21 January 2023

Manlii v Julii Games 1 to 4

For our first campaign I have chosen the Manlii gens and Gordon the Julii. I have summarised below the first four games that we played,they are in summary form only as I only thought about doing a blog of the campaign after we had already fought them. I did take pictures of the end position of each at the very least, and Gordon has also commented on each one. 

From game five I will produce a report on each as they happen. 

Game 1 – Roman Era 1: Early Republic

Early Roman 6,900 points (Alec) v Volscii 7,000 points (Gordon)

Minor invasion 500 BCE (Meg Magna, 14-Dec-2022).

Battlefield Effects: Roman: Troop late arrival 5 - choice of three

We decided to play MeG Magna for our first game as we had been playing ADLG a fair amount in 2022 in order to get up to speed for the Devonian Classic held earlier in December. So, on completion of the bidding process, our first battle of the campaign saw me taking the Roman’s with 6,900 points whilst Gordon played the Volscii with 7,000 points. I also benefitted from a Battlefield effect – rolling ‘Troop late arrival’.

The Plan

Troop Late Arrival was one of the lesser Battlefield Effects in that I couldn't see how I could apply it beneficially to the game, especially given the tactics I was thinking up.

The campaign event rolled was a ‘Minor invasion’ which meant that the Romans were invading, as such I would earn two Prestige Points if I were to win but would only suffer the loss of one if I were to lose the battle or if we didn’t finish. The onus was on me then to get on with it to achieve victory before the evening was out. 

As the Volscii were a hill tribe, they operated in loose formations well suited to difficult terrain, so when pondering on my army composition I decided to take a large Hernici allied command (another hill tribe) in case I had to winkle Gordon’s army out of some well-placed bad terrain. Additionally, to try to keep him guessing as long as possible, I decided to send them on a flank march; he wouldn’t know about the Hernici until they arrived.

I also decided not to select any mounted troops, as I considered it unlikely Gordon would commit his loose formation army out in the open against my close formation spearmen. Gordon has made it clear many times in previous MeG games that he won't commit troops where he believes they will be at a disadvantage in combat which enables me to take advantage of this reticence. This would give me plenty of time for the flank march to turn up. Also if there turned out to be significant amounts of bad terrain any cavalry I had might not be able to contribute much.

The Battle

Whilst I was happy enough for there to be some (because of the Hernici component in my army) I didn’t want too much bad terrain. I felt the terrain deployment fell fairly well for me, a secure mountainous/forested flank on my left and a small wood on Gordon's far right table edge (from my perspective). This left plenty of open terrain in the centre for my close formation foot to operate in whilst giving the Hernici a difficult terrain flank to enter on. My hope was that, after I deployed my on-table troops with a refused left flank and Gordon saw there was a significant chunk missing he would assume my flank march would be entering from the other edge.

As I needed three red Command Cards for the flank march to arrive there was always the possibility that Gordon would take the aggressive route and try to take it to me from the word go, despite my troops having the advantage in the open terrain he outnumbered me considerably and had some cavalry. He didn’t take the opportunity to do so, I hadn’t considered that as I hadn’t placed any cavalry on the table he would be nervous about advancing. In hindsight, it has occurred to me Gordon's inaction at the start of the battle was possibly in case my flank march consisted of the ‘missing’ Roman cavalry. It also probably reinforced the idea in his mind that the flank march would appear on my right flank as cavalry rather than the Hernician loose formation infantry that I did choose, which was due to arrive on my left flank.

I outnumbered Gordon with infantry on my far right, where I had deployed three TUGs deep, which left him feeling vulnerable on that flank. My idea was that the reserves would enable me to close the right flank down by expanding out to counter any cavalry he may deploy there, to him I guess it looked like I was planning to overwhelm his left.  The game therefore started with both sides waiting for the flank march to arrive and choosing not to do much for several turns. This suited me as obtaining three red cards is not easy.

As Gordon had placed an ambush card on the right in the woods, which may well have been cavalry, I slowly expanded my infantry out to the right hand side lengthening my line as planned whilst he sent forward his three skirmish units (SUGs in MeG parlance). He got a little too impatient with them however, advancing too close to my infantry, so I managed to catch two of them, dispersing them with my heavy foot. The third ran back to the safety of the woods on the right. Gordon's inaction otherwise gave me plenty of time to recover my wounds from his shooting whilst continuing to collect the necessary red Command cards in my flank marching command.

I initially held back from the mountains on the left to encourage Gordon to advance into them. After I had collected a couple of red Command cards with my flanking command I advanced cautiously forward, I made it look like there was a hanging left flank for him to exploit and he eventually took the bait, advancing through the mountains in an attempt to turn the flank of my end heavy infantry unit with a couple of Volscian infantry TUGs (this is a MeG acronym for “Tactical Unit Group”). Gordon left it too late though, at that time I only needed one more red Command card for flank march arrival; battle was joined on my extreme left flank between his two advancing TUGs and my left-most infantry TUG just as it arrived in my hand. The result was that I managed to quickly take those two engaged units in the rear with one TUG of arriving Hernici, wiping them out in short order.

I brought three other Hernici TUGs on the table edge further towards Gordon's rear. Now, the player who has an unused Battlefield Effect chit has the option to convert it into what the campaign calls the ‘Universal Battlefield Effect’. This allows the player that has one to make a die-roll to attempt to use the chit in a way that represents an order misinterpretation (think “Charge of the light brigade”).

So, given that I hadn’t been able to think of a good use of the chit in its Troop Late Arrival mode, I decided to use it this way to attempt to stop one of Gordon's elite ‘Picked Men’ TUGs, which had been deployed on his extreme right (my left) facing the table edge, from moving at a critical moment; I succeeded, allowing me to catch it in both flanks with arriving Hernici TUGs.

In short order Gordon therefore lost both the flanking units that he had sent into the mountains to flank my line, and one other TUG caught by my flank march plus one of his Picked Men TUGs was flanked and having taken substantial casualties already could be expected to go under fairly quickly. Whilst that wouldn’t, in itself, take down his army, with four TUGs and two SUGs out of the fight and me being in a good position to roll up his flank, the writing was on the wall; consequently at that point – Gordon lost the will to continue and surrendered. Interestingly our main infantry lines hadn’t actually yet become engaged, but I wasn’t going to try too hard to talk him out of it!

Result

Roman victory – two Prestige Points to the Manlii

Below is a picture I took of the end point of the game.


You will see from the photo that we sometimes use little coloured flags to delineate which units are in which command, this all helps Gordon make sense of the battle through the camera (it isn’t unhelpful to me either!)

You can easily see the unengaged infantry battle lines plus the, almost surrounded, unit of Volcsian Picked Men on the left table edge. In the bottom left is the Hernici TUG that took Gordon’s two TUGs in the rear whilst they were engaged with the end Roman infantry TUG (they have been removed).

Gordon's Comments

 Pre-game thinking

Volsci are relatively light infantry compared to an army of hoplites. I need to have terrain on my side. Otherwise I will lose in an exercise of rolling white dice to green or better.

The battle itself

No terrain! And after deployment we both have wall to wall infantry and I can’t see his cavalry. He has a flank attack. As above, I am fighting a wall of hoplites head on – I have lost this game already. I see no point progressing; it is a wasted evening. However, I don’t want to spoil Alec’s evening by surrendering immediately.

So, a poorly planned attempt on my part to outflank his left flank while keeping the rest of the army back awaiting the flank attack results in a self-fulfilling prophecy of disaster.

Post-game

Sometimes with MeG I look at the deployment and the troop matches and know it is all over already. While there is potential for freak results, the number of dice means that if you are rolling whites in combat all along the line then you have lost. So, choose a better mix of troops or do something clever. The Volsci don’t have a lot of choice of troops, which is fine, I have always liked the idea of the medium/auxilia/javelinmen army. I just rarely play with one, so don’t know how to handle it. Alec did well with his infantry flank march, as getting the three reds is hard – but one can plan for that with the talented general.

[Final comment - I think Gordon was far too pessimistic as to his chances in this game, I have played several games where Italian hill tribesmen have given early Romans a good trouncing. I think Gordon largely handed me the win on a plate on this one.]

Game 2 – Byzantine Era 1: Eastern Later Roman transition to Early Byzantine

Early Byzantine 6,800pts (Gordon) v Avars 6,750pts (Alec)

Minor defence 563 CE (Meg Magna, 21-Dec-2022).

Battlefield Effects: None

For our second game Gordon bid lower than me so he played as the Byzantines, I fought as the Avars. As it was a Minor Defence for Gordon I again had to go for it; he would gain one Prestige Point unless I succeeded in defeating him by the end of the evening, in which case he would lose two.

The Avars achieved a MeG 'Strategic Intercept' and I did as much as I could to close down the battlefield for my loose formation Slavic infantry. After terrain placement, however, all I could manage was a mountainous secure flank on my left and woods to my left rear, the centre and right were completely open. There was enough bad terrain for the Slavs to hide in, though it gave them only limited scope to advance.

I out-scouted the Byzantines by 50% so I could at least ensure there were no horror matchups as Gordon had to deploy half his army first. He deployed three poor quality, but dart-equipped, Skutatoi TUGs and a fortified camp on his right and a skirmish bow SUG in ambush in the mountains. I placed my Slavic skirmishing javelinmen SUG in ambush in the mountains and the three Slavic loose infantry TUGs in the woods where they should be able to advance into and through the mountains.

Whilst my skirmishers were eventually to take out Gordon's, the infantry on both sides basically sat out the battle. Loss of a SUG is irrelevant to an army breaking in MeG, only TUG and camp losses are counted.

Gordon, from my left to right, deployed three Kavallarioi TUGs, two Foederate cavalry TUGs and a Boukellarioi TUG in line followed by a Hun light horse skilled shooting SUG. I almost matched them with three Bulgar cavalry TUGs s and three Avar cavalry TUGs.

I had decided that I wasn’t going to try anything too cute with the cavalry as even though my horse were all bow equipped so were most of Gordon's (all but the Foederate); if I was to try evading etc. I could easily be forced out of position or worse. Consequently, as Gordon had obviously decided to get his Foederate cavalry into contact as soon as he possibly could, we both moved rapidly forward and, with only a small amount of shooting, charged into contact.

It was obvious that we would determine the outcome of this battle very quickly. The decider was that Gordon's Foederate, who had the ‘Devastating charger’ characteristic, failed to achieve any ‘Shatter’ results with their initial charge. (In MeG certain units, on rolling well, are also able to Shatter the opposition giving a significant bonus to adjacent combats). From then on, as my cavalry had the advantage in drawn out melee and my luck was generally turning out the better, Gordon's line crumpled first. 

I did lose one unprotected Bulgar TUG, so one of Gordon's Kavallarioi TUGs broke through and succeeded in making a run for, and contacted my camp. It didn’t break it, however, before he lost his fifth TUG and the army with it.

We did discuss, after the battle, that if Gordon had broken-off that fifth TUG from its opponent it may have given the camp attacker time to loot the camp which, given the parlous state of some of my cavalry TUGs may have won him the battle, but no guarantees. (In MeG when an army has its camp looted all units in that army have to make morale tests, if an army has several units near to breaking a few bad die rolls can easily take that army over the edge, especially with the snowball effect which MeG Magna was particularly prone to prior to the January 2023 rule revisions).

Result 

Avar victory - minus two Prestige Points to the Julii

Below is a picture of the end point of the game.

I have moved my camp, on the left, into the table so you can see it better in the photo, Gordon's Kavallarioi is in contact with it. Gordon’s Kavallarioi that broke, losing him the game, is still on table in the centre with my cavalry flanking it.


Gordon's Comments

Pre-game thinking

Probably going to be two armies of good and flexible cavalry doing most of the work. Alec might take some Slav infantry and look for some terrain for them. I wanted a solid defensive group of infantry to protect the camp and provide cope with any out-manoeuvring by his cavalry. The Foederati are there for a quick win (maybe: experience suggests not).

The battle itself

Close down one flank with infantry and put the camp there. They can have an easy day and watch the battle. Cavalry centre and flank to break through to his camp and/or outflank through victory. Foederati let me down and then it was a grind. But a close one. Interesting point Alec makes about the breakoff – something I didn’t notice during the game. Sometimes I can’t see the wood for the trees. Or possibly tree for the wood in this case (I never understood that aphorism).

Post-game

Sometimes it comes down to luck. And not paying attention to detail. 

Game 3 – Era 2: Early Republic - post Camillan army reforms

Camillan Roman (Gordon 7,500ts) v Pyrrhus (Alec 7,500pts)

Major defence 279 BCE (Meg Magna, 4-Jan-2023).

Battlefield Effects: None

A major defence for Gordon, we were again using MeG Magna with matching points values at 7,500, the notes to the Enemies table made it a refight of the battle of Asculum in 279 BCE. I accordingly selected a TUG of elephants, Gordon chose units of Anti-elephant wagons and Flaming pigs.

The terrain was largely open, a few pieces of bad and rough stuff were around the edges. I had decided to maximise the number of pike blocks, going with four average and three poor quality, which I lined up across the centre of the table alternating good with bad.

Gordon decided to go with the maximum number of cavalry, upgraded as much as possible. He deployed them on his left flank behind the anti-elephant wagons and flaming pigs, both of which he was able to place opposite my elephants, which I had deployed first. Gordon deployed his legions in the centre.

The battle quickly turned into an infantry slug-fest between my pikes and Gordon’s legions. It was essentially a race to see if my better quality Epirot pike units could beat their opponents before my poor quality Tarentine pike units became overwhelmed. Gordon's initial Hastati 'shoot and charge' went quite well so I was under pressure from the start but I managed to start clawing the position back with some effective ‘shoves’ from my Epirot pike blocks. (Like ‘Shatter’ ‘Shove’ gives bonuses to adjacent files in combat).

As was the way with all MeG Magna games, with bases being whittled away in combat it would come down to whose TUGs broke first probably leading to army collapse from the cascade effect of unit routs from failed 'Kill a Base' (essentially morale) tests. As it happened we both lost a TUG in the centre of the table which both damaged neighbours from failed tests but neither side collapsed at that stage, just pushing us both closer to the edge. The following turn Gordon lost a couple more TUGs as I was able to turn on flanks, and, as predicted, the cascade effect finished him off.

As we discussed afterwards, Gordon made a deployment mistake in putting his cavalry behind his anti-elephant units on the flank as they couldn’t do any good where they were and he couldn’t get them out into positions to support the infantry line fast enough to plug gaps when needed. That error contributed to the collapse as I was free to manoeuvre to my advantage.

To add insult to injury, being a Major Defence battle Gordon opted to try the campaign game ‘Dying a Glorious Death’ option to reduce the Prestige Points lost. Unfortunately for Gordon I rolled a one on that die roll so his general was captured instead – resulting in one extra Prestige Point being lost by him. His family nominee is now being used as a foot stool by Pyrrhus!

Result

Pyrrhic victory – minus four Prestige Points to the Julii

Below is a picture of the end of the game. Gordon's Roman unit that broke through the centre is still sitting isolated, not able to capitalise on the breakthrough due to poor cards.


 


Gordon's comments

Pre-game thinking

Enemy probably will be big pike phalanxes and elephants. I have to take some anti-elephant measures as the campaign requires, and to sort of reflect history I might as well take both pigs and carts. Pikes are a bigger problem, so will have to rely on infantry hurting the pikes in the first round and sticking around after that while my flanks beat his. My cavalry should be outclassed, but I need some to protect flanks and decide to upgrade them.

The battle itself

Terrain is good for two heavy infantry armies. I will hold on my left with lighter allies and cavalry and anti-elephant troops. Legions in the centre and some lighter infantry to protect the right flank using the bad terrain to support them. Legions are to get stuck into the pikes and break the poor quality ones before he breaks enough of my legions to win.

Right flank did what I wanted: protected the legions’ flank. But I put too many troops in too small an area on the left. I didn’t have room to manoeuvre the cavalry. The lighter infantry there looked to be doing their job (some lucky shooting), although the Companions were starting to chew them up. The centre started well, but without support were outflanked by pikemen and broke before I could break enough of his poor quality pikes.

Post-game

Poor deployment on my left flank resulted in a reliance on the legions being lucky in the centre. Complete lack of reserves in centre left me vulnerable to breakthroughs

Fortune might favour the brave, but she isn’t going to let you get away with leaving it all to her.

Game 4 – Byzantine Era 2: Early Byzantine post Maurikian army reforms

Maurikian Byzantine (Alec 170pts) v Visigoths in Spain (Gordon 170 pts)

Minor defence 588 CE (ADLG Standard, 11-Jan-2023).

Battlefield Effects: None

I was defending so I chose to deploy my infantry in the centre where it could take advantage of the hill, I placed my weaker cavalry command, consisting of one heavy cavalry, two medium cavalry and three light cavalry on my left and my better cavalry (four heavy cavalry and two light cavalry) on my right. Gordon did the same so we both had stronger right wings.

Being the invader Gordon went first, he advanced on his right leaving his centre and refused left standing still. I advanced on my right with a double move and moved my infantry forward to take the hill immediately in front of my line.

In order to win this battle I envisaged that I would have to try and use my superior command structure and the manoeuvrability of my troops to break up his big blocks and dance round on my left whilst hopefully winning on the right.

My hope also was that the psychological effect of occupying the hill would stop Gordon being too aggressive with his superior foot in the centre.

It worked out pretty much as hoped, though not entirely, I threw my right into contact as soon as possible and evaded on the left for as much time as I could. Gordon eventually moved his infantry centre forward, stopping short of the hill as I hoped, even though three quarters of my infantry had advanced just off it. 

My evading and dancing around on the left managed to break up Gordon's line to the extent that his cavalry become hard to command so even though he managed to kill a couple of units I matched him, plus I killed his general. On my right I lost both units of Optimates but I slowly gained the upper hand.

In the end, thanks in no small part to decent though not outstanding luck, I ground Gordon down sufficiently to beat him 20-10. I like the 12-sided d6!

Result

Byzantine victory – one Prestige Point to the Manlii

Below are two pictures, the first at the end point, the second part way through the battle.

You can see Gordon on my laptop!

 



Gordon's comments

Pre-game thinking

My army is impetuous foot and cavalry. His will probably be regular troops and commanders, with good cavalry. I have lots of un-manoeuvrable troops and relatively poor commandeers. So, might as well maximise the number and ferocity and hope to get in close quickly.

The battle itself:

Flanks are clear of terrain and that works for me. There is a bloody great big hill in the middle of his line – he is going to put lots of infantry on it. Boo! Hiss!

So, cavalry on each flank for both of us and infantry centres.

I push forward on my stronger right and in the centre – simple and works best for my untrained troops. Hold on the left to protect my infantry from outflanking.

Alec lasted longer than hoped on my right and I started to have command problems. That also meant that my infantry got dragged into fighting his cavalry rather than the infantry. There were not enough command points to do everything, especially as I put my infantry general into the combat in the vain hope he would give enough of an advantage to quickly beat Alec’s cavalry and then outflank the infantry on the hill. The wild variations in the combat dice in ADLG didn’t help me here.

Alas! He outfought me.

Post-game

Not sure I did anything particularly wrong. Focussing my infantry on Alec’s infantry rather than his cavalry might have worked, but heavy infantry are hard to break in the absence of lots of combat advantages (or outrageous luck). With my right flank not doing well that would have left me vulnerable to being rolled up.

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