Medieval

Plantagenet by Francisco Gradaille

Plantagenet by Francisco Gradaille

Any long running game series faces the risk of stagnation. While Levy and Campaign is only on its fourth volume, there are near countless future volumes in the works and it could easily expand to equal it’s predecessor COIN in terms of size, and so naturally we begin to wonder do we really need all these games? Can each new addition sufficiently differentiate itself from what came before? Plantagenet answers this question by being far more than a simple rejigging of the core system, this is practically a ground up rebuild. It takes mechanisms designed for the thirteenth-century Baltic and reshapes them to suit fifteenth-century England, casting off several core systems in the process and adding whole new ones. The final product is, surprisingly, probably the most approachable Levy and Campaign game yet and a stunning marriage of mechanism and theme. While Plantagenet fails to top the post in terms of my own personal preference for Levy and Campaign games, it is a phenomenal design and has reinvigorated my enthusiasm for Levy and Campaign as a whole.

The Bone Chests by Cat Jarman

The Bone Chests by Cat Jarman

I really enjoyed Cat Jarman’s River Kings – it takes complex archaeological practices and makes them understandable to general readers while also presenting a different perspective on Viking history than most people will be used to. I was understandably excited when I saw The Bone Chests in my local bookshop – I was hoping for that same marriage of archaeology, science, and narrative. Unfortunately, The Bone Chests left me underwhelmed. It’s not a bad book, but it’s not the book I hoped it would be, nor is it really the book that is promised on the blurb on the back. It’s undermined by its structure and core pitch, and in my mind fails to live up to the potential set by River Kings.

Norman Conquests (Men of Iron V) by Ralph Shelton (and Richard Berg)

Norman Conquests (Men of Iron V) by Ralph Shelton (and Richard Berg)

I am a certified, card-carrying Men of Iron obsessive so of course I was excited when I heard a new volume in the series was coming out. That excitement was dampened slightly by the knowledge that since original designer Richard Berg had passed away, he would not be continuing the series himself. Still, carrying on that legacy was an all around positive even if I had slight trepidations about what that would mean for this new entry. I am pleased to report that while it is not a perfect game, Norman Conquests is an admirable addition to the Men of Iron series. At time of writing, I have played all but two scenarios in Norman Conquests and I have thoroughly enjoyed myself. I am saving the remaining scenarios because I like to savor my Men of Iron experience. It’s not like we get a new entry every year, you know.

Agincourt: The Triumph of Archery over Armor by Jim Dunnigan

Agincourt: The Triumph of Archery over Armor by Jim Dunnigan

When I read the subtitle “The Triumph of Archery over Armor” I knew I had to play this game. That sentence is like red to my bullish need to overshare the history of archery with anyone and everyone. That it was also a classic game from Jim Dunnigan, published by SPI, and thus a piece of gaming history made it all the more interesting. Luckily, I was able to secure an in-shrink copy from avid collector and all-around good guy Nils Johansson. I wasn’t sure what to expect from this game, I had never played a Dunnigan or SPI game before, and I was pleased to find some very intriguing design ideas in this box.

A Tale of Two Crécy

A Tale of Two Crécy

Crécy is a battle I am both fascinated by and terrified of. I have read so much about this battle, and yet I still feel like I have only the most tenuous grasp on what happened that day in Ponthieu. It is one of the most famous and best recorded medieval battles, but the abundance of sources has produced such a confusing mess of contradiction and myth that untangling it could be the work of a lifetime. Many historians have offered their opinions on what happened, but there is still significant disagreement on elements of the chronology, the array of both armies, and even the battle’s location. Still, for all the hair pulling that thinking about Crécy causes me, I can’t help but be fascinated by it and the attempt to understand what happened at what might be the Hundred Years War’s most important battle (potentially rivaled only by Poitiers a decade later, really). If the English lost Crécy it is likely that they would not have been able to afford to keep the war going, but their dramatic victory, while it yielded only moderate success in its immediate aftermath, did much to sustain the war and encouraged Edward III to continue pursuing his claim to the French throne. With that fascination in mind, I decided to play a couple of games on Crécy that I had sitting on my shelf. Below are my general thoughts on both. As a note, I’m going to try and keep this brief because my options are really to skip over this topic lightly or to lose myself to it for months, and as much fun as the latter could be I simply haven’t the time.

Review - Men of Iron by Richard Berg

Review - Men of Iron by Richard Berg

I have written and thought more about Richard Berg’s Men of Iron than I have any other wargame I’ve ever played. The Men of Iron tri-pack was the game that brought me fully into wargaming. It was my first hex and counter game. While not my most played game if individual plays are measured, in terms of hours invested it almost certainly is. I have a relationship with this game series is what I’m saying. When I first bought that tri-pack I didn’t have any plans to write a review of the games therein. I’ve documented many of my individual plays of certain battles and that was my plan to continue going forward – not writing up literally every play but certainly every scenario that I thought I had something to say about. However, as I play more Men of Iron, I keep thinking about what I love about the system and what frustrates me about it, and I’m increasingly tempted towards making my own version of Men of Iron. That has nudged my thoughts more in the direction of what I think is the appeal of the system and what its failings are, and at a certain point that’s basically just a review so I thought I’d put that down on a page, and once I’ve done that I might as well share them with the world.

The Hundred Years War by Anne Curry

The Hundred Years War by Anne Curry

I want to say at the start that I think Anne Curry is one of, if not the, most important scholars working on the Hundred Years War. Her work on the prosopography of medieval soldiers is truly astonishing and she has collaborated with many excellent scholars to put out an amazing body of work. That all having been said, it is a black mark on her record that she has written two different books titled The Hundred Years War. I am of the opinion that authors should entirely cease titling their books The Hundred Years War, it is becoming impossible to find them among the sea of identically titled books, but to have one author write two such books is beyond the pale.

Review - Nevsky by Volko Ruhnke

Review - Nevsky by Volko Ruhnke

I must confess to feeling some trepidation when I wrote in my review of Almoravid that while I liked Levy and Campaign’s Iberian excursion, for me the original Baltic flavour was superior. You see, at time of writing I had just wrapped up several months of playing Almoravid and I hadn’t so much as opened Nevsky in weeks let alone played it. I couldn’t help but wonder if I was viewing my experiences with rose tinted glasses. After all, I’d only played a few games of Nevsky, all of them solitaire, and hadn’t even written a review of the game. I was thus very excited when news came out that Rally the Troops would be adding Nevsky as the site’s next game. Now I could finally give it the thorough exploration it warranted and determine with certainty whether the sentiments I felt so keenly after playing Almoravid were still true months later. I’m happy to report that they are! While I do have some quibbles with Nevsky, which we’ll get to, I’ve fallen in love with it all over again and found new depths to its design that I hadn’t appreciated before.

Sherwood by Buxeria

Sherwood by Buxeria

Sherwood is the latest entry in the venerable Cry Havoc system - a man to man hex and counter game of medieval warfare released by French publisher Historic-One with a legacy stretching back to the early 1980s. The system has undergone several revisions over the past decade, modernising the design and making it more approachable for new players. I’ve had my eye on it for a while since I’m always interested in anything medieval but never quite pulled the trigger on any of the recent releases. However, when I saw Sherwood I decided that this might be the perfect time to take the plunge. Sherwood aims to be an introductory volume to the series, with simplified rules to introduce the system’s core concepts but without the same detail. The core rules have been reduced to just five pages and there is even a single page “basic rules” option for playing with children.

Review: Great Heathen Army and the Kingdom of Dyflin by Amabel Holland

Review: Great Heathen Army and the Kingdom of Dyflin by Amabel Holland

Great Heathen Army made my honourable mentions list of favourite games of 2022 and was my fifth most played game last year, so you can probably assume that it’s a game I enjoy. Now that I’ve played through a full campaign of the scenarios in its expansion, Kingdom of Dyflin, I feel like I’m in a better position to share my more mature thoughts in the form of an actual review of the game. For pure playability, in terms of complexity, fun, and speed of play, I think this might be one of my favourite games on medieval warfare and I fully intend to revisit it multiple times in the years to come. I still have a handful of scenarios in the base game I’ve yet to try and there are a good few I’d love to revisit as well. That said, I do have some reservations about Great Heathen Army - it is not a perfect game and some of its problems are what held it back from making my list of favourite games last year.

Life in a Medieval City by Frances and Joseph Gies

Life in a Medieval City by Frances and Joseph Gies

You don’t come across popular history quite like this very often. Frances and Joseph Gies produced some of the most popular medieval history of the mid-20th century, and reading it now I can see why. I have previously read their book Cathedral, Forge, and Waterwheel which was about medieval technology and quite enjoyed that - the scholarship is a little dated in places but it’s a good overview of the subject. I had meant to pick up another one of their books but never quite got around to it until now. I saw a copy of Life in a Medieval City in my local library and took it as a sign. I’m glad I did because this is a great introductory history and I’d definitely recommend it.

Men of Iron: Nájera 1367

Men of Iron: Nájera 1367

The Battle of Nájera, fought on the 3rd of April 1367, was the last great battle in the prestigious career of Edward, the Black Prince. While not his final campaign, that dubious honour belongs to the siege and sack of the city of Limoges in 1370, it was his final field battle and great victory. While the battle itself was a resounding success for Edward, the 1367 campaign and its aftermath was overall a complete disaster, which achieved little in the long term and likely lead to the Black Prince’s death and the resumption of the Hundred Years War during a period of marked French ascendancy. Because of this contrast between the success on the day and the disaster over the longer term I think the Battle of Nájera is an interesting lens through which we can explore how medieval warfare is often represented in wargaming and how that perspective can unintentionally distort our understanding of the past.

Siege Warfare During the Hundred Years War by Peter Hoskins

Siege Warfare During the Hundred Years War by Peter Hoskins

It’s a point of general agreement among medieval military historians that it was sieges and not battles that were the dominant form of warfare. This is generally contrary to the popular depiction of the period, where battles draw far more attention than sieges. Arguably no historical topic has been as dominated by narratives of great victories in the field of battle as the Hundred Years War. The stories of Crécy, Poitiers, and Agincourt overshadow the sieges of Calais, Harfleur, or Orleans, among others. I am definitely in the camp who believe that sieges have often been neglected in favour of the dramatic battles so I was very excited to pick up a copy of Peter Hoskin’s book which examines the Hundred Years War through its sieges rather than its battles.

Early Impressions - Pax Viking by Jon Manker

Early Impressions - Pax Viking by Jon Manker

The Pax series is an interesting beast. First created by, let’s say “controversial”, designer Phil Eklund the series’ games differ significantly on topic, mechanics, and many specifics but generally share a distinct perspective in how they represent history. I’ve never been completely in love with Pax games on the few occasions when I’ve tried them but I was still intrigued by Pax Viking despite some of my misgivings about the series. Pax Viking’s emphasis on the Viking trade networks, not just the raiding, and its focus on the eastward expansion of Viking influence through eastern Europe and down to the Mediterranean made it stand out amidst the many board games with Vikings as a theme.

Battles of Westeros: a BattleLore Game, A Personal Retrospective

Battles of Westeros: a BattleLore Game, A Personal Retrospective

When it was released Battles of Westeros came with the tagline “a BattleLore Game”, a subtitle that probably does not mean very much to many people, and I don’t think it particularly did at the time either, but which I think is a fascinating insight into its creation - and possibly it’s ultimate failure. BattleLore is a game designed by Richard Borg and was sort of a medieval history entry in his ongoing Command and Colorrs series of games. This was a series of fairly light wargames that combine dice, hexes, and either blocks or miniatures in a tactical level game about (usually) historical battles. Battles of Westeros represents an interesting off-shoot from the core series, but to fully explain why I think it is so interesting - and why despite that I no longer own a copy - we should consider the history of the series it came from in a little more detail.

First Impressions: Blood and Roses – First Battle of St Albans 1455

First Impressions: Blood and Roses – First Battle of St Albans 1455

I’m very interested in pretty much all things medieval warfare but I have to admit that within that category the Wars of the Roses would rank near the bottom. I am not totally uninterested in the subject, but an assortment of miserable nobles all killing each other to see who gets to be King of England isn’t my preferred topic. It has some interesting moments, and I find Edward IV to be an interesting monarch, but overall it doesn’t fill me with excitement. This meant that while Blood and Roses promised to be a very interesting entry in the Men of Iron series, I haven’t been rushing to get it to the table. However, with the whole Men of Iron series having been chosen for this month’s Club de Jeu on the Homo Ludens Discord I decided to take a plunge and try and play a battle from every (published) entry in the series, which meant finally trying Blood and Roses. I picked the First Battle of St Albans as my entry point in part because it was a small battle that plays in under an hour and in part because the idea of more urbanised combat in a Men of Iron game was really appealing. I’m glad I did because I think First St Albans (as we’ll call it from now) is a great entry point into the Men of Iron series and a fun little battle in its own right!

Infidel – Antioch 1098

Infidel – Antioch 1098

For my second game of Infidel, I decided I should pick something a little more straightforward than Arsuf, much as I enjoyed it, and Antioch looked like it would fit the bill. It also helped that I’ve found the Siege of Antioch fascinating since literally my first year as an undergraduate in college. It’s also a bit of a weird battle so I was curious to see how designer Richard Berg adapted the Men of Iron rules to fit the fragile alliances and unusual deployment process that defined the climactic battle of the two sieges of Antioch.

Men of Iron – Bannockburn 1314

Men of Iron – Bannockburn 1314

Bannockburn is an interesting battle. Many historians have argued that it was a turning point in medieval warfare, the division between the High and Late Middle Ages, but you could just as easily argue that it was a symptom of broader trends, just one event of many in a slow process of change. It’s narratively fascinating and historiographically intriguing, and that’s before we get to the nationalism. It’s not very surprising that it has an enduring legacy in popular culture and in historical writing – it’s too good a story to ignore and many historians have tried to fit it into their pet theories about how the fourteenth century forever changed medieval warfare. And lest you think I am without sin I have done this very thing in the past, even as I have since become significantly more sceptical of such arguments in recent years.

First Impressions: Almoravid by Volko Ruhnke

First Impressions: Almoravid by Volko Ruhnke

It took me longer to get Almoravid to the table than I expected. Partly it was the sheer size of the game – the board plus lord’s mats for the first scenario pushed the limits of my little wargaming corner. I have no idea how I’m going to play the later scenarios. The greater factor, however, was a personal mental block around learning the rules. I learned Nevsky thanks to Jean Michel Grosjeu’s excellent YouTube videos on it – I did later read the rules, but only once I knew how play worked. The prospect of learning Almoravid from scratch, especially tired as I was due to a very hectic few weeks in work, resulted in me postponing night after night.

What finally helped to sit me down at the table and play was San Diego Histcon’s online Levy and Campaign Fest event. At the event I picked up and played several in development L&C titles and my experience with Nevsky, limited as it is, was more than enough to get me playing without having read the rules to any of these games. When I finally did sit down to read Almoravid’s rules, it only took me like 15 minutes since I could just skim the sections where the rules were identical to Nevsky. The rulebook helpfully highlights areas where rules are new or have changed so you don’t need to pick through it looking for differences. Much like with Volko’s previous series, COIN, once you know how to play a Levy and Campaign game it really does making picking up another one much simpler.

First Impressions: Great Heathen Army by Amabel Holland

First Impressions: Great Heathen Army by Amabel Holland

I thought it was about time that I tried another hex and counter wargame and I had heard amazing things about Hollandspiele and the designs of Amabel Holland, so this seemed like a logical next step. Hollandspiele games tend to be quite expensive in Europe, so I owe some thanks to my older brother who bought me a copy of Great Heathen Army and its expansion, which features Viking battles in Ireland, for my birthday. My previous experience with medieval hex and counter games has pretty much entirely been the Men of Iron series (which you can read about here: https://www.stuartellisgorman.com/blog/category/Men+of+Iron) so I was excited to explore another version of this style of game. I don’t know early medieval warfare to the same degree that I know the later period, and I’m not very familiar with the battles of the Great Heathen Army which rampaged through England in the 870s, so my ability to pick apart the historical aspects of the game is a little more limited here. Since I don’t have the same investment in the individual battles of this period, I just picked the first battle in the scenario book: Ashdown 871.