Game 28 – Byzantine Era 2: Early Byzantine post Maurikian army reforms
Maurikian Byzantine (Alec 173 pts) v Sassanid Persia (Gordon 180
pts)
Major Invasion 609 CE (ADLG Std, 6-Sept-2023).
Battlefield Effects: Byzantine: Generals variations
The Plan (penned in advance of
the battle)
This is a Byzantine Major Invasion of Sassanid Persia in 609 CE. As there are three Prestige Points available for a Byzantine victory both of us were keen to bid low; I went down to 173 points which proved to be the winning bid.
As it is a Byzantine invasion I will be forced to attack to win my three points, Gordon on the other hand, as defender, can play less aggressively and has the luxury of waiting to see how the terrain falls. The Persians only have a very small amount of decent infantry so I expect the battle to be one of cavalry jostling for position. My advantage is that my my cavalry have the impact ability, Gordon's is that he can select a certain number of cataphracts and elephants; I also have the Battlefield Effect.
So, I will go with one infantry
command, one small cavalry command and one large mixed cavalry command commanded by
a Strategist (as I had already won a battle as the Byzantines in this era under the campaign rules I was allowed to upgrade my C-in-C to a Strategist), and await to see how the terrain falls and deploy accordingly.
That’s the plan!
The
Battle
Position after turn 4 as below. I charged my heavy cavalry through my light horse to contact his and Gordon unsurprisingly evaded. Unfortunately for Gordon he rolled up on his evade move so two of his light horse had to interpenetrate the cataphract on the table rear edge which took them out of play. To make matters worse his commander for that command was attached to one of those light horse so ended up out of play and counting as lost too!
At this point the score was 12-1 in my favour and as there was still an hour and a half before we called time Gordon decided to call it a day. My intention was to advance into the village to make sure the ambush was only a bluff and then advance my cavalry past it to overwhelm his cataphracts and turn his flank.
Gordon's comments
Pre-Game
I simply have to avoid losing.
Alec bid 173 points. With the Byzantine battlefield effect that was probably
still better than going for 180 points. However, I thought that I could choose
an army that would hold in place long enough for a draw, so let him win the
bid.
To win as Byzantines you need
lots of cavalry. The infantry are not likely to win in a time limited game. The
Byzantine cavalry have the advantage in combat against the Persian bowmen. So,
I thought to maximise the Persian infantry, some of whom are good, and look to
maximise terrain.
I put all the infantry in one command, with an elephant. A reasonably strong cavalry wing to skirmish and delay destruction, and a very poorly thought out small command of the compulsory light horse and one cataphract (just to annoy).
The Deployment
Alec chose Plains, but the
terrain was pretty good. Flanks were protected and I had a wee hill to sit on.
Put the infantry in the centre on
the hill in front of the camp. Cavalry flank on the left where the terrain is
open. Cataphract and light horse on the right to try to minimise movement on
that flank. The village was basically a blocking terrain and had no troops in
it.
Plan was to sit tight as long as
possible.
Alec’s deployment rather buggered
that plan. As did my very weak right flank command.
Alec massed his infantry on my left flank; a mixed blessing as my cavalry could slow him down, but didn’t have much chance of doing damage, especially with his relatively strong cavalry centre. His right flank was a most unpleasant surprise – all his elite cavalry and lots of light cavalry. So, I am going to have to hope for some unusually good skirmishing on my part and that he won’t like the ambush marker and the cataphract and hold back a bit. My infantry are going to have to redeploy slightly to protect their right flank.
The Game
As invader Alec goes first. A
quick advance to engage my light horse on the right and slower on his left with
his infantry. Some shooting slightly in my favour, but with his strategist
probably easily recovered.
I move my left flank forward to
slow him down. The infantry makes some minor moves to cover the right flank.
And then it all started to go
wrong. His right flank cavalry charged through his skirmishers and my light
horse rolled high to evade. Two of them had to interpenetrate the cataphracts
and left the table, taking the commander with them. Light horse need space and
with cavalry armies that can be a problem with the relatively small size of wargame
tables. Mind you, most other gamers don’t seem to have a problem, so just my
inability to use light horse. Unfortunately, they are compulsory.
After that his light horse
approached my infantry and started to shoot them to pieces (my rally rolls
failed) and the lack of commander on my right flank meant that I could not
easily use the rest of my light horse and cataphract to do much about it.
My left flank continued to
skirmish and fall back, but given the failure of my right flank that was
threatening my centre with envelopment. I had to move the centre to attack.
Dangerous against his superior cavalry and for my infantry.
It didn’t go well: lots of damage
to my troops and almost none to his.
I clearly wasn’t going to win or even force a draw so conceded.
Post-Game
Terrain was good but I was
out-generaled. My initial deployment would probably have been more sensible
with the infantry on the right and the cavalry holding the centre and the hill.
That would have removed some worries about being outflanked. The infantry as
always going to be outshot but it might have given me more time to simply sit
and take it, rally occasional loss, and wait for the time bell.
A command of 4 light horse and one cataphract is asking for trouble.
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