VP.  HRE players had an early chance at a breach on the Hussite left, but didn't press home the attack.  That very easily could have decided the day in favor of the HRE.  This game featured 5 HRE players and 3 Hussite players.  All 3 Hussite players have personally been to Kutna Hora!!  Needless to say, they were excited to play. 

I wanted to see this one (I ran a 28 mm Hussite game with TtS! at Historicon at Fredericksburg way back in 2016), but was otherwise engaged at the Battle of Pavia at the time of Jim's game. That's amazing that three of the players had been to Kutna Hora (notorious during the Hussite rebellion, a common method of execution being to throw the victims down the shafts of the silver mine there), and presumably then to Prague and Tabor as well. I am envious, definitely on my bucket list. 


Hussite Hymn, "Ye who are Warriors of God"


Monday, July 25, 2016

Ye Who are the Warriors of God - To the Strongest! at Historicon 2016

    I ran a second game with the To the Strongest! rules on Thursday night at Historicon. We had a great group of guys for this game, including a return player (Dave). Once again we had eight players for six slots (due to walk ups), but I had planned for that, so it worked fine. I used 2 decks of 80 cards each per side to keep things moving.


The Catholic "crusaders" move forward to assault the Hussite Wagenburg. Their figures are a pretty eclectic and not necessarily contemporaneous mix of 25/28mm Minifigs Alexander Nevsy range Teutonic Knights, Old Glory Wars of the Roses range, and Pery Hundred Years War Agincourt range, and even a few Hinchliffe figures. 


Hussite players - from left to right are Ted, Will, Roger, and David. The Hussites are mostly Old Glory (especially the 10 War Wagons), with some recent additions of Kingnaker (1st Corps) figures painted in the past few months, as previously documented here on the blog. 


Catholic players - ?? Greg, Dave, Ralph, ?? Frank.


That Wagenburg will be a tough nut to crack!


On the Hussite right, their limited cavalry have trotted out from the safety of the Wagenburg to engage the advancing crusaders. As they are both outnumbered and outclassed by their Catholic opposition, this was perhaps not the wisest move, but it is one way to see how the game plays!


Battle is joined in earnest!  4 of the Wagons have artillery mounted on them (6 box range), 4 have Crossbowmen (3 box range), and 2 wagons have Handgunners (2 box range). All are "Deep" units taking 3 hits to eliminate. Physically, each "Wagon" unit is represented by a Wagon with one stand of missile troops within (except the Gun wagons), behind that 2 stands of missile troops of the same type as the wagon riders, and behind that 2 stands of melee infantry (usually flail men).


The Hussite Right flank cavalry were swept aside with little difficulty, and the wagon line is now under heavy attack! The Hussite artillery in the open, which I have rated as Organ Guns, had better hope they get good Hit cards or they wont be much more than a rest stop for that Cavalry!


On the Hussite Left, Dave has held his small cavalry force back while he waits for the Knights to break themselves on the walls of the wagon fortress. I have used supply wagons for the Hussite camps, with added fortifications to shelter some defending (cheap) light Infantry Crossbows and Handgunners. 


The Hussites bare making the most of their shooting power and rally actions, as their line holds firm. Ralph's Catholic infantry command has hung back after turning an Ace ( = no move) for their first activation attempt three turns in a row! ted has wisely swapped positions with hi Organ Guns and Militia Halberdiers. 


However, the Sergeants blew right through them anyway. "Shock lances are nice!", they observe. Meanwhile, disaster- the Wagon line has been breached by the Brother Knights!


Ralph's men turn a FOURTH Ace! It seems his men think it is the job of the knights to slay heretics, not theirs!


The next turn, they finally start to close, while the Hussite Organ guns, even playing 2 Hit cards per activation, seem to have little effect on the enemy!

Not surprisingly, the sergeants ride down the guns at their next opportunity, whilst the Knights break through and head for the Hussite Camps!  Things are looking petty grim for the men of the Chalice!


However, on the left side of the wagon line, David's patience has paid off,. The attackers are fully engaged and being ground down, so he judged it time to send forth his small cavalry force to sack the Catholic camps, and moves out his own organ guns, supported by the less than well trained civic militia of Prague. 


Six camps in a row = 18 victory medals... IF David's men can scoop them all up before the Hussites break themselves
!

A Hussite camp falls to the Brother Knights, while the right flank wagon holds out against incredible odds!

The Hussite Cavalry, sweeping around the catholic rear, has sacked 2 Catholic camps already (scratch built tents were used for most. 


David moves up his organ guns to shoot more knight, and distract them, as the Catholics attacking the front of the wagon line are thinning progressively. The Hussites, however, are running low on ammunition...


Some Catholic knights, with their general attached, are happy to oblige, running the uppity peasants through with ease!


David's heavy cavalry have snapped up two more Catholic camps, while his Light cavalry faces down some light infantry crossbowmen detailed to interfere with the their Glorious ride. This brings the Catholic army to zero victory medals, and they break of the attack.  Game over!

This was a tense, close, hugely fin game. If you haven;t checked out To the Strongest, I recommend the rules for your consideration. Simon is having a worldwide post free sale on the print edition of the rules this weekend (until midnight Monday July 25th, UK time).

We pretty much played the War wagons as written in the rules, except that they needed a 6+ to hit in melee (until they were disordered), instead of 8+. There was some  limited movement o the wagon units after the Crusaders broke through in spots. 

I personally find the Hussite rebellion fascinating, militarily, religiously, and culturally. I have done a detailed presentation of my Hussite figures, with a lot of history included, in my as yet incomplete Hussite Wars series on this blog:



Hussites
CMD
Description
Save
Spec/Ammo
Pts
VMs
1
Attached General
2+

4
2
1
Cavalry - Lance
7+
Shock
9
2
1
Light Cavalry, Raw - Lance
8+
Shock
4
1
1
Command Cost, Demoralized


17
3
2
Attached General  Heroic
3+
Replay
5
2
2
War Wagons - Guns
7+
Mv/Cover  6
13
3
2
War Wagons - Crossbowmen
7+
Mv/Cover  6
13
3
2
Light Infantry, Raw, Handguns
9+
2
3
1
2
Heavy Infantry Polearms, Raw
8+
2 Handed
5
2
2
Organ Guns, Raw
8+
5
6
1
2
Hero

Replay x 1
1
-
2
Camp w/ 2 sides fortified


3
3

Command Cost, Demoralized


49
8
3
Attached General, Heroic
3+
Replay
5
2
3
War Wagons - Handgunners
7+
Mv/Cover  6
13
3
3
War Wagons - Guns
7+
Mv/Cover  6
13
3
3
War Wagons - Crossbowmen
7+
Mv/Cover  6
13
3
3
Light Infantry, Raw, Crossbows
9+
2
3
1
3
Hero

Replay x 1
1
-
3
Camp w one side fortified, 2 Ammo


3
3
3
Command Cost, Demoralized


51
8
4
Attached General, Heroic
3+
Replay
5
2
4
War Wagons - Handgunners
7+
Mv/Cover  6
13
3
4
War Wagons - Guns
7+
Mv/Cover  6
13
3
4
War Wagons - Crossbowmen
7+
Mv/Cover  6
13
3
4
Light Infantry, Raw, Crossbows
9+
2
3
1
4
Hero

Replay x 1
1
-
4
Camp w one side fortified, 2 Ammo


3
3
4
Command Cost, Demoralized


51
8
5
Attached General, Heroic
3+
Replay
5
2
5
War Wagons - Guns
7+
Mv/Cover  6
13
3
5
War Wagons - Crossbowmen
7+
Mv/Cover  6
13
3
5
Light Infantry, Raw, Handguns
9+
2
3
1
5
Heavy Infantry, Raw, Polearms
8+
2 Handed
5
2
5
Organ Guns, Raw
8+
5
6
1
5
Hero

Replay x 1
1
-
5
Camp w/ 2 sides fortified


3
3
5
Command Cost, Demoralized


49
8
6
Attached General
2+

4
2
6
Cavalry - Lance
7+
Shock
9
2
6
Light Cavalry, Raw - Lance
8+
Shock
4
1
6
Command Cost, Demoralized


17
3

TOTALS


234
(34)


Medals  = Total divided by 3
Reserve Ammo = 1 chit for every unit that can fire, plus 4 additional ammo purchased

Demoralized Command = Lost ½ of Victory medals

Catholic Crusaders
CMD
Description
Save
Ammo/Spec
Pts
VMs
1
Att General Mtd Heroic: Vignolles
3+
Replay
6
2
1
Knights, Lance (Sergeants) Shock
6+
Sv +1 FireD
11
2
1
Knights, Lance (Sergeants) Shock
6+
Sv +1 FireD
11
2
1
Light Cavalry, Crossbow, Raw
9+
2
4
1
1
Camp


1
3
1
Command Cost, Demoralized


343
5
2
Att General. Mtd, Heroic Gr Master
3+
Replay
6
2
2
Later Knights, Lance, Veteran
(Household/Brother Knights)
SHOCK
5+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
16
2
2
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
2
Knights, Lance  SHOCK
6+
Sv +1 FireD
11
2
2
Camp


1
3
2
Command Cost, Demoralized


48
6
3
Att General Heroic (Bishop)
3+

5
2
3
Spearmen
7+

7
2
3
Spearmen
7+

7
2
3
Crossbowmen
8+
6
7
2
3
Light Infantry Crossbowmen, Raw
8+
2
3
1
3
Light Infantry Crossbowmen, Raw
8+
2
3
1
3
Light Infantry Bowmen, Raw
8+
2
3
1
3
Camp


1
3
3
Command Cost, Demoralized


36
6
4
Attached General
2+

4
2
4
Javelinmen (Throwing axes)
7+
ShockMissil
7
2
4
Crossbowmen
8+
6
7
2
4
Dismounted Knights
2 handed weapons
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
4
Light Infantry Crossbowmen, Raw
9+
2
3
1
4
Light Infantry Crossbowmen, Raw
9+
2
3
1
4
Light Infantry Handgunners, Raw
79+
2
3
1
4
Camp


1
3
4
Command Cost, Demoralized


32
7
5
Attached General, Mounted
2+

5
2
5
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
5
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
5
LC Bow Raw (Hingarians)
9+
2
4
1
5
Camp


1
3
5
Command Cost, Demoralized


38
5
6
Attached General, Mounted
2+

5
2
6
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
6
Later Knights, Lance
SHOCK
6+
Sv +1 Mele
Sv +1 Fire*
Sv +1 FireD
14
2
6
LC Bow Raw
9+
4
5
1
6
Camp


1
3
6
Command Cost, Demoralized


38
5

TOTALS


235
33

Medals  = Total divided by 3
Reserve Ammo = 1 chit for every unit that can fire
Demoralized Command = Lost ½ of Victory medals