
Battle
Report
Refighting
the Battle of Barnet, 1471
The
Plans
Being
outnumbered, the Yorkists decided to attack in echelon, leading with the
right wing, hoping for a good victory on this flank before engaging the
rest of the Lancastrian line.
Caution
got the better of the Lancastrians, who decided to sit and await the
arrival of the Yorkists, greet them with a hail of arrows and then
counter-attack.
The
Battle
Turn
1
The
Yorkists advanced in their echelon formation, while the Lancastrians
tried to spot them through the fog.
Turn
2
The
Yorkist right and centre emerged from the fog, to be hit by a lethal
hail of arrows that caused much carnage in the front line of archers,
whose return fire was rather pitiful by comparison.
Turn
3
Oxford,
on the Lancastrian right flank, started to advance, hoping to be able to
attack the Yorkist centre in the flank, but was engaged my archers who
had been hanging back in the fog.
The
Yorkist centre and right now pushed forward to point blank range, and
took a good hammering – 1 unit of Longbowmen being destroyed while 2
others broke and headed for the rear.
Turn
4
The
Yorkist right and centre now hit the Lancastrian line, with Longbowmen
from both sides moving to the rear to escape the carnage. Unfortunately, the Lancastrians were not able to give all of
their heavy foot Attack orders in time, with the result that some were
caught flat-footed. The
Lancastrian line was unceremoniously shunted to the rear, with 2 units
breaking on impact. Both
Warwick and Montagu suffered injuries in the melee, too, severely
impacting their ability to control their troops from this point onwards!
Turn
5
Hastings,
on the Yorkist left, moved his battle line forward to engage Oxford, who
was facing him, but was not able to prevent Oxford moving some of his
units to attack Edward’s exposed flank.
This gave the Lancastrian centre a welcome boost and Warwick was
able to stabilise what had been a dire situation.
No such help was getting to Montagu, however, and his troops
completely gave way at this point.
They had given a good account of themselves, though, and leaving
the victorious Yorkist right in no state to influence the battle
further.
Turn
6
On
the Yorkist left, Oxford hit and pushed back Hastings, while in the
centre, Warwick re-dressed his line for one final charge. Edward was not up to the challenge, however.
Outnumbered 3 to 1, he decided that a winter at the Burgundian
Court suddenly had a certain appeal, and headed off into the sunset.
Comments
This
was a very enjoyable and interesting battle to refight, and I hope that
this came across in the above report.
Not only was it fun, but the course of the battle and its various
events felt very realistic and plausible.
So,
how well did Vis Bellica work for this battle?
Was the game good because of the rules or in spite of them?
I will look at some salient features of the battle and explain a
little about how Vis Bellica turned a good scenario into a great game.
·
Spotting.
Vis Bellica
has a system for spotting enemy troops as they approach.
Using this rule (modified as explained above to represent fog)
meant that the players did not know exactly where the enemy was until
they emerged from the fog, usually at very close range!
Real ‘fog of war’!
·
Shooting
rules. In
Vis Bellica, stationary missile units have an advantage over units that
are moving (i.e. they shoot first and are not penalised for moving!)
This meant that the Lancastrian plan to remain halted gave their
Longbowmen a big initial advantage over their Yorkist opponents.
·
Command
system.
Each turn, Leaders and Generals get a random number of Command
Points (similar to PIPs in DBM) that are used for a variety of purposes,
such as spotting enemy troops, issuing orders (units follow an order
until it is changed or the enemy persuades them not to) and rallying
Disordered or Shaken troops. A shortage of Command Points resulted in much of the
Lancastrian line being stationary when the Yorkists charged them – not
a good thing. Wounded
leaders get less Command Points, with obvious results.
·
Damage and
Morale systems. In
Vis Bellica, units accumulate damage from enemy shooting and in melee. This means that as the game progresses you can see your once
proud units becoming more and more battered.
Even if they pass all of their morale tests and avoid becoming
Shaken or Routed, attrition will eventually get the better of them. This
played a huge part in this game, as several units (notably on the
Yorkist right flank) became so battered that sending them into action
again would have meant almost certain destruction.
·
Turn Sequence
and Melee system.
These features, in particular, contributed a lot to the enjoyment
of the game. When a unit
charges into contact with the enemy, the results of the impact are
resolved straight away, including recoils and routs, before anything
else is done. Add to this
the rules allowing units to charge into an existing melee (to either
help out a struggling friendly unit or to finish off a battered enemy)
and you should start to see that the charge phase of the turn can see
some major changes in the situation on the battlefield.
The frantic reinforcement of wavering units was what saved the
situation for Warwick.
So,
in summary, Vis Bellica added a lot to the success of this game.
The Wars of the Roses are often pointed out as being a very
interesting period of history that makes rather dull wargaming.
This is certainly not the case if you use Vis Bellica!
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