Grojas And we have both read primary and secondary sources from the period. Views Read Edit View history. They knew better than you or I that their firepower was insufficient to stop a cavalry charge across open, solid ground. Spear and Pike are forward-focusing, and seem to have had less agility as formations. They were not abd could not be wielded in the same manner as a sword! At Agincourt the French allowed them to pull up stakes and advance a short distance while preparing for battle.
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Element bases are 2MU wide in every scale. Measure distances on the table with a strip of card or similar material marked with intervals 1 MU apart. Any distance can be measured whenever a player wishes. Unless sallying after standing siege in a campaign, or including more than one war wagon, it must also have an on-table camp which can be occupied either by one of the 12, or by an extra element of camp follower foot that cannot leave it.
An element consists of a thin rectangular base, usually of card, to which is fixed figures or the equivalent 6mm or 2mm blocks usually representing 6 to 8 ranks of close-formed foot, 4 or 5 ranks of most mounted troops or of skirmishers, or a single rank of elephants, scythed chariots, artillery or wagons. Elements consisting of a single model represent up to 25 elephants or 50 chariots, war wagons or artillery pieces. Although each element is depicted as a rigid rectangular block, this does not imply that the troops it represents are necessarily in such a block or do not vary their position.
DICE All dicing uses a single ordinary 1 to 6 dice. Wargamers pay more attention to differences in arms than did real commanders. Surviving ancient manuals lump all foot skirmishers as psiloi whether armed with javelins, sling or bow, in effect defining them by function rather than armament. We have applied the same principle throughout with no apparent loss of overall realism. Morale and training distinctions have also been discarded as linked with function.
Thus, all knights are rash, all warbands fierce but brittle, all skirmishers timid. However, he would be able to see if a body was advancing cheering, standing its ground, edging back looking over its shoulders or had broken in rout. We provide players with that information and that only. Victory as well as realism under these rules is most likely to be achieved by thinking of elements as bodies of real troops rather than as playing pieces, by using them historically, and by resisting the temptation to break formation for short-term advantage.
We distinguish only between troops whose fighting style differs sufficiently to need to be treated differently by either their general or their foe. Apparent anomalies caused by grouping together some troops with greatly disparate armor can be rationalized as the disparity being compensated by other factors, such as ferocity or skill, and are unobtrusive if the army fights only opponents of its own era. A few army lists permit some of their mounted elements to be exchanged for a related foot element during initial deployment.
They cannot remount. These were used to charge solid foot, or to block mounted troops, whose frightened horses would often not close with them. Pikes fought them on nearly level terms, and they could be killed by artillery or showers of lighter missiles, or be distracted by psiloi. KNIGHTS, representing all those horsemen that charged at first instance without shooting, with the intention of breaking through and destroying enemy as much by weight and impetus as by their weapons; such as, Macedonian companions, Sarmatians, Gothic horse and Norman or medieval knights, and also those unscythed heavy chariots HCh with more than two horses or crew.
Massed bows could shoot them down as at Crecy, or steady spears or pikes stop them with a dense array of shields or weapon points, forcing them to retire to charge again. Other foot were likely to be ridden down. Knights could be confident of defeating ordinary heavy cavalry, but light skirmishing horsemen were a greater danger. These must sooner or later be charged rather than accept a constant drain of casualties.
They were rarely caught, but the charge would give a temporary respite. However, an over-rash pursuit risked being surrounded and shot down in detail. Knights were not well suited to dodging elephants or scythed chariots.
Heavily armored, they were slower than Knights and less impetuous, better able to stand against enemy foot when things went poorly, but less likely to shatter enemy formations of foot with a single glorious charge. With armored horses, they were in less danger from enemy massed archery, and being less impetuous than Knights were a little more resistant to becoming isolated and shot down by skirmishing light horse, but still had difficulty in coping with them.
CAVALRY, representing the majority of ancient horsemen, primarily armed with javelins, bows or other missile weapons but combining these with sword or lance, and also light chariots LCh with up to two crew. They usually started combat with close range shooting, more intense but less continuous than that of light horse, using rapid archery or circulating formations to concentrate a mass of missiles in space and time, but charged when that would serve better or to follow up an advantage.
They could destroy or drive away psiloi or auxilia, ride down foot bows caught at a disadvantage, and force other foot to retire or even destroy them. Not as committed to the charge as knights, they could retire out of range of archery or to breathe their horses between missile attacks on pikes or spears.
They were outmatched in hand-to-hand combat by knights, but, being more agile and having missile weapons, were in less danger than these from light horse, elephants or scythed chariots.
De Bellis Antiquitatis v2.2 Plus
De Bellis Antiquitatis (DBA) Version 2.2