Saturday, January 24, 2026

A Frieze of French

A Headless Body Production

Venue: Wyndham Resort, née Lancaster Host
Event: Fall In, 15mm Open Theme, Round 3
Players: Phil Gardocki running Medieval Anglo-Irish, list 234
               Ethan Zorick running French Ordinance
Game System: L'Art de la Guerre, 200 points per side. 
Scale: 15mm 

While scrolling the feeds I found another ADLG blogger, Colin Whittaker, of the UK.  The man almost 300 ADLG games documented in the last 5 years.  His blog is at https://wargamingwithcolin.blogspot.com/
While googling for Colin, I few other ADLG themed blogs
https://sgtsteiner.blogspot.com
https://bucellarii.blogspot.com/
And this one from 2018 titled "Darryl Ascendant!"  https://philonancients.blogspot.com/2018/07/adlg-darryl-ascendant.html 
My figures were looking worn out even then.
And no wonder I am tired of typing that phrase, "... have 9 points towards their demoralization level of 20." I have been using that phrase for over 8 years. 

The Forces:
The mEvil Anglo-Irish are lead by Larry, the Brilliant, his brother Darrell, the Competent, and his other brother Darrel, the Ordinary.
2 Heavy Cavalry, Impetuous
4 Galloglaich, Heavy swordsmen 2HW
2 Foot Knight, 1 Elite
5 Billmen, Heavy Swordsmen, Polearm
4 Longbow
2 English Longbow, Sword, Stakes
3 Kerns, Light Infantry, Javelin
Breakpoint of 22
 
The French Ordinance are commanded by Joan d'Arc and two other larger than life figures of history.
5 Heavy Knights, Impact, Elite
11 Archers. Some Medium Sword, some Longbow, some Bowmen, some Mediocre
6 Light Infantry, mixed weapons
Breakpoint of 22

Display Conventions: When you see a jagged word bubble reading "Ouch!" or "Merde!" this implies a disorder from missiles. Letters in parenthesis represent some value change for the specific unit. For commanders it is s for strategist, b for Brilliant, c for Competent and o for Ordinary, u for unreliable. For troops it is e for Elite, and m for Mediocre. Other abbreviations, Hvy Heavy, XB Crossbow, LB, Longbow, Jav Javelin, 2HW 2 Handed Weapons, B Bow, Kn Knight, HKn Heavy Knight, HC Heavy Cavalry, Md Medium, Sgt Sergeants, LC Light Cavalry, Chr Chariot, Cat Cataphract, Pa Pavise, LI, Light Infantry, HG Hand Gun, FKn Foot Knight, Hvy Spear, Heavy Spearmen.

Inappropriately capitalized words are used to highlight terms that are specific to the game. For example Brilliant, Competent and Ordinary have specific game values for the commanders.

"XX" implies a unit killed in that location on that turn.

Any inaccuracies and vagueness as to specific units is to be regarded as fog of war and should be considered as part of the fun.

The Board:
The French win the initiative and elect to attack in the plains.

Deployment:

Both of us pretty much have the same deployment.  Setting up in the center, our right flank covered by a field.

The French have a mass of archers ready to invest their field

Their knights ready to go right down the center.  A tactic I tend to agree with.  Knights are too slow to try flanking maneuvers with.

Oh.  More archers.  That is a lot of archery.

Larry takes the left, with his horse poised to run around the flanks.

Brother Darrel prepared to assault the center.

Unlike the French, the Irish have already deployed in the field.

Turn 1:

Not really.  Lets call attention to the leadership of the French.  They are fine figures.  This one is Joan.

I don't have the names of this one.


OK, now turn 1:

The French swing right

But their left command only sends forward their skimishers.

Larry shifts forward to meet the French.

The brothers Darrel advance with him.

Turn 2:

The French knights decide to avoid going down the center, and the enfilade barrage of longbow shafts that would entail.  The rest of the army suddenly splits up and goes hither...  

and yonder.

Larry advances and shift some more.

Darrel advances, with his brother covering his flank.

The remaining archers remain behind to deal first with the French skirmishers, then then for the eventual shoot out with the French bowmen.

Turn 3:

The flower of French nobility head for the flank of the Irish battle.

Their brother knights advance behind another line of skirmishers.

Their remaining bowmen angle in for the exchange of arrows.

Larry's battle advances full speed.  He expects to lose against the knights, but totally crush the Joan's archers.

Darrel's battle puts pressure on the remaining knights.

The remainder of Darrel's longbowmen start the exchange of arrows in their favor.

Turn 4:
The knights charge.  Nearly running down the Irish horse.  But on Larrys flank, the Billmen hold!


 

The French archery prove accurate this bound.

That is 6 (one went unmarked) hits in one bound.

At the middle of the 4th bound, the Medieval Irish have 7 points towards their demoralization level of 22.
6 of which were scored this turn by archery.   

The French are at 9 of 22.

With a clash of iron on wood, the Irish charge into Joan's bowmen.  One knight falls, traded for a troop of Irish horsemen.

Darrel's sworsmen split into three. Clan O'Lyre and the Boys from Stafford vector to the French archers off panel.  His Kerns charge and catch fleeing hand gunners.  His center billmen charge and defeat a French Knight.  Another Billmen sets himself up for a counter charge into the other French knight.

The disordered line of French archers loose arrows to good effect.

Turn 5:

Hand gunners are dispersed.  

A troop of knights turn to flank a unit of billmen.  Two units of bowmen flee to the field.

Darrel has an disastrous turn.  3 of his longbowmen are routed.  Traded for 2 French.

The score is now 15 of 22 for the Irish

to 18 of 22 for the French.

I missed the pictures for the bottom of the 5th.  So we are here at the top of the 6th.  The score  is now 16 for the Irish to 20 for the French.  Time to put this one away!

Turn 6:

French knights rout the last Irish horse for 1 point, taking the Irish score to 17
They charge successfully into a Billmen for 2.
Their archers rout clan Ramsay for 3 (19). 
An errant volley of Javelins disorder the French hand gunners, taking their score to 21. 

Bowmen charge bowmen for 4 and 20
French Bowmen rout another Bowmen for 5 and 21.
 
And lastly, Knights turn on the Billmen on their flank for a 3 point disorder.  Taking the mEvils to their demoralization level of 22 for the game!

At 22-21, that game could have gone either way on a single die roll.  

Pictures of other games.  This guys camp is an Elephant!

Nice ambush markers.

Apparently this camp is unfortified and was looted by some Scythian light horse.


 

Sunday, January 18, 2026

An Ordination of Saints

A Headless Body Production

Venue: Wyndham Resort, née Lancaster Host
Event: Fall In, 15mm Open Theme, Round 2
Players: Phil Gardocki running Medieval Anglo-Irish, list 234
              Alan Welch running Order of Saint John
Game System: L'Art de la Guerre, 200 points per side. 
Scale: 15mm 

Welcome Alan Welch! Who is being dragged into this game by his father, the man whose elephants rampaged through my ranks on the first round.
 
While scrolling the feeds I found another ADLG blogger, Colin Whittaker, of the UK.  The man almost 300 ADLG games documented in the last 5 years.  His blog is at https://wargamingwithcolin.blogspot.com/
While googling for Colin, I few other ADLG themed blogs
https://sgtsteiner.blogspot.com
https://bucellarii.blogspot.com/
And this one from 2018 titled "Darryl Ascendant!"  https://philonancients.blogspot.com/2018/07/adlg-darryl-ascendant.html 
My figures were looking worn out even then.
And no wonder I am tired of typing that phrase, "... have 9 points towards their demoralization level of 20." I have been using that phrase for over 8 years.
 
On to the game... 
The Forces:
The mEvil Anglo-Irish are lead by Larry, the Brilliant, his brother Darrell, the Competent, and his other brother Darrel, the Ordinary.
2 Heavy Cavalry, Impetuous
4 Galloglaich, Heavy swordsmen 2HW
2 Foot Knight, 1 Elite
5 Billmen, Heavy Swordsmen, Polearm
4 Longbow
2 English Longbow, Sword, Stakes
3 Kerns, Light Infantry, Javelin
Breakpoint of 22
 
The Order of Saint John army listed below are total guesswork from the pictures. The actual list may vary, and change as the narrative continues.
8 Heavy Knights 2 on foot, some elite
2 Sergeants, Heavy Cavalry, Impact
2 Turcopoles, Light Cavalry, Bow
4 Heavy Spearmen
2 Crossbowmen
2 Light Infantry, Crossbow
Breakpoint of 20

Display Conventions: When you see a jagged word bubble reading "Ouch!", this implies a disorder from missiles. Letters in parenthesis represent some value change for the specific unit. For commanders it is s for strategist, b for Brilliant, c for Competent and o for Ordinary, u for unreliable. For troops it is e for Elite, and m for Mediocre. Other abbreviations, Hvy Heavy, XB Crossbow, LB, Longbow, Jav Javelin, 2HW 2 Handed Weapons, B Bow, Kn Knight, HKn Heavy Knight, HC Heavy Cavalry, Md Medium, Sgt Sergeants, LC Light Cavalry, Chr Chariot, Cat Cataphract, Pa Pavise, LI, Light Infantry, HG Hand Gun, FKn Foot Knight, Hvy Spear, Heavy Spearmen.

Inappropriately capitalized words are used to highlight terms that are specific to the game. For example Brilliant, Competent and Ordinary have specific game values for the commanders.

"XX" implies a unit killed in that location on that turn.

Any inaccuracies and vagueness as to specific units is to be regarded as fog of war and should be considered as part of the fun.

The Board:
The mEvils win the initiative and elect to attack in the plains.

Deployment:

As the attacker, I get to see one defending command ahead. Placing two commands of heavy swordsmen first. So I got to see the defenders large heavy foot command along the water's edge and realize that my longbow troops would be just a speed bump. And formed them up with the idea of redeploying them to face the knights.

This is what Darrell's Longbow command was looking at.

While Larry's the mostly unarmored heavy swordsmen were looking at this.

Last to deploy, Darrel's command is ready to march away.

Larry's command will march forward, shifting left to cover them.

His other brother Darrell will keep pace with him.

Larry's command roll was fortunate, allowing for a triple march.

Darrel's command roll was not quite so fortunate, but good enough.

Other brother Darrell's archers perform a quick march.

The Order of St. John's foot are practically stuck on their base line.

Their knights advance fearlessly.

Their Sergeants and light horse swing wide.

No matter what, the game is going to be quick.

Turn 2:

Larry's battle ascends to the top of the hill, and pays for it with crossbow quarrels.

Darrell advances to pin the Sergeants in place.

Darrell's Archers continue to advance.

Knowing that god was on their side, the foot soldiers of St. John rush up the hill. Routing Clan Ramsay on their right, and turning the other flank with their knights.

Their remaining knights and Sergeants also charge forward.

The score is 6 to 5 in favor of the Order of St. John.

Turn 3:

In an attempt to stabilize his left, Larry orders his heavy horse to charge. They are rudely rebuffed.

The Boys from Stafford rout their opponent and pursue. The rest of the hill fight is still in flux.

Brother Darrel trades a Billmen for a Sergeant.

Top of the 3rd, and the score is 12 of 22 for the mEvils

to 10 of 20 for the Order of St. John.

A virtual tie there.

Larry's battle on the hill has both flanks turned.

Clan O'Lyre is routed, traded for another Sergeant.

At the bottom of the 3rd, the score is 16 of 22 for the mEvils.

To 15 of 20 for the Order of Saints.

The race is on to the finish line here.
Turn 4:

Larry's still has 3 elements fighting on the hill.

While Brother Darrel is flanking his knights.

Other Brother Darrel has dispersed the light horse of the Order. And is positioning his Longbow to attack the hanging knights.

The mEvil's score inches up to 17.

The Order passes them at 18.

The Boys from Stafford have been offered terms for their surrender.

With a pair of successful rally's, the Order's score is back down to 16.

But another knight has fallen.

The mEvil's are now just 2 away from breaking.

The Order, just 3.

Turn 5:

There are no Anglo-Irish in this picture.

Other Brother Darrel's archers are in range.

The Order is just 1 away from breaking.

the mEvils, just 2.

One of the most difficult tasks in this game is to organize the victors for the final push.


Turn 6:

The mEvil archery starts to take effect.

While angling in on the flanks of the Orders archers.

The Order's score is back to 19 of 20

The mEvils are back to 20.

We called it here. The mEvils needed to only score one point, and there was 3 places where it could happen, while the Order could only score one with a long range shot. And would not be able to get into hand to hand for two turns against a lot of focused archery.

What went wrong?

Not reading the battle field. The longbow should have been on the right to start with. That is where the horse was going to be. The hill battle was lost mainly because it was double flanked immediately. 

 Other pictures from the Con.

Airships of WWI. I think I'll look into these.

I don't know the state, but someone got one through the DMV's filters. 3/29? 4 years registration!

This camp needs to be a ship.