Monday, 12 October 2020

Reorganising and rebasing my Crusades collection

Grid based miniatures games are not everyone's cup of tea but, no one can argue that grid based games don't usually have the clearest rules. This is because the ambiguities thrown up by more conventional 'free moving' table-top rules are eradicated by the simple imposition of the grid. Such games also seem to play faster, possibly because measuring distances can be done by just counting squares or hexes, any question regarding 'angles' is always clearly defined, and possibly because a 'board game grid' always feels user friendly (could the reason be that simple). 

On the downside, the strict adherence to the grid can sometimes detract visually. Not because of the grid pattern on the table (which can be made almost invisible by just marking square intersections) but because units can sometimes seem to be facing in an unrealistic direction when carrying out actions. However, the fun that can be had from elegant grid based games, especially those that come with a lot of important decision making opportunities and subtlety, far outweigh this downside and it is soon forgotten. 

Two grid games we regularly play using miniatures are Commands and Colors (which uses a hex based grid), and To The Strongest (which uses a square based grid).

Of the two, To the Strongest (TtS) by Simon Miller is probably the most favoured here - we definitely count as fans. We have used them for all manner of ancient and medieval games, both here and at Graham H's place. Most recently we have used them for battles set during the Crusades. However, my Crusades unit organisation didn't work well for TtS because my four stand units were to big to fit into 20cm grid squares.

A 'To the Strongest' Crusades battle prior to mass reorganisation and rebasing using cobbled together 3 stand units. 
Each terrain tile is divided into nine 20 x 20 cm squares marked only at their intersections - see 'em?
 


For the last TtS Crusades games we played I had cobbled together three stand units. Following these battles, I  decided to reorganise the collection, and re-base where necessary. Then Covid 19 got in the way and the games stopped - no longer any need for urgent progress with that idea. However, work has continued very slowly, in fits and starts, and half finished jobs. Frankly (no pun intended), it's been a chore but the results have been pleasing.

So, job done, it's time, Roll Call!

First up, The Forces of Islam. This force was built so it can make up an army for the Seljuks of Rum or a Syrian City State. It is quite a small force but it still covers most of the bases for evening long games. I'd like to add half a dozen more units of infantry, including two units of Daylami, to make it a more versatile collection.

The entire force. 
It comprises 277 mounted figures including a single camel rider, and 218 foot figures of all kinds. 
Quite small really - it's the cavalry that give it a footprint.


Twelve units of Turcoman light cavalry horse archers, each 7 figures.

Perry Miniatures.
Three units of Bedouin light cavalry each 7 strong (probably one too many units but the Franks can also use one or two).

Perry Miniatures.
Five units of Seljuk horse archers each 10 figures strong. 

Under TtS these count as 'cavalry' rather than 'light cavalry' which works very well IMHO.

Perry Miniatures.
Five units of Ghulam / Askari lance / bow armed heavy cavalry, each 12 figures strong (one is 13 strong). 

These normally form the bodyguard units of generals. I have decided to mark units as having a general rather than have separate 'command figure' stands. This helps to get the three stand units into the boxes (and the five 3 figure general stands I had helped to fill out the ranks of these cavalry and the Arab cavalry below).

Perry Miniatures.
Five units of Arab / Kurdish lance armed heavy cavalry, each 12 figures strong.

Perry miniatures.




One unit of Mattatawia, 33 figures strong. 

It is a TtS 'deep unit'. I'd like another of these.

Perry miniatures.
Three units of Adhath city militia, each 22 figures strong. I'd like to add one more with glaives instead of spears.

Perry miniatures.
Five units of Arab light infantry archers, each 9 figures strong.

Footsore Miniatures: Armies of the Caliphates range.
Three units of Turkish foot, each 23 figures strong.

Perry miniatures.
Two units of Turkish light infantry archers, each 9 figures strong. I'd like to add one more unit.

Perry miniatures.
A 'carvan' of four stands of pack camels. Each has three camels plus attendants. They don't really have a fixed unit organisation. 

The camels are 'Beja camel warrior' camels (riders not used) with home made Milliput, balsa wood, and bits and pieces baggage loads.

Perry miniatures.
Naffatun fire pot throwers. I generally field these as one stand units. I'd like two stands more so I can field them as two stand units.

Perry miniatures.
The 'band stand'. 

This allows a senior general in the same square (TtS box) to reissue a failed order to a unit / box up to 3 squares away, once per turn (a house rule). 

It reflects the Islamic practice of using musicians to instantly transmit simple orders over long distances. They also used large flags (think semaphore), sometimes from camelback howdahs, to do the same - that would make a good stand too. It counter-balances the effect of the Frankish True Cross / Holy Lance.

Perry miniatures.

The entire Frankish force, plus allies. 
It comprises 116 mounted figures including a single donkey rider, and 408 foot figures of all kinds, plus various animals.

Next up, the Franks and their Allies. This force was built up to represent armies of the First Crusade and early Kingdom of Jerusalem period up to, and including at a pinch, the second Crusade; after that date the knights are all wrong. 

I would like to add a few more units to this force, including three unarmoured 'pilgrim soldiers' / Arriere Ban spearmen only units, plus a few others, mostly Armenians (detailed below).

There are five units of knights, three of 12 figures and two of 11 figures. (Only one pictured).

Perry Miniatures.
There is a single unit of Hospitaler knights, 12 figures strong.

These are probably more suited to the period immediately after the one I collected for but, knights of a Military Order are so useful for one off scenarios and always add a bit of colour - not to mention highly motivated oomph.

Perry Miniatures.

Three units of Turcopole light cavalry, each seven figures strong. (Only one pictured).

The Franks never seem to have enough of these useful chaps.

Perry Miniatures.
Three units of foot sergeants, armed with simple spears and bows in a mixed unit, each 22 figures strong.

Perry Miniatures.
Five units of foot sergeants, armed with spears and crossbows in a mixed unit, each 21 - 22 figures strong (108 figures total).

For the First Crusade this is proportionally wrong. There were probably far more simple bows in evidence than crossbows. I don't get hung up on this because I only give early crossbows the same range as bows - they are just simple bows with a stock in this period.

Perry Miniatures.
A unit of light infantry archers with bows, 10 figures strong, and a unit of light infantry slingers, 9 figures strong.

I will add another unit of archers to fight with the Arriere Ban I'll eventually purchase.

Perry Miniatures.
Two units of light infantry crossbowmen, each 10 figures strong.

Perry Miniatures.
Three units of pilgrims (all in TtS deep formation), each of 29- 30 figures and animals. 

Note that I based all of these units with 'abled bodied men' at the front so that they don't look completely hapless and helpless. 

Pilgrims are an absolute must for the First Crusade. In fact, you need so many of them that I did baggage stands to mix in (see below) to save a bit of money and painting time (giving a possible five units overall). They have been used in more games than I care to remember so, although of dubious military quality, the gaming value has been well worth the investment.

There is a right old mix of figures here (I threw the sink at them) but, mostly they are Perry and Gripping Beast.
 
Six stands of baggage, to be used as such or to mix in with the pilgrims to build them up to five units. All told the baggage comprises 12 figures, 3 wagons and 16 animals.

Over the years I've come to love baggage elements.

Another hotchpotch of figures. The wagons are built out of Irregular Miniatures bits and pieces - real one offs. The cattle are Foundry. I can't remember who makes the pack animals.

Two stands of artillery and a True Cross stand.

True Cross by Perry Miniatures. Artillery by Gripping Beast.
Two units of Maronite Christians (from Mount Lebanon?), 23 figures strong.

This is a very versatile unit for the Franks, it could also be used for representing a contingent of Assassins.

Footsore Miniatures: Armies of the Caliphates range.
Two units of Armenian infantry, each 21 figures strong. (Only one pictured).

I will add another unit of these.

Armenians are very versatile figures because they can fight for both sides. They were employed by the Franks, the Seljuks of Rum and the Islamic states of northern Syria.

Perry Miniatures. Note that I've changed the arm position on a lot of the Armenians from above shoulder to below shoulder - they look quite static otherwise. Normally, I would say that Perry are the best figures out there but, the one pose spearmen in the Armenian spearmen packs (armoured & unarmoured) are weak in comparison to the rest of the range.
Two units of Armenian light infantry archers, each 9 figures strong. (Only one pictured).

I will add another unit of these.

 Perry Miniatures.
A unit of Armenian 'knights', 14 figures strong, and a unit of Armenian light cavalry, 7 figures strong.

I will add another unit of knights. 

 Perry Miniatures.

So that's it. That's the collection in a nutshell, and a note of the additional units I'd like to add to complete it. 

Total (on the shelf) collection is: 393 mounted figures, 626 foot figures and a bunch of pack animals, wagons and so forth. 

Although this is my smallest collection, it is one of my favourites. Sometimes, medieval games can seem a bit of a slog but, I assure you the Crusades are a period apart. The Crusades are different because they offer forces that fight using totally different tactical styles. Also the armies are not as 'fixed' by religion as one would first believe; there is at least one case of two Christian armies, both with Muslim allies, having a ding-dong. It's the clash of military cultures that sets these games apart, and I just love them. 

One day, when suitable metal figures become available (mainly Sudanese ghulam foot archers, Abyssinian swordsmen, etc.), I plan to add Fatimids to the mix. That will enable me to not only to fight Fatimids Vs Franks but, Seljuk Sunnis Vs Egyptian Shiites, the latter again using forces with different tactical styles - massed foot bows Vs massed horse archers, both with heavy cavalry to pack their punch. I can't wait!

21/06/24 EDIT: Since this was posted I've added the following units:

Turcopoles x1; Dismounted knights (small units of 11 figs on one 90x60 stand) x2; Armenian spearmen x2; Armenian archers x2; Armenian knights x1; Adhath glaivemen x2; Turcoman horse archers x2; Muttatawia x1. Lastly I've rethought the Naffatun and done them as small units of 4 figs on one 90x60 stand, I have x3.



22 comments:

James Fisher said...

Magnificent, colourful armies. A joy to view.
Regards, James

Delta Coy said...

Fantastic army James. Like all your projects spot on! Cheers Greg
https://deltacoy.blogspot.com/

rct75001 said...

James that is a wonderful collection. The work you've done on the flags is also top quality.
Richard

Steve J. said...

That's a beautiful looking army and can't wait to see the opposition force.

BigRedBat said...

What a fantastic collection! And thanks for the kind words.

Here, oddly enough, I am spending my time expanding my new Medieval collection to have three stands per unit. :-)

Clive w said...

A lovely looking collection

Steve J. said...

Wow, the Crusaders are stunning! Both are a joy to behold.

Der Alte Fritz said...

Stunning looking armies. They’d even look good on plain cut up beer mats.

David said...

A job well done, but I'll bet you are glad it's finished? Must be worth it though as the armies look really good.

Joseph.Cade said...

All of your collections are absolutely amazing but if I had to pick my favorite it would be the Crusades....no wait, the Great Italian Wars...no, Crusades. Well, maybe I won't pick just one.

Rhubarb said...

Wonderful, wonderful. Beautifully presented. The look of them en masse is simply inspiring.

Jason said...

What a superb looking collection! So much colour there, they really are very attractive and beautifully painted. TtS is a cracking set of rules too, so well worth rebasing for.

Best wishes,

Jason

Joseph.Cade said...

Just magnificent!

I do have a question re: Your Crusader shield wall infantry is a mix of melee and bow armed troops. So when you are using TtS rules, do you let the infantry use ranged fire then?

JAMES ROACH said...

Thank you, everyone, for your kind words.

Hi JM,

Yes we do allow it. The upgrade (+2 points per unit), to add bow or xbow to sergeants, is allowed under the official TsS army list; the upgrade does not make the unit deep and does not add hit points, the upgrade merely adds ranged fire capability. This seems logical because, even if the archers were historically organised under separate command (for administrative purposes), they generally cooperated with the spearmen so closely that this is the logical way to represent that cooperation on the table-top. When away from the spearmen they would operate in loose order as skirmishers but, this duty would be assigned before deployment and the army's archers shouldn't generally have that flexibility otherwise.

JAMES ROACH said...

P.S. One thing I did do, was to change the TtS rules for missile weapons quite substantially for the Early Crusader period. I did this to reflect the very important differences in shooting 'technology' that played an important part in the military outcomes.

Crossbows have a two box range (not three) - because they are not the powerful windlass or lever drawn crossbows of later periods.

Composite bows have a three box range (not two) but at three boxes there is a +2 save modifier - composite bows could outrange western simple bows and crossbows by a long distance but to do so the arrows used were very light or even just short darts shot using an arrow slide (an interesting piece of kit the arrow slide - it made the composite bow into a dart shooting 'crossbow').

Simple bows and slings have a range of two boxes but all targets save with a +1 modifier - this reflects the power difference of simple Vs composite bows and crossbows. I downgraded slings because they are generally only used by pilgrim soldiers using stones not lead shot.

I class pilgrims in the WRG way: They use improvised peasant weapons (IPW) including throwing stones, furniture, etc. They have a range of 1 box and everything saves with a +2 modifier.

Artillery has the usual range of four boxes. It shoots only once per activation but targets everything in a targeted box. Everything saves on base 7+ regardless of usual saves.

I allow mounted ghulams, askaris and double strength Turcomans units, and close order foot bow only units (only really applies to Maronites and Fatimid Sudanese foot ghulams), to shoot twice per activation.

Importantly, because so much of the armies can shoot I've done away with ammunition chits - they are unwieldy, often forgotten, and slow play too much. In my games, you go out of ammo if you draw a 1 chit / ace card when activating to shot. You still have reserve ammo chits but these restore the ability to shoot until the next 1 / ace. The same rule, BTW, also applies to lances.

JAMES ROACH said...

PPS Javelin armed troops automatically go out of ammo after shooting once if close order, on 1-5 if skirmish order.

BigRedBat said...

Hi James, interested to read this. I'm working on a v2 edition of the shooting rules which are not dissimilar to your ideas; they will first see the light of day in Renaissance, next year.

Joseph.Cade said...

Thanks for the detailed answers and the logic behind your rules changes. I think they all sound good and I am going to use those changes too once I get to the game playing part - right now I'm early in the painting portion of my project so it'll be awhile. I still am in awe of how fast you pump out your armies and yet they all look so good!

Gonsalvo said...

It's good to see these lovely troops out again, even if rebasing is for the birds!
I am a big fan of TTS! as well.

Valleyboyinnz said...

An inspiration as usual

Yousuf said...

Awesome work. Really inspiring! Shame on you for being such a good painter ;)

Had a quick question if I may; how did you go about reposing the arms on the Armenians?

JAMES ROACH said...

Hi Yousuf,

From memory, they were actually much easier to do than one might expect. I simply took them off with a hacksaw at the shoulder so that the arm could be repositioned down.

From memory I rounded off the shoulder and the top of the arm slightly before drilling and pinning them into the new position, gluing with araldite to help fill the gaps. Once dry, the rounded 'gaps' at the shoulder were filled and carefully remodelled with putty.

I'm not much of a modeller and I took off the first arms with some trepidation. But, it all worked out quite well in the end. I actually plan on doing another couple of units at some point and I'll do the same with the arms again - I'll post about it (in a 'how I did this') when I do.