Game 34 – Byzantine Era 5: Komnenan Dynasty Pivotal Event
Komnenan Byzantine (Alec 178 points) v 4th Crusade (Gordon 190 points)
Major Defence 1204 CE (ADLG Std, 3-Jan-2024).
Battlefield Effects: Crusaders: Special adjustments - Fear
An End of Era result has been rolled for this era and as we are playing optional rule 7: Pivotal Events the era cannot end before playing the battle based on the attack on Constantinople by the crusaders of the 4th Crusade.
The Plan (penned in advance of the battle)
This could turn out to be a non-event. There is no point me contesting the battle as the crusaders as it won't change the strategic situation as to who may win the era if I win or lose as the crusaders. If I can get to play as the Byzantines there is a chance that I could win or draw the battle and come out of it with a positive Prestige Point in the era, in which case I will win it without risking a civil war battle.
As it turns out I won the bidding to be the Byzantines at 178 points, only a twelve point deficit compared to the crusaders; though I will have to contend with the 'Fear' Battlefield Effect. This, I believe, is still a winnable battle for me, 'Fear' means more command points need to be spent to make my units charge the crusaders but as I only need a draw out of this game to win the era Gordon will be forced to make the running to win the game. So I am hoping this, combined with good Byzantine command, will not turn out to be a battle winner for him.
In this Era the Byzantines get access to a decent number of knight units. I have grouped all my knights into one command which I will endeavour to place in such a way that Gordon will be forced to charge them at a disadvantage, a hill would be ideal. If I can neutralise his crusader knights, which will undoubtedly be the teeth of his army I stand a chance of winning this battle or at least forcing a draw. I will have one infantry heavy command, which I'm sure he'll try to avoid and one light cavalry command to dance about and cause mayhem if I can.
That’s the plan!
The Battle
On turn three the crusader flank march turned up - five crusader knight units, two turcopoles and one unit of infantry crossbowmen as below:
The situation at the end of both our fourth turns was as below. Gordon continued advancing his right wing and I continued to redeploy to meet it. On Gordon's left he vainly tried to catch my light horse by turning his infantry 180 degrees. I was happy with this as he was never going to be able to catch it and it would keep them out of the main fight.
At the end of my next turn it was all over, a final burst of luck from me pushed the crusaders up to 27 losses. The final situation was as below.
There's no doubt that being lucky at the right moment can sometimes play a big part in winning a battle and this was one of those battles. Despite being outnumbered I managed to pull off a win by getting those few lucky rolls where I needed them - against the crusader knights. That said, even with that luck as I had been unlucky elsewhere on the field it was all to play for until the last turn, it could easily have gone Gordon's way until the very end.
The Fear Battlefield Effect cost me a few extra command points but my plan of manoeuvring to where Gordon was obliged to charge me worked. I like it when a plan comes together!
Gordon's comments
Pre-Game
I forgot that the Byzantines were
suspect to fear. Not sure it would have made much effect as having decided I
would not bid as low as Alec to be Byzantium I needed to win regardless.
Both lists have pretty much the
same choice of troops. So, Crusaders need knights to win the game with some
heavy infantry to form a solid centre or flank depending on terrain. As
defender Alec could go for a largely infantry force and place terrain to limit
the crusader deployment. Or, he could choose the same mix of knights and heavy
spearmen that I decided to go with.
He will have much better command,
but is a unit or two down which might compensate.
I decide against impetuous
knights as I will struggle to control them if faced by an army with a number of
light horse.
I go for a largish cavalry
command under a brilliant sub-general. If we get open terrain it will try to
win the battle by a straightforward charge to combat. If the terrain is
problematic then I will try a flank march.
The C-in-C to command a similar
sized command but a mix of knights and spearmen and a crossbow unit. Reasonably
solid in defence, with a chance to win against a weaker cavalry command with
the crossbowmen to keep horse archers away.
The third command of four spearmen and two crossbowmen: mediocre spear with armour. This should hold against any infantry Alec has and give cavalry or knights a tough fight. The crossbowmen to make cavalry think twice about coming too close.
The Deployment
Neither of us place much terrain,
but what there is causes me concern – a great big plantation in the middle of
my side of the table. I have only the crossbowmen who can cope with that, and I
don’t know if Alec has some allies who might be able to make use of it. So, it
is going to be a flank attack with the cavalry command on my right flank. The
infantry deploy next to the plantation to slowly move forward to fix Alec’s
centre, with the mixed command on the right flank to threaten whatever Alec
deploys here and to fix them for the flank attack.
Alec deploys a weakish cavalry command on my right, a solid infantry centre opposite my infantry centre, and, to my horror, a huge command of knights facing my open left – I have visions of being outflanked and losing my camp.
The Game
I panic and make a hash of
redeploying some of my infantry to protect my left flank. This weakens my
centre. The on table right flank command advance towards the light and medium
cavalry with the idea of chasing them away by missile fire or threat of
knightly charge.
The flank attack arrives on turn
3 but by this time Alec has seen my message about where it will arrive courtesy
of my mess in the middle of the table which also leaves a huge gap for one of
his light horse to go through to loot my camp. They duly do that. My
crossbowmen cause them some annoyance but cause no damage.
My right flank gets a bit
disorganised due to a slight traffic jam but actually does its job in
conjunction with the flank march.
The flank march chases off the
cavalry before charging into the knights that Alec has redeployed from his
right flank. The combats are even but I come off far worse and lose all my
knights for one of his. Bad luck here makes a big difference.
My centre sort of realign to face his. A bit of luck here breaks the unit of Varangians but the infantry are pretty much equal and the battle is decided by the loss of my knights.
Post-Game
If you choose a flank march you
have to work on the assumption it will turn up, even if approaching cautiously
until it does. Mind you facing a seven strong knight command made that a
nerve-wracking experience.
Redeploying so many of my central command on the first turn was a panic response, especially as the commander being ordinary was always going to struggle to perform (and made that known to his superiors by fairly consistently rolling ones). Deploying a couple of units adjacent to the camp and leaving them there might have been a better move to deter too aggressive an attempt at a quick outflanking move by Alec’s knights, which could have won the game before the flank march turned up.
Result
Byzantine win - one Prestige Point to the Manlii
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