29 March 2023

Manlii v Julii Game 13

Game 13 – Roman Era 7: Late Empire

Imperial Roman (Alec 3,800 pts) v Gothic (Gordon 3,750 pts)

Major defence 378 CE (MeG Pacto, 29-Mar-2023).

Battlefield Effects: Goths: Battlefield manoeuvres 4 – Quick march!

The Plan (penned in advance of the battle)

This, at Gordon’s choice, is a MeG Pacto game. We will not be testing out the MeG green Death Die house rule this time as there are various new 2023 Pacto rules which we want to try out without modification. In addition Gordon has the Battlefield Effect – Battlefield manoeuvres – Quick march! The last time that category came up in game five I made a total mess of things as the Roman commander, this time it’s Gordon’s chance to try and capitalise on it as the Goths.

As I am the defender it’s up to Gordon to set the pace or I gain a Prestige Point on a draw. The key determinant of the plan I adopt is going to be how Gordon chooses to deploy the main Gothic strike force - the heavy cavalry of the Greuthungi, or Ostrogoths. They may arrive by flank march on a side edge or, because of the Battlefield Effect, the rear edge; or he is free to deploy them on table at the start of the game.

If Gordon does choose to go with a flank march, prior to their arrival I will have the opportunity to take the fight to the Visigothic element of the Gothic force but if I do will have to guard against the flank march’s arrival or get caught out just as the Romans did historically; if he doesn’t then the game will obviously play very differently.

Whether I do take advantage of the opportunity may depend on how the terrain falls, if I can close down a flank with terrain I can be more aggressive, otherwise I’ll wait to see what Gordon does and react accordingly, after all he has to bring the battle to me. It may be that he’ll make a mistake that I can capitalise on; co-ordinating a flank march with advancing on table troops isn’t always easy.

At least, as Gordon has chosen MeG Pacto as the game system and format, I won’t have to worry about guarding a camp.

That’s the plan!

The Battle

 Gordon got the better Pre-Battle System cards, and forced a largely open battlefield on us. Terrain went down as follows:


A town on my left rear and a brush area on Gordon's.

I did however manage to out-scout Gordon's army by 60%. He placed three SUGs of archers in the rough on his right then, after leaving a small two-base wide gap, he placed three TUGs of Roman trained and equipped infantry followed by five TUGs of tribal foot extending towards his left. I was left wondering what he intended to place in the gap.

I deployed my foot in the centre to match his, then Gordon placed two TUGs of freed slaves in the gap followed by two cavalry TUGs on his left. Lastly I deployed my cavalry on either wing; I placed a unit of cataphracts and superior equites opposite his poor quality freed slaves.

The lack of any on-table Greuthungi confirmed that Gordon was going for the flank march option!

After deployment the situation was as follows:


On turn one, Gordon got his first red card for the flank march and announced that it was coming on on my right. There was no time to be lost so I moved my left wing cavalry forward aiming at the slaves, who happily for me had been advanced by Gordon, along with most of the rest of his infantry so that they were going to be in charge range in turn two. The situation at the end of turn one was as follows:


Turn 2, Gordon's flank march fails to arrive (phew!), in the charge phase the Roman cavalry and Clibanarii charge in against the freed slaves:


Even though they have significant bonuses against their hapless opponents the charge is only moderately successful for my mounted chargers, no shatters rolled, but the fighting phase is better - some good rolling breaks the slaves. With no reserves to counter the sudden hole in his line and no imminent arrival of his flank march Gordon loses heart from the 'shock and awe' seeing only that I can now roll up his line and admits defeat. 

It appears my plan of advancing quickly and taking advantage of any deployment or tactical mistake by Gordon worked - the freed slaves were an accident waiting to happen. Personally, I think Gordon gave up too quickly, he could at least have waited to see if his flank march arrived at the beginning of turn three but hey ho, I wasn't going to talk him out of capitulating.

The final position was as follows:



Gordon's comments

Pre-Game

The Battlefield Effect allows a very flexible flank attack. The Goths have an interesting range of heavy infantry. Looking through some reference books the army seems to have been mainly warriors from across the Danube, plus disaffected roman soldiers/auxiliaries and escaped slaves looking for a better life and the Greuthungi/Alan flank attack.

So I choose mainly foot warriors (short spear, but no devastating charge here), some ex-Romans for prolonged combat and a couple of units of slaves. I should be putting the slaves behind the main line for their safety, while getting the boost of two cheap TUGs. They might then provide a bit of protection against any breakthrough by preventing flank attacks and/or stand up to any slightly damaged unit breaking through (a rare bit of optimism there). Some cavalry because that is the famous thing about the battle.

The army is quite large. Even with four generals, one talented for the flank attack and three competent for the main line, it is going to be difficult to manoeuvre, or even go straight forward in a co-ordinated way. Maybe I will just overwhelm him? I make all the units, cavalry and light infantry included, two elements strong. This makes the army a little more manoeuvrable and gives me a bit more staying power in melee and more effective shooting.

The game

I am happy with a deep water flank as the Romans will be a lot more manoeuvrable and there is a lot of space on the table. I don’t particularly want much terrain as his infantry are flexible (as are most of mine). Some to protect my light troops would be nice, but I go for the minimum to maximise the open space for my cavalry. Probably a bit silly given I have decided on the flank march (it is Adrianople).

Unfortunately, I am out scouted by 60% so most of the army goes down immediately. I have decided to go with the flank march (it is Adrianople after all). The other option was to put them on a flank but it is Adrianople after all (did I mention the flank march?). Practically I don’t know how much difference the out scouting makes: the troops I will have are pretty much obvious from the list. But, it does help Alec after my second mistake of the game (see below).

I originally look to deploy on a relatively narrow frontage, but on seeing the army deployed decide to expand the line. This means putting my slaves in the front line to fill the gap created. Yes, great idea.

Anchor the right flank with three units of light infantry bow (might do some damage to small cavalry units) and the two units of cavalry, each of two elements, on my left flank. A fairly powerful force in Pacto.

And Saphrax will lead on the flank march.

I can’t simply sit and wait because that could leave the flank march vulnerable to him rapidly concentrating his troops against them. The goths are going to be slow to move (not enough command even with three competent generals on the table). I need to make some progress in expectation that the flank march will arrive before the main lines join, or ideally just after so that he is committed.

We start and I slowly move forward. He goes for the weak point of the slaves with some very powerful cavalry. They don’t destroy the slaves in the charge but do rout them in the melee. I have no reserves, so the cavalry will now roll up my line. Even if I can get some warriors into contact with his infantry I think I am going to be white to his green in fighting phase. So I wouldn’t win that even without being hit in the flank. It all seems pointless, so I concede. Even if the flank march turns up next turn he has troops to stymie them and I don’t have the cards to prevent that with my on table cavalry.

 Post-Game

Lessons learned? Probably none. But anyway:

No more choosing the army to reflect what I think it would have contained (see also Lucullus vs Tigranes). Choose to win! (Okay, it hasn’t made much difference when I do choose to win, but give yourself a chance.)

Flank marches are always uncertain and when you have to win the game (being the invader) with an unmanoeuvrable army they probably make little sense. Especially when the opponent has a drilled army.

If you take very poor troops just to make up the numbers don’t expect them to stand in the line. 

Result

Roman win - one prestige point to the Manlii

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