Game 32 – Byzantine Era 4: Later Macedonian/ Doukas Dynasties
Nikephorian Byzantine with Georgian allies (Gordon 162 pts) v Seljuk
Turks (Alec 170 pts)
Minor Defence 1048 CE (ADLG Std, 11-Oct-2023).
Battlefield Effects: Weather Effect 2 – Fog (representing a night battle)
The Plan (penned in advance of
the battle)
This is a Byzantine Minor defence against the Seljuk Turks in 1048 CE. Gordon was prepared to bid down to 162 points to be the Byzantines so I let him take it at that point, so one Prestige Point is available to the Julii for a Byzantine victory or draw but two are at risk for a Byzantine loss.
As we are playing the special Battlefield Effect noted below the Enemies charts in Appendix three this is going to be a night
battle which means both movement and command ranges will be substantially reduced. Despite that
theoretically it affects both sides equally, it makes it harder me in particular as I will need to force a win to get a point. It is easy to run out of time so I will need to find a way to draw the Byzantines into battle on my terms as soon as possible.
The Seljuk Turk army's strike force is mostly straight-forward mounted bow, with a small amount of supporting infantry. Gordon's army has the opportunity to be more varied. The Byzantine heavy cavalry is bow-armed too but will also have the Impact ability which is a good thing from my point of view as it will be a waste of points unless Gordon manages to charge his cavalry into contact with my forces. The Georgian allies are composed of numbers of impetuous heavy cavalry which will be susceptible to my bow fire if they just stand, so again need to close with mine to be effective.
My plan, therefore, will be to use my army's shooting ability to 'encourage' Gordon to close with me and then evade until such time as I can weaken his forces. The night conditions make this ideal as there will be no chance of my units being caught whilst evading, even infantry will be able to melt into the night and avoid enemy cavalry until ready to engage.
I have chosen two commands composed of entirely bow-armed cavalry - heavy, medium and light, and one command containing four mediocre javelinmen plus a couple of light infantry bowmen. I had originally thought of having infantry bow units, but they would have been unable to evade so switched to the javelinmen option as this worked better with my plan.
Gordon can, of course, in addition to his cavalry also field spear and bow-armed Byzantine Skoutatoi, these may turn out to be his most effective units being good at shooting cavalry and hard to attack. I will try to avoid these and concentrate on picking off the cavalry if at all possible.
That’s the plan!
The
Battle
The terrain
Deployment
Turn one
Turn two
Turn three
Turn four
Turn five
Turn six
Turn seven (the last)
Post-game thoughts
The game had actually developed largely as I hoped it would, and as suspected Gordon's Skoutatoi proved the most problematical units for me to deal with. I felt that the night rules worked well, units were able to shoot and disappear like "wolves in the night" so the battle had a good feel; different to the norm.
Gordon's comments
The Seljuks invade Anatolia
Pre-Game
The special battlefield effect of
night means that a defending Byzantine with some decent terrain and some light
troops and ambushes should be able to slow down an advance and a draw seems
very possible. I am not good enough to win as the attacker without significant
numerical advantage.
So, I shall be the Byzantines.
The Seljuks have to have a lot of
bow armed cavalry and light horse, with an option for a lot of elite. They have
some infantry options, but they are less of a thing to fear.
I am preparing to play
defensively, and think commands of impact/bow cavalry and mixed bow/spear
infantry are my best bet. They should be able to hold their own in melee, and
the infantry have some decent firepower. The mediocre shooting from the cavalry
is better than nothing, but the main point of them is to get to grips.
The movement restriction to a
maximum of 2 means that catching anyone who doesn’t want to be caught is pretty
much not going to happen. So, the infantry will scare the Seljuk horse and the
cavalry will try to chase them off when required.
The Georgians are the weak link
and I take only the minimum for the mounted troops. One unit of spearmen might
prove useful as a bulwark to hide behind.
Two superior generals to lead the
Byzantines, maximise command radius, rally shooting losses, and see if I can
manage to chase off horse archers and then fall back to the defensive line. A
competent general for the Georgians as I hope to keep them close together and out
of trouble until it is too late to control them.
Dense terrain would be good to limit superior numbers and protect the flanks.
The Deployment
A fair bit of terrain but all of
it on Alec’s side, bar one plantation and a hill. I don’t get the terrain
fortress I hoped for! However, my right flank looks pretty secure.
Alec deployed a strong cavalry
command on my right, a weakish infantry command in the middle and a strongish
cavalry command on my left.
I cannot extend to match the
length of his line, so decide to focus on the right and centre. I deploy the
Georgians on the secure right flank and hold the heavy cavalry back until I
know what is going to happen. The two Byzantine commands deploy to their left.
My left flank is being asked to
do a lot, but the night rules means that his light horse won’t be able to zip
past me to catch flanks or loot the baggage. Both lack of movement distance and
the difficulty of commanding a spread out command will hinder him. Which is
also a problem for me, but as all I need is a draw I can afford to sit back and
pose a threat with one unit of cavalry and the Skutatoi – the other two units
of the cavalry will join the central attack and amuse his infantry. They might
even inflict some shooting casualties on the mediocre javelinmen, who they
outrange.
The plan in light of the terrain
is to attack the Seljuks and:
1.
if they stand I will meet them in melee where I
have an advantage,
2. or keep them evading so that their shooting is less
effective and at some stage, time allowing, they have to fight,
3. catch his infantry if they stand, or when they
flee back into the marsh (somewhat optimistic), but if they keep evading I have
some chance of beating anyone who has to stand to stop me looting his baggage.
The Game
The first turn shows how
difficult it is going to be for Alec to develop a rapid attack that makes the
most of his numbers and my short line.
I advance in the centre,
supported with the left flank. The Georgians advance slowly to provide support
to this attack. They are facing a lot of good cavalry and I think they will
suffer from shooting without reply, but they pose a threat to them and I am
hoping that the heavy spearmen and Skutatoi will absorb a lot of the shooting
and force the cavalry to evade when charged.
When we get in range the first round
of shooting goes my way – some losses on the Seljuk infantry and on the
cavalry. However, this was the first time it really went my way. The cavalry’s
mediocrity at shooting was well demonstrated, although they brought one unit of
infantry close to destruction. They certainly managed to chase everyone away in
the centre and one unit was in position to attempt to melee with a light
cavalry unit and then the camp!
The Skutatoi inflicted a steady
drip of losses, which helped a lot on both my flanks.
The Seljuk cavalry on my right
flank inflicted a lot of hits on the infantry (one had three hits at one
stage). This slowed things down a lot as I had to devote command to rallying
the units. And the Georgian heavy cavalry had to be brought up to prevent a
disaster. They took one hit to shooting, which encouraged Alec to stand when
they charged. Both units lost the combat and were soon destroyed, along with a
unit of Skutatoi.
On my left things went pretty
well: the Skutatoi inflicted a lot of damage. Although they took a fair number
of losses I was able to rally the losses, but at the expense of moving units.
One of the central cavalry units had to be diverted to support the flank, and
one was killed by the infantry. However, Alec’s difficulties in moving so many
units at night and his need to rally so many units saved me.
In the last turn we were pretty
much equal on losses, although I needed far fewer more to break. So, units most
at risk ran away from shooting and I tried to rally the others.
And I got the draw I needed.
Post-Game
A far more aggressive game than I
expected or wanted. It was close, but in the end the aggressive attack worked
and I got my point.
The Georgian cavalry charge could
have gone the other way. My heavy infantry could have withstood the shooting
better. My first round of shooting could have been worse.
The attempt to take his camp was
very ambitious, but standing in front of my camp and letting his army advance
close to me and shoot me to pieces didn’t seem a good idea.
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