Vis Bellica

A Review from the Wargames Journal

CONTENT
Introduction
The Opposing Armies

Basing the Troops

Defeat Conditions

The Battlefield

Deployment

Orders

The Game Begins

Officer Casualties

Subsequent Turns

The French Charge

Endgame

Comment

 

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The English Army

The French Army

 

 

 

 

This article first appeared in the April 2003 edition of www.wargamesjournal.com

 

 

 

 

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Medieval Knights from the collection of Neil Fawcett

 

 

Before writing a review of these rules we thought it might be an idea to play the game a few times, a novel concept but we thought it might help!

Having benefited from an opportunity to play a game with its Author, Robert Avery, I felt confident enough to have a go at the local club.

The Vis Bellica rulebook contains twelve sample army lists, grouped into paired historical opponents.

The excellent web site set up to support the rules also contains army lists as well as the usual Q&A and hints and tips type information.

Robert seems very approachable through his site in terms of answering questions or even posting favourite army lists when requested. The New Kingdom Egyptian and the Aztec army lists were both posted following a request by myself.

Several army list books are also in production with the first, covering the classical Chariot Wars period, recently published.

After much debate and figure collection searches we decided one of the play test games should be the French verses the English 100 Years War.

What follows is a discussion of the game and any pertinent rules related points that derived from playing it.

The Opposing Armies

The dastardly French, still unwilling to accept that Normandy formed a vital part of England’s green and pleasant land, was organised into four ‘brigades’ and consisted of the following Units based on the sample order of battle:

Brigade 1: 4 bases of Knights
Brigade 2: 4 bases of Knights
Brigade 3: 4 bases of Crossbowmen
Brigade 4: 1 base of Brigans and 1 base of Hand gunners.
Un-brigaded: 1 Train base and 2 False Leaders.

The heroic English were organised as five ‘brigades’ and consisted of the following units:

Brigade 1: 2 bases of Men-At-Arms and 1 base of Hobilars
Brigade 2: 2 bases of Men-At-Arms
Brigade 3: 1 base of Mounted Archers and 3 bases of Archers
Brigade 4: 4 bases of Archers
Brigade 5: 1 base of Heavy Artillery and 1 base of Welsh Knifemen
Un-brigaded: 1 Train base and 2 False Leaders.

A Leader, mounted on his own base; captained each brigade and each army was controlled by a Sub-General, also mounted on his own base.

The rules contain sample order of battle sheets to use for each army that are very reminiscent of the system used by the well-established Principles of War rules.

Basing the Troops

 

Vis Bellica uses an element-based system with stand sizes different from those used for DBx.

This is a brave move from the author, as the DBx regimen is basically the de facto standard for the period.

The rules do contain the usual caveat that they will work with almost any basing system provided both sides follow the same basing convention. They also suggest several ways of adapting other basing systems without the need for re-basing of figures.

‘Official’ Vis Bellica bases are a standard 6cm x 3cm for 15mm infantry and cavalry. In 25mm the bases are 12cms by 6cms.

The number of figures on the base is determined by their ‘order’: defined as close, open or skirmish. This has the same sort of effect as the old WRG regular or irregular classifications. Close order bases have 12 foot or 6 mounted figures on them; open order bases have 9 foot or 5 mounted on them; and skirmish order bases have 7 foot or 4 mounted figures on them.

For this game I decided to spend half an hour with scissors and a piece of green card to prepare the necessary Vis Bellica bases. When these were ready I placed my DBx figures on to these ready for action.

Lined up ready for deployment, the big Vis Bellica elements did look suitably powerful, like proper medieval “battles”.

If you want you could consider using four DBx infantry stands grouped in two ranks of two columns and two cavalry bases grouped side by side. I would also use special units such as elephants based as per DBx.

For infantry and cavalry this is 2cm wider than the supposed Vis Bellica frontage and also gives a variable depth to the bases depending on the type of DBx infantry used or whether it is cavalry. Fudging this for the first few games will however give an easier way for DBx players to try out the rules.

Defeat Conditions

 

The rules suggest that players use the optional defeat conditions to help bring battles between evenly matched sides to a conclusion. We agreed that both sides would each have a single defeat condition.

The English chose the rather splendidly named defeat condition “Big Man Down”. This meant that if King Harry, the English Sub-General, fell during the battle then his men would flee the field and the French would win.

The French also chose “Big Man Down” but, exhibiting typical Gallic deviousness, made the target their Train base.

This meant that their defeat condition was unlikely to have any effect on the battle unless the English advanced or the French baggage attacked!

The Battlefield

 

Neither side wanted a battlefield cluttered with too many trees or hills, although the English were naturally keen to include as many newly-ploughed fields as France’s EEC farming subsidies would allow.

The rules allow one standard sized piece of terrain to be placed for each Leader in the force.

Each side places a terrain feature, including patches of open ground, in turn.

Terrain can either be Open, Rough, Difficult or Impassable, with the obvious penalties applying to movement as a result.

In the end, both sides anchored one of their flanks on a small village, and the centre was neatly divided into a checkerboard of ploughed fields (Difficult terrain) and carefully manicured bowling greens (Open terrain).

Deployment

 

Vis Bellica uses a scouting system akin to the old WRG 6th Edition rules and under this the English deployed first.

The rules use leader bases for initial deployment. These are large bases, each capable of holding up to six element or unit bases.

There is one leader base per leader (or brigade) in a force. Units are not deployed from their allocated leader base until the leader base is spotted.

This allows a certain amount of deception to take place, especially if using the option for false leaders, as all you initially see of the enemy is where the leader bases are: not what’s on them or whether they are false or not.

The English, being bluff and hearty (and, some would say, distinctly lacking in tactical ability), deployed their archers behind stakes in a nice long line in the centre of the field, with the artillery in the centre of the archers. The men-at-arms were deployed behind the archers, with the two false leaders being used to suggest a threat to the French sides unanchored flank.

The French stacked their knights on the right flank, intending to attempt an overwhelming charge at one end of the English line.

The French crossbowmen were deployed next to the knights, with false leaders holding the centre and the handgunners and brigans defending the left flank.

The French had heard of Agincourt and Crecy, but obviously reckoned they had lost because of uncoordinated and unsupported attacks, something they didn’t intend to repeat.

Orders

 

Once the troops had been deployed, it was time to give each brigade their initial orders.

First, each leader is given an order. There are four possible orders: attack, forward, hold or retreat.

Attack means that you have to move at least half of your maximum move towards the enemy and charge to contact as soon as possible.

Forward can only be issued to “shooting” troops, and means that you have to move forward into missile range as soon as possible, although once within range you can do what you like. Hold and retreat should be obvious.

Leaders must then issue appropriate orders to the bases or units in their brigades.

At least half of the bases in a leader’s command must have the same order as the leader. This gives some tactical flexibility within their strategic orders but not carte blanche.

Orders are marked on the order of battle sheets for the leaders and units. The French decided to advance with their knights (attack), supported by the crossbowmen (forward). The hand gunners would hold until the mystery leader bases opposite them were properly identified. The English issued hold orders to everyone except the false leaders, who would advance (attack).

The Play Test Game Begins

 

The Vis Bellica turn sequence is simple. The turn starts with a mandatory phase covering the things over which you have no control.

This includes standard fare such as rout moves but also the fighting of any melees.

Next is a command phase in which you attempt to issue new orders to your troops, and then an action phase where all the things you’ve ordered hopefully take place.

At the start of the turn a d6 is rolled for each officer, the result is the number of command points available to that officer this turn.

Command points can be used to change the orders of a subordinate general or unit; they can be passed on to a subordinate officer so that he can use them; they can be used to rally troops from bad morale or from disorder or they can be used for spotting enemy leader bases.

On the first turn with both sides happy with their initial orders the command points were used for spotting and not much else.

With the battlefield being obstacle free the English easily spotted all bar one of the French leader bases, forcing them to deploy their actual unit bases onto the field and too remove the two false leader bases.

As it was obvious that the one still-concealed French leader base was another brigade of knights these were also deployed.

For their part, the French, crucially, failed to spot one of the English Men-At-Arms Brigades and one of their false leaders.

This meant that their hand gunners and brigans were still needed to guard their left flank, something that would come back to haunt them later in the battle.

Next it was time for movement. The English stayed put, as per their hold orders, except for the remaining false leader base on the right flank that moved towards the French hand gunners.

The French knights and crossbowmen started across no-man’s-land towards the English left flank.

Officer Casualties

 

As both sides were still out of shooting range it was time for the last part of the turn was, officer casualties. Here each officer rolls a number of d6 dependent on how close they are to the enemy.

If all of the dice roll six the officer has been injured and possibly killed. This was great fun, even at long range, with one English leader almost spontaneously combusting by rolling three sixes on four dice!

 

 

Subsequent Turns

 

The French now spotted the advancing English false leader base and, no longer needing them to protect their flank, successfully ordered the hand gunners and brigans forward to the attack.

The English allowed the French cavalry and crossbowmen to continue their advance before opening fire with their artillery and longbows.

Although the crossbowmen were able to advance across one of the patches of open ground, some of the knights had got caught up in the ploughed field next to it. The Vis Bellica system for dealing with movement across bad terrain is quick, logical and simple.

There is no need to calculate fractions of a turn in one terrain type, fractions of a turn in another terrain type, the knights that hit the ploughed fields slowed down and became disordered.

With the command system encouraging brigades to stick together and with some of their number still on open ground, the knights now formed four rough lines of two bases each instead of the original two lines of four bases each, seemingly mimicking what happened at Agincourt.

The English opened up on the leading French knights with three longbow bases and the artillery at long range causing one casualty to one of the bases. This was marked off against the unit’s strength on the order of battle sheet

This also seemed to match what I remembered of Agincourt: long range fire having little effect except to enrage the French into continuing their impetuous charge forward.

On turn three the French used their command points to re-order the knights that had become disordered from bad terrain; and continued to advance across the line, although the crossbowmen halted at the edge of the ploughed field immediately in front of the English and prepared to open fire.

The hand gunners and brigans were now trudging forward across muddy fields.

The English, meanwhile, were frantically changing orders to meet the developing French attack. The right hand brigade of archers were ordered forward to allow them to pivot and shoot at the enemy, and the right hand brigade of Men-At-Arms were ordered to the left flank to face the main expected point of impact.

These order changes illustrated one of the strengths of the Vis Bellica command and control system. The English rolls for command points had been average with barely enough to change the number of orders needed.

If the English had been under more pressure, perhaps with bases to re-order or rally, or a complete change of orders across the board to impose then priorities would need to be set and not everybody could do what was required of them.

The English then shot again, and a few more French knights fell. The French replied with their crossbowmen, doing one casualty to the archers.

Over the next two or three turns both sides continued to evolve their plans. The French knights trundled forward and, due to the checkerboard pattern of the terrain, started to form back into two lines.

However, where they could, the English had been concentrating their fire on the lead two bases of knights. Both of these had now taken 50% casualties and had to retire from the field before hitting charge range.

One base of crossbowmen had also gone, as half of the longbow brigade had been shooting at them.

The English now had the right hand half of their archers forward of their defensive stakes, and were anxiously gauging the progress of the French brigans and hand gunners. Fortunately they were still bogged down in muddy terrain towards their flank.

Both sets of English men-at-arms were now facing the French advance, still with hold orders.

The English commander was worried that he wouldn’t have enough command points to order them all to attack at the same time.

The artillery and rest of the archers had taken quite a few casualties: with one base of archers routing from the field after three turns of concentrated crossbow bombardment.

The French Charge

 

Into turn six, the French knights were now able to charge the archers if they wished.

The French used their command points to re-organise their disordered knights again, and prepared to charge. The English still held the knights behind the archers, but ordered the other brigade of knights to attack.

Both sides now declared their charges. Seeing the English men-at-arms in position to intercept a charge at the archers, the lead two bases of French knights charged their English equivalents, which were also spurring their horses forward into contact.

The rest of the French knights charged the left hand brigade of archers on the corner of their defensive formation: if they got to contact, four bases of knights would fight two bases of longbow.

Charges under Vis Bellica are resolved in order of proximity: closest first. The four bases of knights smashed into each other with an almighty “clang”.

Although the English men-at-arms were, base for base, slightly superior to their French opponents the French had their king at their head.

Vis Bellica melee system is relatively quick and simple and is based on a comparison of a unit’s remaining strength, plus various factors and a random die roll. The system does use a divisor, which took some getting used to but probably only due to inexperience.

Melee is another element reminiscent of WRG 6th Edition. In my opinion it’s one of the strengths of the system as it manages to recapture the flavour and colour lost in the DBx systems.

In Vis Bellica it matters again that only the front rank had shields or only a half of the unit had Javelins. The system is a lot faster and more intuitive however than the trauma of the interminable 6th Edition +/- factors list.

In the armoured clash the result was effectively a draw. Both sides took about one third casualties and with neither side having any particular advantage, the melee would continue next turn at the point of impact.

The English archers decided to try and halt half the French with longbow fire: two bases shooting at one French base. At short range, the longbows get a bonus, and both target knight bases were smashed into the ground by a hail of arrows. Not bad going: the only problem was that there were still two bases of knights thundering forward.

Seven hundred charging French knights contacted twelve hundred English infantry and, despite the stakes, ran straight over them, annihilating both bases!

In the shooting phase the remaining English archers who hadn’t yet fired exchanged another volley with the French crossbowmen, one base on either side now going shaken as a result.

The English then took a volley in the flank from the French hand gunners who had now finally advanced into range. Fortunately, the French were penalised for both moving and for being at long range and the volley was ineffective, but this boded ill for the next turn.

Officer casualties then dealt the English another blow. The leader of the English archers charged by the French knights was horribly wounded, and would pay little part in the rest of the game.

Endgame

 

In the central armoured clash of knight vs knight the better quality English now began to overwhelm the French. The French were first shaken, and then routed, with the English hobilars chasing them from the field.

The French knights having slaughtered the English archers were now themselves hit by the remaining English men-at-arms (orders neatly switched from hold to attack).

With the French caught at the halt in disorder they were quickly dispatched with hardly any casualties to the English.

This left the remaining English longbow and artillery free to duel with the French crossbowmen and hand gunners: an equal contest until the victorious English knights joined in and the French fled the field.

Vis Bellica certainly provided an exciting battle, and one that seemed to be fairly realistic in both process and outcome.

The French managed to concentrate and support their charges better than they did at, say, Agincourt, and therefore did better than their historical counterparts.

In the end, however, their knights were neutralised by terrain and longbow fire, and, with equal points on either side, they didn’t have the strength in depth to win the day with a straightforward attack.

Comment

 

After the battle the two commanders listed what we had liked and disliked about the rules.

Liked:
The “look and feel” of the game.
The command and control system (this was excellent).
The movement through terrain system.
Officer casualties

Disliked:
Basing: it doesn’t use either WHAB or DBx base sizes.

In summary the game was fun and flowed well. We’ll certainly be playing again, and would recommend the rules to anyone who plays the Ancients or Medieval period for something different than the DBx norm.

Andrew Walpole

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