February 21, 2026

Time for a game

Today I finally put the finished terrain boards to use, and had a solo game. I was keen to test out some rather drastic changes I'd made to my own homebrew rules, which overall I hope will make games run quickly and be more intuitive to new or casual players, also being better suited for solo play.

I also wanted to get some good photos from the game. I'd been waiting not just until the terrain boards were finished, but also until I'd painted a few more backdrops (and worked out a way to prop them up when playing solo, with no assistant to hold them up for the camera!), and upgraded my lighting a little bit.

I wanted this game to be a simple pitched battle, but when I set the armies up it already seemed to tell a story. Here's the fictional scenario - during the French invasion of the Franche-Comté (the County of Burgundy) in 1477, a small French force has intercepted an approaching host of Burgundians and Germans led by Guillaume de Vaudrey and are barring their way across a ford. The French are led by Philippe de Hochberg and Jean de Damas, two nobles who had until recently been in Burgundian service, but had quickly thrown in their lot with Louis XI after the death of Charles the Bold. They now are assisting the king in his occupation of the Burgundian territories - with their futures uncertain, they are keen to be on what they suspect will be the winning side!

Here's a photo of the setup. Most of the French infantry are positioned by the ford, with Philippe de Hochberg with his cavalry in reserve to the right. There are also some infantry and cavalry strung out along their left flank. The Burgundians and Germans have most of their strength focused in the centre, with some small forces of cavalry on each flank. Their goal is simple - push forward with their pikemen and break the French centre, but not until they have seen off the threats to their flanks!


I will summarise briefly how it played out.

  1. The Burgundian light cavalry on the right flank advanced and made contact with the French mounted men-at-arms opposite, who soundly beat them and drove them from the field. The French infantry nearby advanced in support of the cavalry, threatening the Burgundian flank.
  2. The French archers in the centre loosed their 'arrowstorm', but it didn't have much of an impact. The pikemen and halberdiers in the Burgundian centre advanced towards them.
  3. Back on the Burgundian right flank a small unit of German infantry held the high ground, and they nervously awaited the French attack. The victorious French cavalry attempted to charge up the hill, but failed to break the Germans and retreated badly disordered.
  4. On the Burgundian left their own heavy cavalry surged forward, so Philippe de Hochberg led his  cavalry reserve over the ford to meet them. The French won the melee again, and chased the Burgundians away.
  5. With enemy cavalry now threatening both his flanks (though those on the right weren't in best shape), Guillaume de Vaudrey knew it now came down to one thing - could his mercenary infantry decisively break the French centre guarding the ford? He marched quickly across the field, hoping to push them aside in one swift manoeuvre before the cavalry encircled him... but it was not to be. The French managed to hold their ground, and the disordered attack broke apart. Seeing the attack fail, the few Burgundians and Germans still in reserve quickly routed.
So a French victory!

Here's some of the best pictures I was able to take. Overall I'm very pleased with the photography and lighting setup. The backdrops work just as I hoped they would.

The French guard the ford.

More French infantry under Jean de Damas.

Guillame de Vaudrey approaches.

The French centre - archers and heavy infantry.

Burgundian horsemen on the right flank.


A fierce cavalry melee sees the Burgundians chased off.

German mercenaries prepare to defend against the French men-at-arms.

The German pikemen prepare to attack.

As Burgundian cavalry approach the French lines, Philippe de Hocheberg counter-attacks.

So this has been a successful little test run. The rules worked well.

It's tricky to hit the 'sweet spot' in terms of the size of table, number of figures on it and the sort of game it gives. It seems cavalry can dominate the flow of the game quite a bit - some cavalry clashes on the flanks can be resolved very quickly and perhaps then entirely dictate the rest of the battle. This can be remedied by simply having more infantry units in play, enough to have a second line of reserves in places. I didn't use all the units I had available, and having a second line of heavy infantry would have kept the outcome uncertain for much longer. So going forward I need to produce more and more infantry - archers, pikemen, dismounted men-at-arms, everything. That's what I've got planned already, and this game has sort of confirmed I'm on the right track!

8 comments:

  1. The terrain and pictures look fantastic. Always good to get all the hard graft onto the table for a game
    Simon

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  2. Great pictures! The late fifteenth century is close to my heart and one l play a great deal. My regular opponent has WOTR, Swiss and Burgundian armies and I have a French Ordonnance one and am working on a Holy Roman Empire, city one. I would be really interested in hearing more of your rules. I am always on a look out for period specific rules for this period.
    Cheers
    Alan

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    Replies
    1. Hi Alan, yes this period is clearly my favourite too, I don't really know why!

      The rules - they are period specific, but to be honest would work perfectly for the whole medieval period. I've recently had a bit of a rethink in terms of the unit activation system, and I've made it very simple, somewhat random, and allowing for big dramatic moves across the table if the dice is in your favour. It also doesn't have turns, which I quite like! It means you don't need to keep track of much - you can pause the game after any one action and come back to it without having to remember what / who's turn it is, which units have activated yet, or whatever....

      It can theoretically lead to quite extreme results, such as the whole army marching forward and contacting the enemy before they have had the chance to do anything, but I think that's actually quite realistic for the period! (this example would be quite extreme and unlikely, unless the two sides consisted of just opposing lines of infantry with nothing to do but exchange arrows and then move to contact)

      I've also had quite a rethink in terms of how shooting works. I don't like how in some/most games the mechanics can bog down simple battlefield orders.... in particular units taking turns to shuffle forwards a few inches every turn, stopping to shoot, then more shuffling etc.... My rules allow for swift and simple orders to be resolved quickly - shoot your arrows and advance to contact! It doesn't really matter at what range the shooting happens.

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    2. Very interesting and thanks for telling me about your rules. Will you be publishing them?
      Cheers
      Alan

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    3. I've got no plans to publish them. If I decide they work well and people are interested, I can do some posts about the core mechanisms in the future, and could one day put up the whole rules to download.

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    4. I , for one, would really appreciate that very much.
      Alan Tradgardland

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  3. What a splendid looking set up... inspirational stuff!

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  4. The table and units look gorgeous. I'm very interested to see where you end up with those rules.

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