Friday 30 April 2021

Borderlands: the Bishop's campaign up the Twizell Valley.

 


The Twizell burn runs westwards from the River Wear at Cestria, cutting a sharp valley.  On the ridge above the west road follows the course of the burn below.  The woods here are often identified as a home to brigands and run-away serfs,  mainly from the local villages.   

The land here is owned by the Earl Bishop, and was intended to be a hunting park however the thick woodlands that lead up onto the fells along the burn and the sharp drops make it impractical for chasing deer.

The valley itself was named the Stella Gill, or "the great wooded ravine," by the Scholar Bishop Gilbert, who fell from his horse during the long cold summer of 1170, chasing a stag up the almost vertical sides of the valley.  Gilbert also named the two mounds rising at the head of the valley on either side of the Twizell burn as the "busties," and the coal mine near Peltun running into the side of these as the Busty seam.

It is 1184, and the Bishop of Cestria has just returned from Glastonbury, where after a "mysterious fire" he has nabbed the bone of St Lancelot, a Relic, and managed to get it past his rival the Prince Bishop in Dyrham.  Upon his return Bishop Conrad was met by Leopold, Chancellor of the See, and informed of the recent depredations by brigands along the Twizell valley. 

At this point in his career Conrad was a young and vigorous man, and he swiftly gathered his retinue after conducting a long, long mass in the newly completed Minster.  

Joined by his ally Richard of Lambtun the Bishop lead his men in a march up through Perkins-ville, the Fell Woods and the New Field on the West road, towards the Bishop's Hunting lodge at the Grange.  Rumour has it that the brigands occupy a camp in the Hett Hill woods and this will be the ultimate target. 

Travellers who have dared this road further westwards towards the mountains have passed through Stanley, an infamous village taking its name from the family of that name, and stories in Cestria claim that the "brigands" are in reality louts from the Stanley family.  This may or may not be true but Bishop Conrad is determined to find out.

Darker stories are told of this Twizell road up to the west. The Ghost of a Saxon Ealdorman's wife, the Grey Lady, is said to place a deathly hand upon the shoulder of men doomed to die in battle.  The woods to the north west of Perkin's farm are the hunting grounds of a huge wolf, that legend claims can only be slain by silver or the prayers of the faithful.  The serfs call the beast "Perkin's curse" but the Norman Sergeant Perkin refuses to speak of it.

Starting Forces

4 x Household Knights including the Lord Bishop who is one of these, two mounted Sergeants.  One of these knights is Richard of Lambtun ranked as a Captain, and onetimeCrusading companion of the Bishop.

5 x Retained soldiers, Sergeant, Perkin, and three Veteran Soldiers, with the John the Fletcher, a retained Sergeant from the Bishop's household.   

7 x Levy =  Spearmen armed from the Cestria Militia, and Samuel the mule wrangler.  A hired hand and wheezy former prison in-mate.  If anyone is potentially in league with the brigands its this idiot yokel Samuel.


Followers D100 roll
1-13 Hired Guide
14-24       Stout Yeoman
25-35       Wily Rogue
36-48       Militia Man
49-56       Former Soldier
57-67       Hopeful Youth
68-73       Deranged Wretch
74-81       Angry Villager
82-89       Outcast Drifter
90-100     Roving Wanderer

The Bishop’s men

Conrad Bishop of Cestria, Earl of the North, of the House of Finchale.
Sir Richard of Lambtun, “Red Dick”

2 other Household Knights, 2 Mounted sergeants
Sergeant Perkin, and four well armed foot sergeants
Old John the Fletcher, Sergeant Bowman,
seven spearmen
Samuel the Mule Wrangler

Possible Encounters/The Brigands

Sir Nigel, The Forsworn Bastard of Stanley, and a retinue of the Stanleys.
Goodman Grope and the men of Beamish.
Master Gimpe the Archer and the men of the Grange.
Verger Kenneth and the men of Peltun.
Father Eadgar of Jarrow, Priest of Peltun Church and holder of the banner of the Holy Trinity.
The Wolf of the Urpeth Woods
The Grey Lady
The Leper Monk of the Hett Hill Woods

Some rules thoughts

I've adjusted the numbers to try an experiment here.  I'm not a fan of Lion Rampant's fixed retinue numbers for this period, but have to acknowledge the mathematical balancing act the rules operate with.  Half strength units use half dice, and more than that casualty numbers are limited by the number of dice that can be rolled.  Trouble is that history seems to disagree.  Medieval armies organised foot soldiers on base ten, if organised to that level at all.  My brigands are going to look all wrong in equal groups of 12.   

For this game then unit numbers will be random, but the maths will work the same.  I'll assume that an foot unit of less than 6 (or 3 foot knights) uses half dice, and that units bigger than 12 figures use no more dice, but gain no more either, being unable to bring the spears to bear or arrows to hit because of jostling.  They will of course have more men to lose.

I'm also binning the 3" exclusion zone around units in favour of a 1" zone, given the limited table size, and the fact that the scale I'm trying for is 1:1, it seems reasonable to give this a go.

Game 1

Top man, Kenneth, Verger of Peltun Church, and the village Priest Eadgar of Jarrow are not happy. Roll on reaction table = very hostile.  The villagers of Peltun are surly and clearly hostile.  They speak an unintelligible local dialect and not good civilised Norman French.  They are flying the banner of the Holy Trinity and have mustered the villagers on the village green.

Part of the problem seems to be Sergeant Perkin, and the mustered peasants are shouting about "Norman wolves."  Top man Kenneth has gathered his allies who are listed on 6 separate (face down) index cards, two of which will appear in the game.

A battle on the Peltun Village Green, what could go wrong

The meeting on the village green.  The Bishop discusses parish matters with the local revolting priest.  That would be an ecumenical matter.

Bored with clerical disputation the Bishop gets stuck in.  Hard hitting!



A proper punch up

And a small group of fanatics appear, just in time to have a go at the Bishop's Sergeants

The veteran sergeants see them off

Brother Thomas gets stuck in.  One for the Lepers. 

But the Stanleys arrive.  A black hearted crew, behind all this bother.

The veteran sergeants throw back the Stanleys and then go after them breaking up the spear wall.

Battered and bruised the Sergeants kill four of their mounted opposition.

I game the pursuit as individuals.  Each knight takes two of the dice and go after the running mob.   Poor Kenneth is down and the Bishop fights Eadgar the priest.

Brother Thomas the Leper takes down two of the running men himself.

A good game, trying out some ideas.  For the Bishop it's on up the valley to deal with the Stanleys. The next game will focus on the Bishop's Hunting lodge at the Grange.  Let's hope Sir Thomas remains in one piece. 


Tuesday 27 April 2021

Back to Quiberon Bay

HORNBLOWER: There is some speculation
about our destination, sir.

PELLEW:  What would you say if I were to tell you we were heading for- the coast of Brittany?  What would be your guess then?

HORNBLOWER: In that case, I would say Quiberon Bay, sir.

PELLEW:  Would you?  Why?

HORNBLOWER:  From my recollection, Quiberon  affords a good landing.  It is the logical choice after all.

PELLEW:  Let us pray, Mr. Hornblower, that the French Republicans don't share your logic.  Otherwise, Quiberon Bay may not be such a welcoming spot, after all.


Since I'm still building "Canadian" looking terrain for a Bay of Fundy game I decided to return to the Bay of Biscay to run a solo game.  My map in this is not the virtual one used last time but rather a large physical sea chart with 1:2400 miniatures.  It's much more A traditional Kriegsspiel type game.

HM Brig of War Fearless is once again ordered into Biscay, to run down the coast and investigate the French ports.  We are looking for their battle line ships, and let's be frank, we want Prize Money.

This time I'll be using the Black Sails rules although to be honest the rules get brigs wrong.  Fearless is one of the first carronade armed RN brigs, but other than those 6 pdr (more rarely 9 pounders) would be the common Armament.   Black Sails has them with heavy guns, when clearly a real broadside of 24 pounders would tear the ship apart.  Fearless has two 12 pounder chase guns mounted forward, and these are added to her ship card, giving her a broadside of 2C, and a forward 1LC.  
Tactically I need to close in for a fight.  


Fitting Out

Commissioned Officers
Commanding: Lieutenant "Flash" Harry Farthingdale. Wealthy background. Drinks.
Sailing Master: Alain Patissery, a Jerseyman.  Bit of a rough tarpaulin. 
Midshipman  Lucky Jack Quilp "Half-mast" Bespectacled, keen but dim. Suffered a splinter to the groin in the bay.  Strained facial expression.
Midshipman Quentin Whitemoore "Post" (since he is deaf as a post)  old naval family with patronage.
Midshipman Young Mike Stoner, of the Inverness Stoners. A mad cocksure scamp of youthful high spirits.

Warrant Officers
Masters Mate Parker Sweedlehulme. Speaks with an incomprehensible accent. 
Gunner's Mate,  The Ancient Nell McTurk
Carpenter's mate Willie Wood
Surgeon's mate Sam Saw 

Petty Officers
Sail maker  Sye Stitch
Rope maker  Henry Hemp 
Steward and Clerk: Preserved Catchmole "Which it is."
Quartermaster  Walter Wheel
Quatermaster's Mate Sammy Spoke
Bosun's mate  Kev Kosh
Coxswain  Larry Launch

Marine Sergeant, Rod Ram,
Corporal Sid Shout
Stevie Screamer, Senior Man
and Eleven men.

Seamen
Able Seamen  x 8 (2 ready for promotion to Petty Officer) 
Ordinary Seamen  x 14  (1 Drunkard)
Landsmen  x 12  (1 King's Bad Bargain) 

The Character of a Man, or indeed Woman
1
A dull fellow
 11
Know-it-all
2
Dimwit
 12
Shy
3
Nasty fellow
 13
Prudent
4
Cellist
 14
Rake
5
Lovie
 15
Dandy
6
Slightly deaf
 16
Sickly
7
A loud fellow
 17
Over Clever
8
Cocksure
 18
Bold
9
Indecisive
 19
Dynamic
10
Over Confident
 20
Calculating

The Log

Date:
 Events
    First watch:
2000 to 0000
    Middle watch: 0000 to 0400
    Morning watch: 0400 to 0800
    Forenoon watch: 0800 to 1200
    Afternoon watch: 1200 to 1600
    First dog watch: 1600 to 1800
    Last dog watch: 1800 to 2000
    First watch: 2000 to 0000
    Middle watch: 0000 to 0400


Sea State Degree
Description (Wave Height ft)
Max Sail
Sea Swell
0
Calm (Glassy)  0
0
None
1
Calm (rippled) 0
 Full
1
Average
2
Smooth            1
 Full + studdings
2
Long
3
Slight               4
 Full + studdings
3
Short
4
Moderate         8
Main Courses +
4
Average
5
Rough             13
Tops only
5
Long
6
Very rough      19
Topgallants &  Jib
6
Short
7
High                29
Jib only
7
Average
8
Very high        45
Bare poles
8
Long
9
Phenomenal    50   +
Rolling under risk
9
Confused



My chart for Biscay is hand drawn, based on an Eighteenth century chart, mounted on a pin board.  I have read both contemporary and modern accounts of sailing in the bay, as well as maritime information for local shipping, and I wanted to add that level of detail.  I also wanted to be able to place a Campaign QRS onto the chart itself. (yet to do)  The game uses encounter and event cards when running, enabling it to work as a solo.  Some of these are pre planned set pieces taken from Napoleonic naval literature, but some are all my own.

In my last campaign game set in the bay the crew of Fearless were represented by my 10mm Napoleonic Naval collection.  This time around those are in Cyprus and I'm tempted to collect a 28mm crew for a Sharpe Practice setup.  Of necessity this would be limited in size but I sent for some samples from Newline, and the "Lucky Jack" figure from Warlord so it looks like that is the way I'm going.

The implications of a Sharpe Practice setup in 28mm for Napoleonic Naval are of course that I will need to build Fearless as well as some ships boats and shore emplacements.  Naval games would still be decided by Post Captain, or Black Seas as a simplified option, but land games or boarding actions fought out in 28mm using Sharpe Practice.

Orders

April 1794, the Admiralty have dispatched the newly built shallow draught Brig of War, HM Brig Fearless, to a patrol of the coast of Brittany and a reconnaissance into Quiberon Bay.

The Fearless is a new type, armed largely with carronades, able to work into shallow water under sweeps, and their Lordships consider this a risky yet important cruise.  This is a passage mission into Quiberon Bay followed by a blockade mission in the bay to last two weeks...
HM Brig of War Fearless fitted out in Deptford, March 1794.  (Conquest class gun brig)

Random encounters setup.


Quiberon Encounters


Area One, Around the Raz

The patrol is to pass along the coast to the South east corner.
Wind is a prevailing Northerly.  
Contact rolls each watch:
6.  Weather worsens
5.  Weather clears
4.   Fishing smack 
3.   Merchant vessel
2.   Enemy (Lower strength)
1.   Enemy (Higher strength)


Area 2, the Maelstrom

1.  Engagement off the Pennemarc rocks
2.  The Privateers of the Penmarch
3.  The Battery at Fort Saint Marine
4.  Point L'Abe
5.  La Hume
6. The Maelstrom 

Area 3, The Quimper Privateers



1.   The Bay de la Florets.
2.   A broken 74.
3.   The Devil's Teeth
4.   Action off Le Pignon
5.   The Isle Penfret
6.   The Chase into Quiberon 

Area 4 Quiberon
1.  The French Prize
2.  A captured RN Frigate
3.  The Houat shore battery
4.  Weather change
5.  Fishing smack
6.  The Directory's Privateer and the Beniguet Passage.  Nine cables wide and seven fathoms deep.