Category Archives: Renaissance

Leaning Further – Husaria Rules Summary Part 1

Note:  The summary sheet has been updated 

As noted in my previous post, Husaria is very chart and modifier heavy.

I decided to drill down and put together a summary sheet providing an overview of the turn sequence, and serving as a reference for the appropriate charts and modifiers.

The process was reminiscent of my second stint in college.  Yes, I received an undergraduate degree the first time, but I was not a good student.  We’ll just leave it at that.

During that second go-around, I discovered  I did much better on tests when I typed up my notes before studying them.

Here’s a link to the Part 1 PDF.  Once again, click on the little image to get the big image……………

Leaning In – Husaria Initial Impressions

Had enough of WRG 6th for the time being.  Still have to finish the game today, but I’ve started reading a  new set of late Renaissance rules.

Husaria was written by Ian Wilson, and published by The Pike and Shot Society in 2003. Past tense is used because Husaria is no longer in print.  The exact circumstances are now fuzzy, but I snagged a copy some months ago after reading complimentary reviews, and thinking that they could work well for my 25mm Ottomans, Russians, Cossack, Poles and Transylvanians.

The rule set addresses combat in Eastern Europe from 1558 to 1699.  It is specific in that regard because, according to the author’s introduction,  combat in that region differed from Western Europe (and I paraphrase), in that the Military Revolution had stalled;  the predominant cavalry was still lance armed and prepared to charge home, with gunpowder weapons extensively used, but unable to dominate the battlefield.

Troops are categorized as Elite, Veteran, Professional, Experienced and Raw.  Fanatics can be added to the troop mix when deemed appropriate.

The turn sequence is straight-forward:  Roll for who moves first, movement, combat, second side movement, simultaneous firing, response, and new orders (dispatched by messenger).

Initiative and Response Checks are used to reflect morale.  Initiative is checked when a unit must do something “different”, and Response as a result of an action taken against the unit.  There are many, many, many circumstances for which a check of some type is necessary.  One circumstances that promises to be interesting is the Initiative Check required for the first time a unit attempts to move or fire during the game.   Chaos!

Each unit has a Firing Ability Rating (FAR) as well as Close Combat Rating (CCR).  These ratings are applied, along with modifiers and 2xD6 roll, with results determined by a Combat Results Table (CRT).

There are also rules to reflect unit orders,  risk to the general, disorder, and terrain effects.  In short, the usual suspects.

The rules set includes army lists.  Each army has a core group of 6-8 units.  Additional army capabilities and units are added through die rolls.  This promises some variety for each army.  My hope is that this variety does not lead to additional lead purchases.  I’ve started lead mountain again (on that in another post), and I want it to remain a foothill.

There is one glaring omission!  Each unit is assigned a CCR reading something like this:  CCR 4/3/3, with dividing slashes.  There is nothing in the rules that explain these slashes.  I’ve read the bloody rules about ten times (only 24 pages) and cannot find a bloody explanation.  Ugh!  Will probably wind up sending a bloody message to the bloody Pike and Shot Society to see if someone can explain it.  My guess is that each number refers to a round of close combat.

These rules seem to occupy the middle ground between Gush’s Renaissance Wargaming’s super detailed approach and the more abstracted De Bellis Renationis (DBR).  Should be interesting.

Rout At Kattego

The short story is the Kattegoans routed Lord Renaldo’s Portuguese in a hard fought battle.

At the end, few of either side’s companies (units) were capable of movement to contact since their Resolve had dropped to one, as both leaders were either involved in melee or too far away to effectively rally the affected companies.  With low Resolve, a company cannot enter into melee, but can still shoot.

This problem was mitigated by my failure to role for Impetuous Actions for those units outside of command radius.  However, I can partially rationalize this oversight because each company kept to their original plan.  An exception was the Kattegoan leader taking his company on a wide envelopment.  While in the short term this placed him out of touch with his companies, the end result was to flank and scatter (rout) Lord Renaldo’s company, putting an end to the battle.

I can’t rationalize my failure to use a leader’s +2 die roll modification in all but the last round of melee.  This had a significant effect on the Portuguese, as Renaldo’s company was in a melee marked by a series of Inconclusive Draws (no effect on either side) for almost the entire battle.

Only the dogged Pikemen and a lone Crossbow company remained cohesive enough to cover the Portuguese withdrawal to Ekene, where they will remain for some time after this failure and accompanying loss of prestige.  While Lord Renaldo will remain in command for the time being, that may change after word of the debacle reaches Lisbon.

Oumar, the Kattegoan leader, proved to be a somewhat unorthodox commander, leaving his companies to flank the Portuguese force.  While aided by my rules omission, this tactic proved decisive.  He is now considered an Experienced Lord ( proven leader)and will now receive a +1 die roll modification for Initiative.

Here’s a series of poor battle narrative photographs.  I also need to figure out how to change the font/size for the captions.

End Turn 6. Looking West. Note the number of “1” Resolves for the Portuguese. Pikemen on left. Lord Renaldo’s melee in center. Oumar’s company at the upper right behind archers.
End Turn 7. Looking North.
End Turn 8. Looking North. Oumar’s company moving towards contact with Renaldo’s Company. Kattegoans now with low Resolve.
End Turn 9. Looking North. Carnage in center. Both sides’ companies scatter. Renaldo’s company scatters, also.

 

Ambush At Kattego

Remembered that I needed to role for Disease and Mishaps before starting play.  The dice were not kind to Lord Renaldo.  One of his two Targeteer units thought better of the whole proposition and deserted.

The Portuguese reacted well to the ambush, forming a defensive line.  The Kattegoan warriors were too far away to make contact on their first move.  View for the following photo is to the West.

By the end of Turn 3, the Portuguese right wing units had moved up  to support  units in melee.  The Kattegoan archers focused their efforts on the Portuguese right, but with little effect.  The Portuguese musketeers struggled to attain good lines of fire.  The following photos are looking North and West, respectively.

During Turn 4, the Portuguese line stabilized.   Lord Renaldo’s Targetters anchored their center. The Kattegoan archers flanking fire was still ineffective.  Here’s another view looking North.

By the end of Turn 5, the Portuguese musketeers were firing with some effect.  One melee has ended in a “Bloody Draw”, with both sides recoiling due to Resolve of only “1”.  Neither unit can be rallied because Lord Renaldo is in melee, and the Kattegoan leader has somewhat inexplicably moved off some distance to  the left (North) apparently to support the archers.

 

Renaldo’s Approach March

I set up the initial dispositions using  the die rolls described in the previous post.

The Portuguese are disorganized,  with Lord Renaldo near the front of his faction.  The bulk of his companies are East and some distance from him.  Only the grenadiers proceed him.  His force is close enough to Kattego to trigger an immediate ambush.

The Kattegoans rolled for two ambush groups with forty percent of the force West of, and three units distance from the Portuguese.  The larger group is to the Southwest and five units distance from the invadiers.

After a series of failed photographs last night, I changed the overhead light and saw the chance for a striking aerial shot of the battlefield.  It is shown below.  That orb is the reflection of a task lamp bouncing off my brand new plexiglass map cover.  If it isn’t one thing…..

No, That Isn’t The Moon

 

Expedition to Kattego

Working on parameters for Lord Renaldo’s grand foraging expedition to the village of Kattego.  This is an ambush scenario, with special rules.  By the way, the leader of the Kattegoans is Oumar, of whom little is known.

First a quick primer on Irregular Wars rules terminology.

Distances are based on multiples of unit base widths, or “units”, abbreviated as “u”.   In my games the base widths are 40mm.  So 1u equals 40mm.  A unit is referred to as a “Company”.  The force commander is “The Lord”.  A force or army is referred to as a “Faction”.

The Kattegoans  will be concealed .  Their attack will be triggered by a Yes/No die roll beginning each turn the Portuguese are  9u or closer to the village.

A directional die will determine the location of the tribal faction(s), with Kattego being North.

A Yes/No die will determine if there are one or two ambushing groups.   If “Yes”, a percentile die will determine the allocation of companies.  A d6 will determine the ambushing force(s)’ distance  from the Portuguese.

The Portuguese will have already rolled for their formation used approaching the village.  The formation will be tactical on a d6 roll of 1-2; column if 3-4; and disorganized with a 5-6.

Determining the positions of each company in the disorganized formation will be fun.  Each company will be placed using a d6 roll for distance from their Lord.  The Lord’s  position will have already been  determined by a d6 roll, with 1-2 being forward; 3-4 being in the center; and 5-6 in the rear.

When ambushed, each Portuguese company will make a reaction die roll if  beyond 2u from the Lord.  The Impetuous Actions table will be used.  Units with a d61 will not only “Run Away”, but will also lose one resolve.  Note:  I decided not to use the ambush rules that call for an automatic -1 resolve when contact with the enemy is made.

The villagers will be considered a company with a resolve of 4, melee strength of 2, and a short range shooting rating of 5+.

The Army rosters are finished and the table is set.  The game will start after my return from a bikepacking overnighter.  It’s a fun way to maintain social distance.

 

Irregular Wars- Re-Boot

Well, the breather has taken a few years. After completing the last of my Irregular Wars forces, the East African campaign had to be re-booted. Here is the updated situation.

After defeating the Portuguese, Bey Imen Mahir established a semi-automonus sultanate in Behefe. He pays annual tribute to Sultan Efe, but controls the city and the surrounding area. The Bey’s relationship with the natives in Neo is good, as he is a benevolent ruler, requiring only minimal tribute. The locals hold him in high regard, and will eagerly  fight for him if the Portuguese or other aggressors appear. He is now an experienced leader, and while not a heroic leader, is no longer considered “shy” by his followers.

Sultan Jabir Efe maintains in control of Meheyne, and has convinced the Ming Chinese leader in Aden, Lei Qiu, to establish a stronger trading presence at his port city.  Efe’s relationship with the natives in Sanwa is still good, but they are leery of any formal alliance, content to take advantage of the increased trade at Meheyne.  Sultan Efe is content to increase his wealth through trade and taxation, and has no immediate plans for military adventures. He is an experienced, but cautious, leader.

Lord Riccardo Nicholau Renaldo still has overall command of the Portuguese forces in Ekene. However, his reverses have not endeared him to Portuguese leadership in Lisbon. He is on a short leash, receiving minimal government support.  Future failure will not be tolerated. Still, his confidence remains high. Lord Renaldo commands the loyalty of his small army, which has been reorganized after the retreat from the outskirts of Behefe. His relationship with the natives in Kattego is not good. The Portuguese have undertaken a number of “foraging” sorties, and has taken, not paid, for livestock and crops. Monsoon season is coming and his Lordship is contemplating an expedition to subjugate Kattego, taking direct control of the village and its resources. Still a bold leader, Renaldo is anxious to re-establish his prestige, and is planning to seize Mwenye in the near future.

A new development is  rumors that an Imam has emerged in the interior preaching opposition to Zanj domination of the region. His message has an appeal to both Muslim and long-standing Akamaba and Massai beliefs. However, little is known about him or his exact whereabouts.

In addition to these shenanigans, a “Northern Area of Operations” will open using the historical 16th century regimes of Medri-Bahri (Eriteria), Ajuran Sultanate (Somalia), Adal Sultanate (Somalia) and the Kingdom of Abyssinia. The Ottomans will be an active presence, as will, to a lesser extent, the Ming Chinese and Portuguese. The latter two will continue to be active in the “Southern Area of Operations”.

Lord Renaldo’s expedition against Kattego will reopen the campaign. His sortie from Ekene will serve as a rules refresher, with the outcome prompting reactions in the South.

 

One Finished

Quick post.  Over to Portland to see Tim for some football and to finish our Operation Jupiter Europa game.  It has been a real saga so far, and I’m looking forward to telling that story when I return later in the week.

Well, I have to flock one stand’s base, but the Irregular Wars army project is finally finished.

Probably bought the figures over eight years ago.  Started the East African campaign a few years ago, but moved on to something(s) else.

The Abyssinians were the last 200+/  point force left to paint.  Finally got on it in November.  Now I have to re-start the campaign.  Still have my maps and notes.

Probably will happen when I take a break from my survey of skirmish games.

 

 

Taking A Breather

Putting Irregular Wars away for awhile.  Good stopping point, with a need to determine the outcomes after the Battle At The Oasis Of Olufunke.

What happens to Lord Renaldo’s army?

1) Disintegrates/Retreats to coast; 2) Alliance with Natives; 3) Fight Natives; 4)Alliance with Bey Mahir to fight Sultan Efe.

What happens to the victorious Bey Mahir?

1) No further action; 2) Attacks Natives; 3) Alliance with Natives and/or 4) Attacks Sultan Efe:

What happens to Sultan Efe?

1) Decided after Lord Renaldo/Bey Mahir outcome(s).

Do Ming Chinese become involved?

1)  Yes/No; 2)  If Yes, how?

Do Natives become involved?

1) Decided after Lord Renaldo/Bey Mahir outcomes(s).

We’ll see…..

 

Carnage At Olufunke

Remnants of Lord Renaldo’s army have fled south after a stunning defeat at the Oasis At Olufunke.  The Bey’s army is too worn to pursue, having suffered heavy losses in a battle that had three distinct phases.

Bey Mahir’s defensive alignment was a variation of what he had used before.   His units were arrayed in a checkerboard along the entire plain lying south of the oasis.  His Civic Guard units were in front, with Tribal units some distance to the rear, but filling the gaps between Guard units.  This would allow any wavering guards to fall back unimpeded and tribesmen to counterattack.  Renaldo’s plan was use his Shot and Bow units as a screen on his right (Zanj left), while his Pike and Targeteer units concentrated on his left (Zanj right) to deliver a crushing blow to enemies to their front.

The Disease and Mishap rolls were not kind to the Zanj.  Four units lost resolve due to illness and two units were pushed out of position.  Once again, the skill of the Portuguese surgeon saved Renaldo’s army from any loss of resolve.

Opening Dispositions After Rolls For Disease and Mishaps.

First Phase:

The Portuguese screening force was extremely effective, engaging the Zanj guardsmen at long range, causing most of them to scatter.  They could not close and melee with the weaker Portuguese.  More importantly,the guardsmen could not be rallied since their retreat drove them out of the Bey’s command radius.  However, the Bey’s forces on his right stopped the Portuguese Pike and Targeteer onslaught, locking them in attritional melees.  It was here that the effect of the earlier battle, which lowered the morale (and resolve) of the Portuguese, was critical.  The Portuguese were wearing down.

Melee On The Portuguese Left. Mercenaries Flanked. Civic Guard Unit Moves To Contain Portuguese Break-Through

Second Phase:

Desperate to break this deadlock, Renaldo ordered his Shot and Bow units to close to within short range of the decimated Zanj units. His hope was to gain the initiative on the next move.  If so, these units could deliver devastating volleys, scattering the Zanj units to his right, forcing a general withdrawal.  The Iron Dice Of War crushed his hopes.  The Portuguese lost the initiative, with Zanj units driving both Shot and Bow units back in disarray.

Portuguese Shot and Bow Move To Close Range

Portuguese Right Collapses. Lord Renaldo’s Personal Guard Attacks

Lord Renaldo launched a last ditch assault with his personal guard of Targeteers, scattering three Zanj units.  However, the outnumbered Zanj units somehow stopped the continued attacks of the Portuguese of the Portuguese Pike.

Third Phase:

Now the desperate one, Bey Mahir attacked Lord Renaldo’s guard.  After a prolonged fight, Renaldo’s unit scattered opening the way for flanking attacks on his remaining units.

Surrounded, Renaldo’s Personal Guard Will Scatter

The Portuguese had no choice but to flee.

Portuguese, Covered By The (Now) Valiant Mercenaries Withdraw To The West