The Question of
Charging Troops and
Their Influence in
Medieval Warfare

by Terry L. Gore


Trying to realistically replicate the actual battlefield situations in the Medieval period is not an easy thing to do. Reliance upon contemporary battle chronicles, archaeological evidence (such as the Visby battlefield dig) and simulations groups (The Society for Creative Anachronism and the Dark Age reenactment societies in England) allow us to have some insight into the realities of war, yet a playable set of miniatures rules...well, that is the challenge!

What actually occurred when warbands of fighting men attempted to impose their will upon their enemies? First and foremost, one or both opposing bodies would try to attack. Often, this was the end of the conflict, as one side or the other would turn and run rather than stand to face a perceivably superior foe.

If both sides did stay around to fight, the attacker had the advantage of charge impetus as he slammed into his opponent. The defender was not helpless. If under a decent commander, they would be in a prepared position (spears set, arrows flying) and should be able to have a chance of holding off an attacker, unless, of course, his morale failed and he ran.

An uphill position was extremely difficult to take--Hastings and Bannockburn tell the tale in that respect. A body of troops in a shieldwall formation and uphill of an attacker were hard to dislodge. Proper larger preparation makes an attacker less problematic, but even so, the use of 'good ground' should be extremely important in any rules set replicating this period of history.

Once the attacker managed to contact the enemy (and this sometimes simply occurred as a result of moving too far, too fast...many attacks were simply accidents or tactical misjudgments), the messy chaos of melee began. Initially, losses could be relatively high as one side or the other possessed superior arms, armor, morale or physical strength.

Initial Contact

Immediately after the initial contact, a unit had often taken enough punishment to break and run. The successful opponent would usually take off after the fleeing quarry, unless starting in prepared positions under the close command of a divisional or battle commander.

Once this iniitial shock had subsided, and if both sides held, the battle settled into a shieldwall slog as each tried to break the other's order and push into the enemy formation, disrupting its order and forcing the troops behind the front ranks to bunch up, further fragmenting the entire unit.

Often the melee would see-saw back and forth with one side pushing back, then the other. If the contest proved unequal, it did not take more than a couple of consecutive push-backs to breach the enemy order complety and sendd them reeling in flight from their successful opponents.

Factors influencing the potential success or failure of a given atttack were basically of a common sense variety. Mounted rarely would charge close order foot who were in good order and armed with spears or pikes. Only by softening up the targets with missile fire or getting around the flank or rear, could the mounted troops successfully pull this one off. Falkirk is a prime example of this.

Loose order foot with no strong anti-cavalry weapons caught in the open would usually lose. Javelinmen or archers caught by mounted troops while moving were easy victims. By preparing for the cavalry charge, either by closing ranks or by forming shieldwall or assuming a defensive posture, a commander could often save these foot, but the commander had to be wary, as his mobilily suffered severely while in a defensive formation.

Obstacles

Obstacles such as stakes, callrops, pits, etc. also disordered an attacker, though a well conceived attack could avoid such nuisances and catch an enemy huddling behind his protecting devices and unable to respond to flank or rear assaults.

With Medieval Warfare, the general who uses correct tactics and thinks his attacks through will win the battle. I hope that these observations will elicit some thoughts, both pro and con, as time goes by. Though I like to heavily flavor my rules with period feel, the basics of tactical good sense should never change. Please write and let me know what you think of MW. As time goes on, perhaps a new section can be added to SAGA dealing with rules discussions and interpretations.


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© Copyright 1997 by Terry Gore
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