Game 10 – Byzantine Era 5: Komnenan dynasty
Komnenan Byzantine (Gordon 90 pts) v Cilician Armenian (Alec 90 pts)
Minor defence 1100 CE (ADLG Reduced, 1-Mar-2023).
Battlefield Effects: None
The Plan (penned in advance of the battle)
So, as we tried a monster ‘Big
Battle’ game last week, I opted for an ADLG Reduced Format game this time; it
will be interesting to experience the contrast of a small game.
As it was a Minor defence we ended up with 90 point armies
each, with me as the Cilician Armenians v Gordon as the Byzantines.
I will try a ‘sword and shield’
strategy this week. ADLG Reduced Format
only permits two commands, so I will have a strike (sword) command consisting
of five impetuous knights led by a Brilliant commander, and a shield command
consisting of three heavy spearmen plus a couple of skirmishing bow-armed
infantry led by an ordinary commander.
The two roles are pretty obvious,
one command to attack, the other to defend, cover the flank etc. The trick will
be to get them in the right place which, as I am the attacker, should be easy
enough as Gordon will be required to deploy a command first.
That’s the plan!
The
Battle
I decided that, because my
knights were impetuous and hard to command to do anything other than move forward, I wanted a battlefield that was open
in the centre but closed down at the sides as much as possible, with that in
mind I opted for Mountain terrain.
I went for a coastal flank and
managed to get it, the battlefield ended up as follows:
Several pieces of close/ difficult terrain down one side and water down the other, I got what I wanted!
After deployment the battlefield looked like this:
To a large extent we mirrored each other, infantry along the water's edge and cavalry on the flank. Gordon had:
- a combined command with two Varangian Guard heavy swordsmen with armour and two handed cutting weapons (scary!), though thankfully not elite; and two Kavallarioi heavy cavalry Impact with his family representative rated as a brilliant commander.
- a cavalry command with two more Kavallarioi (including one elite) and two light horse armed with bow led by a competent commander.
My thoughts
My first ever Reduced format ADLG game. I found in a strange way it was very like playing MeG, I suppose because there were only ten manoeuvre elements a side which is about what you get in MeG. I enjoyed it immensely.
I think I was quite lucky as by the time my luck turned Gordon was already on the ropes; that said my plan was to limit the scope of his manoeuvrability by being aggressive which worked, so I feel I rode my luck well. It could easily have gone the other way if I hadn't been able to keep my impetuous knights in hand.
Gordon's comments
Pre-Game
Playing 100 points ADLG means
that the compulsory troops will take a lot of our points.
The Armenians have quite a choice
of troops. However, Alec chose 1100ad and knights are deadly so I imagine there
will be a few of them. Some heavy infantry to protect the camp and some bowmen.
The Byzantines have broadly
similar choices, but the cavalry are not as good in combat but are more
manoeuvrable. I will take a couple of Varangian Guard and upgrade them, because
it seems silly not too. Have to have a couple of lighter horse and I choose
light rather than medium.
I don’t want to face his knights head on, so must try to break up any cavalry force of his. My command is better which should help. 1 brilliant and 1 competent general.
The game
A secure water flank and minimal
terrain on a rear corner suits me. I deploy my infantry and camp hard against
the water flank, and Alec deploys his infantry opposite.
I put my cavalry immediately
adjacent to the infantry, with light horse on the flank. Alec deploys 5 knights
opposite them – this is not good. Let’s hope I can outmanoeuvre the knights.
He advances and I try to move
around his open flank. That works, but even though I get two units against his
one unit I am only rolling even with him. In three rounds of combat neither of
us causes any damage to the other. Until another knight unit joins and my elite
unit is destroyed.
The infantry slowly approach each
other until I am forced to charge him. We do similar amounts of damage to each
other.
Big mistake: I forgot that light
infantry can pillage a camp. So, he pillages my camp once my light infantry are
chased off or destroyed.
Finally, my two central cavalry
units are engaged by his knights. They stand up for a short while but the
factors win the day for the knights.
The small board meant that I lost
a couple of light troops to evading off the board.
Basically, an utter disaster for me.
Post-Game
I didn’t take enough advantage of
the open board, and should have deployed my cavalry wing further to the right
to give me more room for manoeuvre. The light horse could then have been a
threat to his camp and his game might have changed to deal with that.
Even breaking up his knights as I
did didn’t help because they are sufficiently better in combat to beat my
cavalry unless I can get more of an advantage. Also, I let him advance far
enough that it was less of a problem for him. Although, as I moved second I am
not sure I could have prevented that, except by deploying light troops further
forward. Where they would have been very vulnerable.
As he had 5 knights to my 4
cavalry getting a local numerical advantage was always going to be a challenge
for me.
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