A recent blog post discussed how I represent the Italian Wars units using the Pike and Shotte rules. The post also covered how many figures I use for each unit and which type of figures I use. The article then discussed how I represent units in Pike and Shotte using stats and special rules.
In this post, I will provide data sheets that I made for the recent Garigliano game using Pike and Shotte. These data sheets do not include all of the units that I will ever want to use for Italian Wars games, but just the units used in that game. Given the wide variety of units used, it should be easy to expand the list to include additional units. I will need to include mounted shot units in the future for example.
The data sheets
One data sheet was made for Cavalry, one for Pike and Sword and one for Shot. Each data sheet included units from every nation so that players could see how their units compared to those of other players. I also included a summary of the special rules at the bottom of each sheet. Cavalry, Pike and Shot were all put on separate data sheets as I wanted to make them easy to read from a distance.
I then printed out a copy of the data sheets for each player and laminated them so that they didn’t get damaged during the game and can be reused. Below are copies of my data sheets that you are free to use.
The data sheets were made on my iMac using Keynote. They could be easily made in Powerpoint or some other program. I used the background to give that old renaissance type feel rather than just use a plain white paper background. The data sheets looked better on the table with the old look.
During the after game analysis we identified several areas where we could improve the battle of Garigliano both in terms of getting a more historical result and improving the enjoyment for the players. We plan to play the game again within the next few months at our local club’s games day (Tristate Gamers Society) near Philadelphia. We will adopt many of these changes for the replay and hopefully I will do another blog post on the game. For now, here are the ways we would change the game.
1. Initial deployment of troops.
a) The Spanish forces.
The Papal knights were deployed on the far right of the Spanish forces, near Sujo. The Spanish Jinetes were deployed on the left of the main Spanish forces closer to Castleforte.
This meant that the heaviest of the cavalry was deployed a long way from the bulk of the fighting. Coupled with some poor command rolling, it meant that the Papal knights were out of the game until the very end of the battle when the outcome was almost decided.
It also meant that the Jinetes took the brunt of the early fighting and were quickly routed off the table.
It was decided that if the Spanish and Papal forces in the Castleforte/Sujo area were switched, it would allow the Papal knights to have more of an impact and it would also allow the lighter Jinetes to benefit from the more open terrain on the flank.
b) The French forces.
Due to the large number of Gendarmes and Archers, the French cavalry were deployed along the edge of the board from the road to Trajetto all the way to the French camp. Ideally I would have liked them all closer to where the road from Trajetto enters the table (on the far left of the photo below), but there simply was not enough space.
The aim was to control how quickly the French cavalry could “wake up” and enter the action by using the Command rating system (more on this system later). With some incredible dice rolling, the French cavalry managed to all activate straight away and they were then able to quickly destroy the Spanish Jinetes and Spanish knights.
In hindsight it would be better to keep the French Gendarmes away from the initial action for longer. Rather than control the activation of the cavalry and leave things to chance, I would now allow the French cavalry to enter from the road to Trajetto. I would allow one unit of Gendarmes and one unit of Archers to enter from this road for each of the first four turns. This entry of cavalry would mean there is a more controlled deployment rather than all eight units of knights possibly being available in turn one if the activation rolling is good. It would also mean that they are not immediately in the face of the advancing Spanish, which would leave more room for the Spanish to maneuver and deploy.
The two standard Spanish Pike blocks were quickly overwhelmed in the centre by the two large Swiss Pike blocks (the third Swiss pike block deployed against the Papal pikes) and the two large Black Band pike blocks. In hindsight, this mismatch is not surprising.
The difficulty in this scenario is at the Battle of Garigliano, the French actually had more forces than the Spanish. Given this ratio of troops, I had not wanted to have a large Spanish force out numbering a French force just to get a historical result. Using the Pike and Shot points system (which I do not really use), I already had 1278 Spanish points versus 1312 French points.
However, I think to balance out the scenario, I would add two more Spanish pike blocks and supporting arqubusiers to the Spanish side. I am now desperately painting two more pike blocks.
b) Spanish forces near the bridge.
The Spanish forces never really attacked the bridge. They seemed to be worried by the artillery and French crossbows.
The Spanish had two units of eight figures of Landschnekt shot in skirmish order. The feeling was that if there were another two units of shot, it would probably have provided enough cover from the artillery for the two Landschnekt pike blocks to give it a go. I would probably also increase the number of Italian sword units from one to two.
Encouraging a Spanish attack near the bridge would have the added effect of drawing French forces from the main battle near Castleforte.
3. Number of Players
We had two players per side, plus myself moderating the game. It was felt that we could easily increase this number to three players per side. If we had used a third player devoted to the Spanish forces near the bridge, it was felt that this would have probably led to more action near the bridge.
Two people per side was great for the play test, but for a club games day match up, the more the merrier. The Battle of Garigliano can be a larger affair.
4. Activation
I had given the Spanish overall command stand a rating of 10. The Spanish cavalry and infantry command stands had either an 8 or a 9 rating depending on the unit.
For the French the overall command stand rating was an 8. All of the cavalry and infantry command stands started at a 7. They then increased to either an 8 or 9 as the game progressed. This was meant to simulate the French being caught in their beds and provide a delayed response to the Spanish attack.
However, my clever scenario design back-fired. All of the French units passed their command activation dice rolls and sprang into immediate action. At the same time, the crack Papal knights fell asleep on their horses and refused to budge.
I do make one modification to the Pike and Shot activation rules which helps a little bit. If a player fails their first activation roll, they can still move one unit one move. This prevents players just sitting there turn after turn if they fail activation rolls.
In hindsight I plan to control the French response by controlling the turn that the Gendarmes and Archers enter the table as already discussed. I still think that I will keep the variable activation (a concept taken from Olicanalad’s blogon the Italian wars), but taking out some of the effect of dice by controlling deployment of the French Gendarmes will help.
5. Victory conditions.
During the playtest of the Battle of Garigliano, the Spanish decided not to push an attack on the bridge seeing little chance of success. As I have already discussed, adding a few more troops near the bridge may change their perception. However, to encourage an attack it was felt that a victory point system may benefit the game. I have not fully thought this out, but something like:
25 points for the side holding the bridge
10 points for the side holding Castleforte
10 points for the side holding the French camp
5 points for the side holding Sujo
6. Artillery ranging
The game was very specifically set up with the French artillery covering the bridge being immobile and having a maximum range just short of the Spanish field defenses. One suggestion was that starting turn three or four, the French artillery range could increase 12 inches to allow units behind the Spanish defenses to come into range. This would remove the incentive for the Spanish to not attack the bridge and would simulate the effect of the French guns ranging in.
Conclusion
Many of the changes that have been suggested for the Battle of Garigliano have the effect of slowing down the French response and increasing the ability of the Spanish. I am unsure whether adding all of these changes will change the balance too much towards the Spanish. Only another battle will truly tell. I just have to paint a couple more pike blocks and then we can test them out when we replay the Battle of Garigliano. The aim is to maintain the fun that we had during the first game, but subtly adjust the balance.
We played out the battle of Garigliano with two people per side and myself moderating the game. We completed the battle in about three and a half hours using the Pike and Shot rules. The game set up and the unit characterization have been covered in previous blog posts. This post will cover the after action report. I will aim to do a post on how I would improve the game in a few weeks.
The battle of Garigliano 1503 started on the Spanish right near Sujo and Castleforte with the Spanish light cavalry (Jinetes) quickly advancing to engage the Albanian Stradiots.
The Spanish infantry were also quick off the mark and advanced up to Castleforte; while on their right the Papal infantry refused to move and the Papal knights were also reluctant to move.
The Swiss were typically aggressive and decided to march on Castleforte with their three pike blocks. Two are shown on this side of Castleforte and one is on the other side.
The Spanish Jinetes continued their battle with the Stradiots, and were supported on their flank by the Spanish knights. Unfortunately for the Spanish, the French Gendarmes were quick to activate and started to move up in support. They can be seen in the background.
Seeing the Swiss pike blocks encouraged the Papal pikes to start moving forward along with the still slow Papal knights.
Unfortunately for the Spanish cavalry, the massed ranks of French Gendarmes and Archers proved too much to handle and the Spanish were quickly routed.
Near Castleforte the Spanish pikes had been putting up a brave fight against the Swiss, but when two Landschnekt Black Band pike blocks showed up on their flank, things start to look desperate.
The last of the Spanish cavalry were then driven off by the Gendarmes.
Between Castleforte and Sujo, the Swiss and the Papal pikes entered combat, with the Papal Cavalry on the flank for support.
With the Swiss engaged to their front and their flank being charged by the Black Band, the Spanish pike finally decided to call it a day and routed off the field of battle.
On the Spanish far left, things remained quiet near the bridge across the Garigliano. The Spanish decided not to advance in support of the main attack once the main attack stalled. In the background can be seen the French Household Gendarme unit. The French commander had forgotten to move the most elite unit on the table, and now they were too far away from the French commander to receive orders.
The French Gendarmes cleaned up the last of the Spanish arquebusiers near Castleforte; a move that cannot be considered honorable.
On the far right things were not going much better for the Spanish. One of the Papal pike blocks become Shaken and Disordered and was pushed back. The other Papal block was Shaken.
With the Papal pike block nearest Castleforte being attacked by a Swiss block from the front and about to be charged by another Swiss block from the side, things were looking hopeless for the Spanish forces.
The only bright spot was that the Papal cavalry were now in position. However, with the Spanish cavalry and infantry dispatched, the French Gendarmes and Archers moved past the French camp to engage the Papal knights.
At this point the battle of Garigliano was called as a victory for the French. Not a historical result, but a good time was had by all. It was also great to finally get the troops out on the table.
We then carried out a post mortem of the game while eating Italian hoggies and cheesecake. There were a few suggestions on how to change the scenario specific rules, troop deployments and victory conditions for the next time. I will discuss these in the next blog post. We hope to repeat the scenario at a club games-day later in the year.