Game 12 – Byzantine Era 6: Late (fractured) empire
Late Imperial Byzantine (Gordon 6,500 pts) v Early Ottoman Turkish
(Alec 6,750 pts)
Minor defence 1361 CE (MeG Magna, 22-Mar-2023).
Battlefield Effects: Byzantines: Quality/Cohesion variations
The Plan (penned in advance of
the battle)
This is a MeG Magna game where
we’ll be testing out the green Death Die house rule again. In addition Gordon has the
Battlefield Effect - Quality/cohesion variations; the first time that category of Battlefield Effect has come up.
As the attacker I have to push
the game to a conclusion as it’s a Minor Defence and Gordon will get a Prestige Point for a draw. The early Ottoman Turkish
army includes lots of Turcoman Ghazis – horse archers, most of which are
skilled shooters. I will have to try to shoot the Byzantines to death and then
charge in to finish them off. Simples!
That’s the plan!
The
Battle
Gordon got the better MeG pre-battle system cards so managed to
get the terrain density he wanted, in fact outmanoeuvring me at every turn. He went for
a deep water secure flank; however we both managed to remove most of our
opponent’s pieces only leaving a field in my left rear. See battlefield below:
With a scouting score of five to his three it was no surprise that I did slightly better on the scouting cards so Gordon had
to place 20% of his army first enabling me to match his units as they went
down. He decided to place his infantry by the river and his cavalry to their
left. I matched this with my infantry lurking in front of the ploughed field on
my left, but as I had a larger army I was able to place a three TUGs of Ghazis in
skirmish formation on my extreme right after he had run out of troops to match
them and kept my best Sipahis in reserve in the centre, see the position after deployment below:
At this point Gordon revealed his Battlefield Effect chit
and upgraded two of his average quality Stratiotai lancer cavalry to superior after motivating
them with a stirring pre-battle speech – nice.
I was somewhat bemused by his deployment as he didn’t have
enough units to advance and cover his flanks at the same time so would not be able to use his better
lance-equipped cavalry without exposing their flank badly. Accordingly I stuck with my game plan thoughts and placed several
of my flexible cavalry in skirmish formation ready to move forward and cause
mayhem.
Gordon decided to charge in order to stop me just sitting
in front of him and firing away. I evaded away and was averagely lucky on the
shooting dice but did do well against his sole average quality cavalry TUG, taking
off first one base then another. By charging, Gordon began to reveal his flanks
and realised the peril his cavalry were facing – two of my flexible cavalry TUGs were
already behind his line on my extreme right as you can see from the following picture.
When I hit his damaged unit again wiping it out, Gordon realised that as he was outnumbered six TUGs to two on his left flank; and as one of his units on that flank was already seriously depleted and both looked like they were about to be surrounded he lost
heart and called it a day. The final position was as below.
Gordon's comments
Pre-Game
The Battlefield Effect looks to
be very powerful so I bid low for the Byzantines, and get them.
As Byzantine I have an
interesting choice of troop types. Given I will be fighting a mass of horse
archers I expect to get shot to pieces if I go for too many cavalry with no
shooting ability. I have only coastal terrain, so should be able to shut down
one flank, but even so. There are some interesting foot archers and light
infantry to choose, so I choose them: they might frighten and even harm his horse.
Unless of course they move to maximum charge range and simply ride down all my
archers. So, a unit of spearmen to give me some chance. So: three units of foot
archers, one of spearmen, two of skirmishing foot archers.
For a battle winner I take some
superior cataphracts and three charging lancer cavalry, three of the units are
melee experts.
And four professional generals to
try to take advantage of his being all intuitive. With a command range of 5
units, he might be forced into having to make some unenviable choices if I can
get at him relatively unscathed.
The game
My first thought was to write no
more than: “the less said the better”. However:
Deep water flank shuts down one
area of outflanking risk. I need rough terrain to give my archers some chance
of survival, but everything I place gets removed. A very small consolation is
that the same happens to Alec, bar one irrelevant field.
The Battlefield Effect allows me
to upgrade two units. Hurrah! I now have three units of superior cavalry. I
might be able to balance any inferior numbers.
I have a choice of putting my
infantry in the centre and dare him to attack them or of protecting them with
the river and massing them on that flank. I choose to protect them but deploy
them so that they can also advance with an option to wheel to the centre
(assuming Alec does nothing to stop that or gets unlucky in the face of massed
archers).
The cavalry deploy immediately
adjacent to the infantry. This leave a large part of the table for him to
manoeuvre. He will then be able to outflank me but there won’t be anyone there.
The plan is that the cavalry will advance slowly to protect the infantry flank
and wait until he gets close enough that I can then in turn get close to his
units so that a charge has some chance of hitting the target. I should beat him
in combat, although the first round will be close. Also, he might have some
difficulty getting all his units into a position to shoot at mine.
And then it all went wrong.
I forget that horse arches shoot
further than in ADLG (a recurring theme this) so advanced closer than I needed
to without being close enough to be a charge threat: he killed a cavalry base.
Next turn he closed the range on
my left flank and I decided to pass before I had moved more than one or two
units. I can only assume the cold I had was causing hallucinations as well as
an achy back and a runny nose.
Anyway, next turn I declared a
couple of charges with the units in charge range: the left flank took no
casualties but didn’t connect (see above about needing to get very close to be
a real risk to skirmishing cavalry); the other got shot to pieces and the unit
broke.
I had blown it by then so
conceded. (Camp open to attack in two or three turns, infantry too far back to
be of use; cavalry outflanked in centre).
Post-Game
I lost badly.
Result
Ottoman win - Minus two Prestige points to the Julii
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