With Pavia on the horizon for Historicon 2025, it is important for me to finish all the preparations for Historicon 2024 as soon as possible. This does not mean that I am not planning to put on a good looking game for this years event. This year, I am running a combined modern naval game using Harpoon V rules, with an amphibious landing using Force on Force rules. The conflict centers around the Senkaku Islands between China and Japan.
Progress on figures and vehicles
The first thing that I have been working on is two LCAC hovercraft for the Japanese. These are still not finished but they are getting a lot closer. I have been working on the weathering. In one of the pictures I have included a figure for scale, these are impressive vehicles and have taken a lot of time to build, paint and weather. These truly have been a labor of love.
The next thing that I have been working on is painting the 20mm infantry. I have now finished these figures. They were quite a challenge trying to paint modern digital camouflage in this scale. The main issue was trying to make sure that the Japanese and Chinese figures were distinguishable, In real life the uniforms have similar colors but are slightly different. Trying to bring that out in this scale tested my skills. I have textured the bases, but still need to paint them; I am waiting until my terrain mat arrives in a few weeks so that I can make the bases match.
Progress on terrain for Historicon 2024
There are two main items of terrain, in addition to a lot of scatter terrain. The first is some dense vegetation. The second is going to be some hills and rock faces. Before starting the hills, I wanted to finish the vegetation. It consists of nine bases and has taken me a lot longer than I anticipated. It is now almost done apart from some ground cover leaves and some vines that I still need to add.
I wanted the vegetation to be very dense. This required purchasing a lot of smaller plants and some sea-foam. I then used wet ground from AK Interactive Terrains to give a mud effect and blend stuff in. For trees I used various palms that I bought at shows, but I also wanted some larger jungle type trees. I had trouble finding these type of trees in the size that I wanted, I was looking for about 12″ tall. In the end a 3d printer custom printed some tree trunks and branches. I then painted these models and added the canopy.
The following photos show the completed vegetation stands. The photos don’t really do justice to how I think that they look. I was really happy with how large and imposing they appear. But, they took a really long time to make. I hope that they have a visual impact at Historicon 2024.
Aircraft.
In a previous post I discussed the aircraft that I already had for this project – AH64, V.22 and CH.47s. This month I got two Chinese Su.30MKK. I really like how these models look. They are huge. I now need to work on some decent stands for the game.
Next steps for Historicon 2024
I want to make sure that I sculpt and paint all of the hills and rock faces in February. I also want to finish all of the scatter terrain, such as the Chinese tents, ammo store and other camp equipment. The work for Historicon 2024 continues.
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Fall In! 2023 is over, but I had a great time. Although there were many great games at the con, this post is just to review my two games. Both games were set in a small town in Helmsland Province in Afghanistan in 2011. The rule set was Force on Force and the games pitted the US Marines against the Taliban.
Game 1 scenario at Fall In 2023.
The first game scenario was that a US Marines convoy was passing through a village that was sympathetic to the Taliban, but not overtly supporting them. The USMC had an entire platoon of infantry, consisting of three squads of 13 men. Each squad was carried in 4 HMMWV. There were also three supply vehicles.
The lead convoy vehicle became suspicious of a minivan parked at the side of the road ahead; this was due to the lack of civilians in the area. He called the convoy to a halt and that is where the game started. The mission for the US Marines was to firstly establish a 5 meter perimeter around the convoy, and then expand it to 25 meters. They were then to carry out an optical surveillance of the minivan to confirm their suspicions using binoculars. If they still believed there was an IED they were to call in the bomb squad to deal with the situation. The lead platoon also deployed their radio jammers to reduce the possibility of IED detonation.
The bomb squad would firstly set up advanced optical sights to view the IED, then send in a robot to deal with it and finally send a team member to the IED in full blast gear to remove the explosives. Once the explosives were removed. the convoy could get underway.
Of course the Taliban had other ideas and although their IED was prevented from taking casualties, a stopped convoy was an attractive target.
Game 1 action.
We had five players for the game, all with some knowledge of the rules. This allowed a fast paced game. The USMC quickly dismounted their vehicles and started to establish the initial 5 meter perimeter around the convoy. One of the lead HMMWVs kept a man back from the fire team to main the Heavy Machine Gun to provide heavy weapon support.
The initial Taliban teams near the ambush site started to lay down fire on the US Marines, but this was meet with some accurate shooting from the Marines. There were some serious casualties for the Taliban but the Marines had no injuries.
The problems came as the Marines started to expand the perimeter to 25m and Taliban’s reinforcements started to arrive. The Marines at the front of the convoy started to take fire from all directions in an ambush down a side street. One team took several casualties and had to rush for cover while waiting for support.
While things were going fine for the Marines at the tail of the convoy, the situation continued to deteriorate near the front of the row of vehicles. Taliban in the upper floors of a building over-looking the street managed to get off several unsuccessful RPG shots at the lead HMMWV. However a technical showed up with a ZSU in the back along the alley with the pinned US Marine team. The pinned team could do little to prevent the ZSU putting down some devastating fire on the lead vehicle which then brewed up.
Despite the chaos going on around him, the lead squad commander had managed to get optics on the suspicious mini-van and determine that there was a potential IED. He then called the bomb squad.
After several rounds of fighting the bomb squad arrived on the scene in an MAT-V.
By the time the bomb squad arrived, the Marines, despite taking several casualties (including 4 dead), had secured the right hand side of the convoy. They had also suppressed all the Taliban units in the buildings near the middle left of the convoy.
However, they had not secured around the front left of the convoy. The Taliban took full advantage of the situation and managed to get a unit to attack the bomb disposal team. The MK19 gunner in the MAT-V turret mount was also killed.
With the four hours approaching the game was called as a Taliban victory. It was nice to have an excuse to get my bomb squad on the table in a real scenario.
In real life the bomb squad would not have been deployed until the area was secured, but the time limitation of a convention game really tied the hands of the US players. Every one said that they had a good time and I certainly did.
One of the highlights of the convention for me was at the very end of the game. A gentleman stood looking at my table for about ten minutes and then finally came over and confirmed with me that the game was set in Afghanistan in 2011. He then told me that he had served in Afghanistan in 2010 and that the table top and the scenario reminded him so much of his time there.
He then pointed out in a very kind manner a couple of things that I had got wrong. This type of information is invaluable to me and was very much appreciated. Two of the things were that a civilian motorbike and an oil drum cart were near the convoy and in real life they would never have been allowed there. He also let me know that the moment the convoy halted or shots were fired a fast mover (F16 or the like) would have been assigned to the area to provide ISR (Intelligence, Surveillance and Reconnaissance). This would have prevented a lot of the hidden movement that the Taliban used successfully in the game. The F16 would also have been armed with 500lb bombs which could have been used as a last resort if everything went to *!?*. I now plan on adding an F16 to my collection.
Game 2 scenario at Fall In 2023.
With three hours break after my first game, I started the second game. I had six players most with no experience of the rules. This gave a completely different, but no less enjoyable vibe to the game.
The scenario was that the game started just before dawn with two 4 man Force Recon teams assaulting a small compound to capture the IED maker who build the bomb for the morning game. A convoy of 7 HMMWVs with 2 USMC squads was then sent in to secure the egress route and extract the Force Recon units and the target.
The Force Recon team had night vision and breaching charges to assault the compound.
Game 2 action.
The game started with the Force Recon teams explosively breaching the two compound buildings and surprising the Taliban units there. However even with all the advantages of a surprise breach and night vision goggles at night, the Taliban got off a lucky shot and instantly killed a member of one of the Force Recon teams. The Taliban then paid for this shot and were then quickly disposed of by the elite operators. The IED maker was then taken into custody.
With the noise of the compound assault, Taliban units started to slowly appear on scene and react. While the one USMC squad successfully secured the extraction route and went on overwatch, the other squad ran into a hail-storm.
One of the lead USMC teams got pinned down in the local gas station and started taking casualties from the Taliban who had taken elevated positions overlooking them. Three of the four man team were killed. The final member of the team was hit twice but on both occasions he rolled a six and bounced up. Having had just about enough of the situation he got into one of the HMMWVs, which promptly received an RPG through the rear deck armor. His luck ran out as the vehicle exploded.
Meanwhile the Force Recon units started to make their way along the extraction route, realizing that the HMMWV team was not going to be much help. Suddenly a couple of Taliban units appeared and set about their plan to ambush the Force Recon teams. Luckily the Force Recon team had deployed a sniper team on overwatch on the roof of an apartment building. With them was a Forward Artillery Officer.
The sniper team dealt with one of the Taliban units and the M.777 artillery pieces demolished the other. The luck was with the Force Recon units as the artillery barrage came within 0.5″ of causing friendly fire under the danger close rules.
With time winding down on the convention game, the Taliban disabled another HMMWV with a recoilless rifle firing down the street.
The USMC did complete their mission of capturing and extracting the IED maker, but at the cost of seven dead (including one Force Recon operator) and the loss of two HMMWV. Overall I gave the game to the Taliban, despite them having more than their fair share of rolling 1s.
As you can see from the above photo, it was particularly enjoyable to teach the Force on Force rules to some young players. Now it is time to move on from Fall In 2023 and start preparing for Historicon 2024
Fall In! will be at the Lancaster Host at the beginning of November. With less than three weeks to go I am finalizing my game. This involves painting figures, buildings and getting data sheets ready. The basis is the USMC in Afghanistan in 2011.
The theme for the convention is “America, Rise to world power – 1898 to Present”. With big plans for conventions in 2024 and 2025, I didn’t want to take on a new project for this convention, so I decide to use what I have as the basis of my game. Last year I put on a modern Afghanistan game with the British 3rd Para forward operating base. I decided to modify this game by removing the forward operating base and adding more buildings. I then decided to paint up US Marine Corps troops to replace the British troops. All of this work involved painting about ten new buildings, about 75 USMC troops and about twelve new USMC vehicles. I still have some flags and ariels to put on the vehicles. This approach will allow me to put on a theme game.
I will run a game twice on Saturday. From 9am to 1pm and from 4pm to 8pm. The first game will involve protecting a convoy that has stopped due to detecting an IED. The IED disposal team will then need to remove the IED. The second game will involve Force Recon units assaulting a compound to capture the bomb maker. A convoy of marines will then arrive to extract the Force Recon units and the target.
The terrain that I am using for my USMC in Afghanistan game will be similar to the terrain that I used last year. However, I will remove the forward operating base and replace it with more buildings. I have not set up the terrain yet, but here are some photos of the layout that I used last year.
If you are interested in a modern skirmish game using Force on Force rules, please stop by to see my USMC in Afghanistan game.
A quick update, here is a photo of the US vehicles with ariels and flags added. The flags add a bit more color to the table and the ariels really enhance the vehicles. $7.99 for a brush that will give a lifetime of ariels.
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Before I get into the Senkaku Project update, which is a project that I am planning for Historicon 2024, I have a couple of bits of news to report. Both of them involve blowing my own trumpet a little bit, but hopefully regular readers of the blog will forgive this little bit of self indulgence.
The first bit of news is that following my modern naval game at Historicon, “The first battle of the war of Taiwan”, I submitted the game as an article to the Admiralty Trilogy Group. From conversations that I have had with them, the article will be published in the October SITREP. The battle pits a Chinese Type 55 and a Type 54A ships against two US Arleigh Burke ships in the Gulf of Aden in early 2024. I will give more details when the SITREP is published.
The second bit of news is that I managed to take home the GM of the year award from HMGS. This was a combination of winning best of theme for my Battle of Ravenna, Italian Wars game and the Best of Show for my Modern British Afghanistan game. I also like to think that my Cossack Uprising Project helped, even though it has never won an award. It was a great honor to receive this award as there was some stiff competition. Here is a photo of me with the awards.
Now for an update on my Senkaku project (before I get back to painting US Marines for my game at Fall In! in November).
The Senkaku islands are a small group of islands off the coast of Taiwan that are contested by Taiwan, China and Japan. They are uninhabited islands. The game is going to involve a small unit of Chinese infantry claiming the islands in early 2024. The Japanese are then going to respond with a naval and Amphibious assault.
1/2400 models
The game is going to be a two part game and have multiple scales. The first part of the game is to be a modern naval battle using the Harpoon V rules. It is going to involve the Chinese navy and Coast Guard defending the islands against a small Japanese task force with a tank landing ship. This battle will be played out in 1/2400.
The vessel at the top right of the photo above is the Japanese tank landing ship Osumi. It carries two LCAC and two Chinooks as well as multiple vehicles and marines. If forms the key component of the Japanese amphibious force for the game.
1/700 models
The naval game will determine whether the landing is within sight of land or is carried out “over the horizon”. It will also determine if the Japanese have naval artillery support.
When the naval battle is complete, the naval vessels that survive will then be represented by 1/700 scale models. Above is again the Osumi, but in 1/700 scale. In the photo you can see two small LCAC (Landing Craft Air Cushioned). The Osumi is the first of nine 1/700 models that I will need to build. I still need to paint the Osumi.
20mm models
These 1/700 models are a perfect size to represent the ships off-shore for a 1/72 (20mm) amphibious assault using Force on Force rules. I chose 20mm as many of the kits that I need are available only in 20mm. In particular the LCACs and the AAVP-7A1s are available. Here is a picture of the two LCACs that are still in the process of construction.
I still have a lot of parts to add to these LCACs which are about 14 inches long. I will also need to weather them. It has been fun building them and airbrushing the metallic paint scheme. I have also built three AAVP-7A1s in both out of water and in water versions. The in water versions still need some basing and wave effects, but I am waiting for my terrain mat to arrive so that I can match the water color.
Cutting down the AAVP-7A1 kits to make a submerged version was a bit time consuming, but I think the effort will be worth it.
The infantry, both Chinese and US (I will paint in Japanese uniform colors), also arrived. They are from Elheim. I managed to base them and clean them up, but I have not done anything else with them and don’t plan on starting to paint them before Fall In!.
In the image there are some Japanese FH70s. There are two in deployed mode and two in transport mode. The transport mode will be for carrying under the two Chinooks from the Osumi. Speaking of the Helicopters, here are the two Chinooks and also the VF22 for the Japanese forces.
Terrain
Finally, for the terrain, I have ordered a really nice coastal mat from Warsigil. I will then be constructing hills and some dense jungle terrain. I have also ordered a lot of scatter terrain from Anyscale Models. Here is my first trial attempt at the jungle terrain, which overall I am very happy with. I still need to make some tall canopy trees from scratch.
Now back to my figures for Fall In!
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The Historical Miniature Gaming Society (HMGS) has either two or three conventions a year. The big one, Historicon, is in July. There is then Fall In! in the Autumn and Cold Wars in the Spring. Recently the attendance at Cold Wars has been low and it is looking increasingly likely that there will not be a Cold Wars show next year.
Where possible, I like to run a game at each show. I also don’t want to be known as the person that brings the same game to every show. However, it is difficult to have a new game to display at every convention when there are multiple conventions a year. It therefore takes some advanced planning to keep things fresh. In this post I will share my convention game plans up to Historicon 2025.
Historicon 2023
In a couple of weeks I plan to attend Historicon 2023. With the number of big projects that I am working on, I have not had time to put on a totally new game for this convention. Several years ago I ran the 1651 Battle of Berestechko. Since that time I have painted a lot more cossacks and increased the number of war wagons. I therefore plan to put on a new and improved game of this battle. I have never won an award for my Cossack Uprising project, so hopefully this will be the year for me to get some recognition for it.
I also plan to put on a modern naval game using Harpoon V rules between the US and China. This is a project I have done for me because I enjoy understanding the technology.
Fall In! 2023
The theme of Fall In is “America, Rise to World Power, 1898 to Present”. Again, as time is short, I plan to build on a project that I already have. I plan to utilize my modern British Afghanistan game that I ran at Cold Wars earlier this year. However, I will remove the British and their Forward Operating Base and replace them with US Marines, a convoy and about 15 new buildings. The game is in 28mm and will use Force on Force rules. Below are two picture of my game at Cold Wars and then a picture of some buildings that I started to paint this weekend. At Historicon I need to purchase about 30 US marine figures and about four HEMTT vehicles for the convey.
Historicon 2024
I am assuming that Cold Wars 2024 will not take place, so Historicon 2024 will be the next convention.
For this show I plan to do a two part game of the modern day Battle for the Senkaku Islands. This game will be a battle between the Chinese and Japanese. Part 1 will be a 1/2400 naval game using Harpoon V rules and Part 2 will be a 20mm (1/72) amphibious assault on the islands. Many of the vehicles are in an early stage of construction, but here are some work in progress photos:
Fall In! 2024
At the moment I do not have a plan for Fall In! 2024. With my plans for Historicon 2025 being huge, I probably won’t do anything new. So I will need to repeat a game or sit this show out.
Historicon 2025
2025 is the 500th Anniversary of the Battle of Pavia from the Italian Wars. I plan to do the largest game that I have ever put on the table. Separate blog post will cover this topic, but for now here is a picture of one of my Italian Wars games.
This month I have been continuing my Pavia project, but also getting a naval project ready for Historicon in July. This won’t be a long post, but I want to show a few pictures of what I have been working on.
Modern naval project
My modern naval project is set off the coast of Yemen. It is set in 2024, with three Chinese ships, a Type 55, a Type 54A and a support ship carrying out a port visit. In the region, two USN Arleigh Burke class destroyers are carrying out anti-piracy operations. 4,500 miles away, war breaks out across the Taiwan strait, plunging the US and China into war. The scenario explores some of the most modern naval technology. I will be using the excellent Harpoon V rules to run a game for four experienced Harpoon V players.
The project uses 1/2400 scale models and a ground scale of 1cm = 1nm. I will do a full report on the game after Historicon, but here are a few pictures for now.
The port with Chinese ships leavingA closer view of the portContainer cranes are 3D printed and purchased from ShapewaysA closer look at the land
Italian wars figures
I have recently painted 24 Italian arquebusiers and 28 Landsknecht arquebusiers. This is just the start of my push in painting extra figures for the battle of Pavia. Next on the painting bench are 60 French heavy cavalry (archers to support the gendarmes). These figures will bring the total French heavy cavalry to 150.
This week the subject of my blog post is Pavia a project update. I have been working on both the park gates and the Spanish light Cavalry.
Park gates.
The only park gate that is somewhat intact is the gate at Certosa di Pavia. This gate is in the New park. I have not found much information about the design of the gates around the old park. I am going to assume that all of the gates, around both parks were of the same design. This assumption will have the added benefit that they will be easier to mass produce. As I am going to need six to eight gates for the old park, that is an important decision. Here are some images of the actual gate courtesy of Google Street View.
Right side – Image courtesy of Google 2023Front view – Image courtesy of Google 2023Left side – Image courtesy of Google 2023
Making the park gates
I contacted a couple of terrain building manufacturers to see what was possible. However, I eventually came to the conclusion that I was going to have to scratch build these gates. Foam was selected as the base material. I decided to buy a decent foam cutter to make the job easier. I will also be building many of the five chapel churches and the Castle Mirabello. With all of these buildings the cutter should be a good investment.
Here is my second attempt at cutting some of the front facade of the gates. The first attempt is in the bin. The cut facades are sitting on the foam cutter. This is my first attempt to make a foam building. The process is interesting. Don’t be too critical of my first attempts.
Foam cutter and front facades of the gates.
Here is my first attempt to carve the brick and paint the walls. I still need to weather and dull down the brick. As you will notice the bricks are larger than those in the original. This is because the required skill level to make smaller bricks is beyond my current ability. With eight gates and fifty feet of wall, I think that the overall impression will be good. It is a compromise that I am prepared to make.
Over the coming weeks I plan to finish two or three gatehouses. There is still a lot of work to do, I need to make the sides, back, roof and details at the top and then glue everything together. I also plan to use some pigments to improve the bricks. They will be minus some wooden arched doors in the centre at the moment. The company “Things from the Basement” are selling me some custom doors. These will be made from laser cut wood and they will be bringing them to Historicon for me in July.
Spanish light cavalry
I had 32 Spanish Jinetes and for Pavia I need 62. Over the last few weeks I painted up the remainder. I still need to touch up the flag edges of the new figures, but other than that, they are done. The first picture shows the Jinetes and the second picture includes a few mounted arquebusiers in support.
These Jinetes complete the dedicated Spanish Light Cavalry command. I always love playing with Jinetes in the Pike and Shotte rules. They use the fire and evade rule, which works really well for them.
Hopefully next time I will have more work to show you on the gates. I also will have 60-70 Italian foot arquebusiers that I am working on. They are beautiful sculpts from SteelFist Miniatures. I am also expecting another 80 heavy cavalry in the post soon and I am looking forward to painting them. That is all for this blog post, Pavia a project update.
In some of the texts about the Battle of Pavia there is discussion about how the terrain influenced the battle. It is important in the recreation to understand the topography of Pavia.
Where are the hills?
Some of the battle descriptions talk about hills used as vantage points and troops taking protection in valleys from artillery fire. The writings of Colonel Hardy de Perini are particularly notable in this regard. The book that I have even has a map with contours showing the church of San Paulo on a hill dominating the centre of the park. To the new comer to the Battle of Pavia, this contoured map is convincing. The problem is that there is no actual hill in the park and San Paulo is not even in the park.
Without visiting the battlefield (which I have not done yet), how can I be so sure of the topography of Pavia? This is where Google Maps and their street view feature comes in. Google allows people to use these images on non commercial blogs as long as full credit is given. All of the pictures in this next section are thanks to Google Maps.
Photos of the terrain.
Ca della Terra Looking West – Image thanks to Google 2023Torre Del Gallo looking South- Image thanks to Google 2023Due Porte looking West into Park – Image thanks to Google 2023Road from Pavia to Mirabello looking West – Image thanks to Google 2023North of Mirabello looking West – Image thanks to Google 2023Porta Pescarina looking South into Park – Image thanks to Google 2023Milan road on West of Park looking East into the Park – Image thanks to Google 2023.
The above images together view almost every part of the battlefield. They give views from each side of the park looking into the park and views from the center of the park. One thing that is notable is that the park area is as flat as a snooker table (or a billiard table for our US friends).
What is also notable from the images is that both the park walls and many of the woods are no longer there. The flatness of the ground does make it easier to put together from a modeling perspective. I feel that these images have helped me get a feel of the topography of Pavia
What about the five chapels?
The Swiss mercenaries of the French were housed in the area known as the five Chapels. These Chapels were San Paolo, San Spirito and San Giacomo which were close to the walls of the park. San Pietro and San Lazzaro which were a little further out to the East of Pavia. I will probably only include the first three on the table as they have the most influence.
In looking at modern day photos of the area, I imagined that these five chapels were located in small villages. However, I found an excellent website which totally changed my views. I would encourage you to visit this website as the site has some images put together by the author. In respecting the intellectual property of the author I do not want to copy these images. However, there are some images of old art-work which I am free to use. Here are some interesting images of the San Paulo, San Spirito, San Giacomo area.
Images of the five chapels.
Image from 1654. San Paulo on the left, San Spirito in the centre and San Giacomo on the right.Image from 1796 with San Paulo on the left and Pavia in the background.Image from 1506 of San PauloMap of the area from 1856 showing Pavia and S.Paulo and San Spirito
One thing that these images make clear is that the chapels were not surrounding by other buildings. They were almost like a monastery complex. Also it appears that San Paulo was on a small mound. So Perini, when he refers to San Paulo being on a hill, was not completely wrong. He just got the location and its role in the battle wrong. The rest of the terrain around the five chapels is also completely flat, just like the terrain inside the park.
This finding about the five chapels has changed my entire view on what role they took in the battle. I will now be re-reading many of the texts with this new understanding.
The roads from Pavia to Mirabello.
There are two roads from Pavia to the Mirabello area. One runs to the east of the Vernavola river and one runs to the west.
I have found quite a lot of information about the road to the East. Many accounts comment on this being a raised road, almost a dyke, to prevent flooding of the park to near Torre del Gallo. With such agreement between sources on this road, this is how I will model it.
The road to the West of the Vernavola is more complicated. There are accounts that say that this road was a huge tree lined avenue used for horse races. The road ran from Pavia to the Castello Mirabello. Other sources claim that this road was also partially raised to prevent flooding. I need to do more work on researching this road. The idea of a tree lined road does appeal to me as it will look good on the table.
Conclusion
Hopefully some of the information of the topography of Pavia will be useful to those trying to recreate this interesting battle.
I apologize that there are no pictures of figures in this post, but I wanted to get some of the information about the battlefield documented. I should have some photos of new Italian Wars figures to post soon.
I don’t like to claim that I am doing research on the Battle of Pavia 1525 as I am not going back to primary sources. However, I am doing a lot of reading about Pavia from various authors of different nationalities. In this post I hope to discuss how I plan to reconcile different accounts of the battle to create a table top event.
Books on Pavia
The main books that I have read on Pavia
The following is a list of the main books that I am reading, I will list them in the order of importance to my recreation of the Battle:
The Battle of Pavia, 24th February 1525 by Jean Giono. Translated from the French Le Desastre de Pavia.
Da Marignano A Pavia. Le guerre italiane de Francesco 1 (1515-1525) by Luigi Casali and Marco Galandra (written in Italian)
The Art of War in Italy 1494-1529. Taylor, F.L.
History of the Art of War in the Sixteenth Century. Sir Charles Oman
The Italian Wars. Volume 3. Francis I and the Battle of Pavia 1525. Massimo Predonzani and Vincenzo Alberici
French Military Campaigns 1214 to 1542. By Colonel Hardy de Perini. Translated by G.F.Nafziger.
Problems with the books on Pavia 1525.
I have six books that form the bulk of my reading on Pavia 1525. The problem is that they give six substantially different accounts of the Battle of Pavia. The summary of what they all agree on is essentially the French were surrounding Pavia, the Imperials arrived and got into the park, the French gendarmes were killed by arquebusiers, the French King was captured and the imperials won. Details of the battlefield, initial deployments, strengths, movements and combats all vary. To recreate the battle by reconciling these accounts is all but impossible.
Some of these inconsistencies come from interpreting some of the source documents differently and from some of the writers of the source documents only having a limited understanding of what was going on around them. Others come from poor research and accepting long held false views of the battle.
Some of the accounts just don’t make sense when I read them. I can’t reconcile what they say with the actual layout of the battlefield and basic military tactics. I have spent many hours trying to resolve the accounts and recreate the battle on a map.
How to resolve the inconsistencies.
I had a moment of inspiration the other night when I was trying to resolve what happened at Pavia 1525 so that I can recreate the battle as a war-game on the table top. The inspiration was that I am not trying to recreate exactly what happened. All I need to do is have a good estimate of the main elements of each force, their abilities and their locations at the start of the Battle. Then I need to have a good understanding of the constraints of both the battlefield and the weather.
Spanish infantry. The ratio of arquebusiers will be high.
If I have a good understanding of these items, then the players are free to move their troops and fight in any way that they want. They can create their own Battle of Pavia. I don’t need to understand exactly when and where each unit moved in the real battle. I am not forcing players to move in a pre-ordained way. This methodology is consistent with the way that I run all of my games. I never force players to act in a certain way; they are the commanders.
The constraints of the battlefield terrain
In a previous post I discussed the location and the type of woods in the park. These woods and how I represent them are key to the flow of the battle.
The next key item is the walls of the park and their limitations. I accept the premise that the gates in the wall were not sufficiently large enough to allow an entire army to pass through, a breach had to be made. There is some discussion of this being in the North wall between Due Porte and Porta Pescarina. Others suggest that it is in the East Wall between Torre del Gallo and Due Porte.
I was originally of the opinion that the breach must have been in the North Wall near Porta Pescarina due to the restrictions of the woods. However, if we believe this view, we must also explain how the troops got outside the park near Porta Pescarina. To get there they must have also breached the wall near Due Porte to get into Parco Nuovo to the north. Due Porte means two doors – one entered the Parco Vecchio to the South and one entered the Parco Nuovo to the North.
I did not show the wall extending North from Due Porte to surround the Parco Nuovo on the above map. This omission was because I did not think that this wall was relevant at the time. I now believe that it was very important. There is no mention of this second breach in any of the texts so I do not believe that there were two breaches.
Instead I believe that the main Imperial army breached the park wall somewhere close to Due Porte to avoid the problems with the woods nearer Torre del Gallo. I also believe that the light arquebusiers initially heading rapidly to Castello Mirabello probably passed through Due Porte into Parco Nuovo and then entered Parco Vecchio through Porta Pescarina. As these troops were fewer and lighter, they could have gone through the gates and not required the wall to be breached.
The other main constraint is the Vernavola. Due to the wet weather this river was not passible in the Southern half of the park except around Torretta where there was a raised road. The river was only again passible at Castello Mirabello due to a road bridge. It was also passible further north between Cascina Repentita and Porta Pescarina. The other item of note around the river was the raised road running along the East of the river from Pavia to San Genesio. This road allowed travel through the marsh area and also provided a barrier for protection against artillery. Other than this raised road the battlefield was essentially flat.
The Vernavola is a key part of the battlefield
The Vernavola is important to the recreation of the Battle as it provides an impassible barrier between the troops deployed to the East and those deployed to the West. Once the French troops are committed to one side of the river, they cannot influence the battle on the other side of the river. This terrain feature is also important when considered with the morning fog. Different elements of the French army are out of communication with each other. This means in the recreation of the battle it is important to not allow them to communicate with each other if they are not in contact.
Pike blocks will struggle to get a good grip on the wet, muddy ground.
Constraints of the weather.
The weather also provides a number of constraints. In addition to the morning fog, the late winter weather was cold and wet. Not only does it influence movement through the woods and prevent crossing the river, but it also impacts the ability of the pike blocks and heavy cavalry. The ground was wet and muddy. This prevented the pike blocks getting a grip and being as effective as usual. For the heavy cavalry, while it would not prevent an initial charge, the ground would tire the horses and prevent multiple devastating charges.
The initial locations of troops at Pavia 1525.
As I mentioned, the initial locations of troops is going to be key in setting up the game. Once we have decided where the Imperial troops can enter the park, which I discussed above, the French troop starting locations are the main issue.
The location of the French Gendarmes will be important
Now many of the sources agree where the Swiss, Landsknechts, Black Band and Light Cavalry were located. So none of these are too much of a problem. The main issue is where the King and the Gendarmes were located at the start of the Battle. Jean Giono believes that they were near the Cascina Repentita and others believe that they were further South. I will discuss the locations of both sides in the next post.
Conclusion on gaming Pavia 1525.
Deciding on the battlefield and weather constraints, as well as starting positions of the troops allows a game to be played without a full understanding of the actual movements of all units in the battle. With the diverse accounts of the battle, this may be the best that is possible. There is plenty of scope for different war-games to interpret the vast amount of information available very differently. As a result I expect many different representations of Pavia by war-gamers in 2025.
An update to the painting, I am working on about 100 arquebusiers (Landsknecht and Italian) and 30 Spanish Jinetes. These are all additional troops and will be added to my collection.
I recently made a post on “The Italian Wars War Wargaming” Facebook page about fork supported muskets at Pavia. Everyone was very polite, but various people suggested that muskets were not around in 1525. Various dates were suggested for the introduction of muskets including 1540s, 1550s and 1560s.
Not one to be deterred by the collective hive mind of the wargaming community, (especially after having discovered that the collective narrative for the Battle of Novara was completely wrong) I set out in search of more information.
1) Taylor – The Art of War in Italy.
My first reference is a favorite for War-gamers, Taylor – The Art of War in Italy, 1494-1529.
Page 50-51 “..from 1516 to 1521 the Spanish army added to the military value of the infantry firearm not only by adopting the new invention of the musket, but also studying carefully its tactical employment.. When the war began again the ascendancy of the Spanish arquebusiers and musketeers over the other nations soon became very marked ”.
This section seems to imply muskets being different to arquebuses.
Page 46. “… the Spaniards brought into the field a larger and improved firearm which came to be called the musket. It was six feet long and fired balls weighing two ounces. Its weight necessitated the use of a forked rest., but its unwieldiness was compensated by its great killing power – its ability to bring down two cavalry men with one shot. For a time this new weapon was classed as an arquebus, and it is therefore difficult to trace its rate of increase. Occasionally it is referred to as a part of the artillery owing to it being transported by horses on the march”.
The references of these statements are the Memoirs of Du Bellay. Bk II page 189
Rustow, Geschichte der Infanterie Vol 1 Bk III pg 221-5
Nardi, Isolerei della città di Firenze Bk V Chapter 35
I don’t have access to the primary sources used by Taylor. I am referencing them so that others can seek them out.
2) Jean Giorno, The Battle of Pavia
My second reference is Jean Giono, The Battle of Pavia, 24th February 1525. The reference comes from page 154 where he talks about the French Gendarmes.
“Now they are at grips with seven or eight thousand light fusiliers wheeling in among them from left and right, shooting at point blank range; they are also under fire from “forked arquebuses”, (the machine guns of those days), that have been set up in the second wood” .
There are some areas of the account of the Battle by Jean Giorno that I am skeptical about. However, his account of the Battle is one of the most complete that I have seen. He also uses a wide array of primary sources which he discusses in some detail. I am therefore inclined to believe his discussion about arquebuses and “forked arquebuses”. His account clearly differentiates the two weapons.
3) Paulo Giovio
I have seen some accounts on the internet about Paulo Giovio discussing the Spanish Infantry using a new kind of firearm at Pavia in 1525. It is reported that the new firearm was heavier than the arquebus and could sometimes kill two French men at arms with a single bullet. I do not have this text. I only reference it in case others wish to explore it in more detail.
What do we know about fork supported muskets at Pavia?
We see a couple of credible references to a firearm that is heavier and different to a standard arquebus being employed at Pavia. Both of these references discuss a fork to support the weapon. Taylor also discusses the ability of this weapon to cut down French Gendarmes despite their armor, and even go through two cavalry men. There is also reference to the weapon being six feet long.
Now to support the conclusion that there were forked muskets at Pavia, I would like some additional evidence. Ideally I would like some art pieces displaying the battle to show the forked musket being used. To date I have not found it displayed in any of the tapestries, wood cuts or paintings that I have looked at.
In the absence of the display of a fork supported musket at Pavia in the artwork, I turned to looking for an example of such a musket in a museum.
NRA firearm museum.
The NRA firearm museum has in it’s collection a Spanish musket that “was likely made circa 1530 in Madrid, Spain and was intended to be used with a forked rest”.
I spoke to the museum Director, he kindly allowed me to post pictures of this weapon on my blog. I thank him and the museum for this permission. He also agreed to go and measure the overall length of the musket and reported that it is 57.25 inches. This length is a little shorter than the six foot (72 inches) reported in the historical texts. This means that it may not be the exact type referred to in the texts, but nevertheless shows that forked muskets were present around the time of Pavia.
Now 1530 is not 1525, but it is very, very close. We now have a Spanish forked musket from 1530 that is 57.25 inches long. This weapon certainly supports the possibility that the Spanish used forked muskets at Pavia.
There are additional images at the NRA website at this link
Figures for the forked supported muskets at Pavia
For my recreation of the Battle, I am convinced of the presence of fork supported muskets at Pavia. I will be employing these weapons in my recreation of the Battle.
Now I haven’t found a figure that I like for these Spanish forked muskets at Pavia. I know that I would buy 50 figures if I could find some figures that I like. Otherwise, I may need to do some conversions.
One major 28mm figure manufacturer has said “I could see us adding one or two miniatures” when discussing these fork supported muskets at Pavia. So I have a question for the community. Would you consider buying these figures if they are introduced prior to the anniversary of Pavia? Let’s show that it would be worth it for a figure manufacturer to add these weapons to their range.