Game 40 - Byzantine Era 3: Thematic Byzantine
Thematic Byzantine (Gordon 209 pts) v Croatian (Alec 200pts)
Major defence 653 CE (ADLG Std, 21-Feb-2024)
Battlefield Effects: Byzantine: Generals variations
The Plan (penned in advance of
the battle)
This is a Byzantine Major defence
against invading Croatians in 653 CE (or trying to stop the Croatians from forming their own independent state); so under the campaign rules there is one
Prestige Point available to the Julii for a Byzantine victory or draw but three
at risk for a Byzantine loss. We are currently tying the era at two Prestige
Points apiece so I figured it was better to be the Croatians; it does, however,
put the onus on attacking on me.
In this era the Byzantine army is
based around the extremely capable lance and bow-armed heavy cavalry, plus it can
draw on plentiful bow-armed light cavalry as well as steady heavy spear-armed
Skutatoi. Byzantine bowfire may prove to be a problem if I hang around so I will need
to advance to contact as fast as possible.
Despite having the ability to
field a good number of mounted noble units the Croat army is really centred
around its bad terrain medium infantry, faster than heavy foot at close quarters but
not as fast as cavalry. Consequently it may be difficult to pin the
Byzantines down if Gordon focusses on the cavalry but I will have to try to take the fight to the Byzantines nevertheless.
As I’m the attacker, under the
campaign rules I can select the region the battle will be fought in, so I’ll go
with Mountain and try to maximise the on-table difficult terrain as the Byzantine’s
aren’t tailored to fight in it. I won’t be able to determine where the terrain pieces
fall however, as the ADLG terrain placement rules are so random, but I’ll have to press
on regardless with the hope that at least some will be in useful positions;
having the first move in the game will help.
I have decided to maximise the
number of axe-armed medium swordsmen infantry (which count as equipped with 2-handed cutting weapons under the ADLG rules) which I will mix in with some
medium spearmen, and I have also chosen a good number of both heavy and medium
cavalry which I’ll split into two groups with some medium infantry. This way I
can have at least two commands that should be able to act offensively whilst
the third command, which I’ve given a mixture of spearmen and swordsmen, I will
try to push into the face of the Byzantine army, or if not can act as a flank shield.
In this game the Byzantines have the
‘Generals Variations’ Battlefield Effect which may turn out to be a double
edged sword for Gordon if he rolls one of the options that increases the number
of command points available to him rather than a result that reduces mine. If that happens
he quite possibly won’t be able to resist attacking with his very capable cavalry; which is fine by me!
So in summary, I’ll try to get as
much bad terrain on the table as possible, point my army at Gordon’s camp and
advance as fast as my troops are able whilst trying to maintain a coherent
front line. If I can initiate melee combat before taking too many missile hits
I might just be able to win this thing.
That’s the plan!
The
Battle
Feeling that the centre was collapsing much faster than I was expecting or hoping for I threw my right-hand command forward into the fight as quickly as their legs would carry them. Two of my medium cavalry nobles charged Gordon's light horse - he evaded again. The other two, including my single heavy cavalry unit charged into one of Gordon's mediocre medium cavalry - of course I lost.
On my left I continued to suffer in the heavy cavalry fight - losing two to Gordon's one. The position at the end of my turn three was as below, with very little going my way I was beginning to feel that the battle was slipping away from me at this point, I just had to pray that things would turn around as my flank superiority began to take effect.
In turn four the fighting got deadly, losses all over the place, my infantry line in the centre had almost disappeared but I began to cause some Byzantine deaths on both flanks. Gordon started throwing his sub-commanders into the fight and also sent a cavalry unit off towards my camp - it would be in reach next turn.
Gordon's comments
Pre-Game
I win the bidding to be the
Byzantines.
The Thematic Byzantines are a
largely mounted force, with a relatively small number of infantry, unless they
take an ally. Alec chooses to invade in 653 AD. The Croats can be a largely
mounted force, a largely medium swordsmen or spearmen army, or a mix. The
choice of 653 AD suggests an emphasis on medium infantry. I can expect an invasion
in the mountains.
A Slav ally might be useful but, I fancy a mounted army with a few spearmen to defend the camp. Then see if I can find some gaps for open terrain for the cavalry and maybe a flank march. If there are large numbers of Croat swordsmen or spearmen then I will have to wait for them to come out of the terrain and try to use better command to outmanoeuvre them. Experience suggests an unwarranted optimism, but worth a try.
The Deployment
Alec chooses a lot of terrain,
but it mainly ends on his half of the table. Although, my right flank looks at
risk of being overwhelmed by medium infantry moving through the wood and
fields. They also close down the battlefield more than I would like, but
overall terrain placing is better than I feared. I assume Alec has chosen a lot
of medium infantry.
Alec has to advance to win, so
the steep hill and wood on his edge are largely irrelevant.
My army isn’t suited to sitting
and waiting for the enemy. I decide that a flank attack isn’t ideal with the
terrain so I place them on my left: it is largely open so I have some room to
manoeuvre without evading off the table. But it places a lot of reliance on the
troops holding whatever gets deployed opposite them while the two heavy cavalry
commands win the game. The two heavy cavalry commands are going to have to be
aggressive and take the game to Alec. I will have to take a chance that I can
get into combat on my right before whatever troops he sends through the wood
can get onto my flank.
Alec deploys a mixed cavalry and
infantry command on each flank and a strong infantry command in the centre. A
lot of medium and light infantry to move through the wood on my right, but some
space for my light horse to play on the left, especially as they are facing
largely medium cavalry. The infantry are deployed as alternate spear and
swordsmen. My cavalry have a decent chance against the swordsmen, but are
likely to bounce off the spearmen, unless I can get some lucky shooting and
then rely on armour to reduce combat losses. So, the initial plan still holds,
but getting the centre and right into combat quickly is imperative.
My battlefield effect turns out to be inspired commander – I get to add three CP on one turn and one thereafter for any one commander. I intend top keep that for my centre, to recover losses and exploit any breakthroughs.
The Game
Alec advances relatively slowly,
so I advance relatively quickly. My light horse fail to score any hits in
shooting and evade from his cavalry on the left.
Then on Turn two I get to charge
with most of my heavy cavalry. There is little point delaying combat to try to
score a hit with mediocre shooting. Initial combat goes my way for the most
part, especially against the swordsmen and his cavalry on my right. On my left I
start to move some light horse to a more useful and less dangerous position
towards the centre of the field.
Next turn combat continues to go
my way, although a lose a unit of heavy cavalry to a flank attack from the
wood. Alec kindly asks me a couple of times if I want to do something about the
attack. I could use the battlefield effect to cancel the charge, but I have a
longer term plan for that. Things in the centre go well, but I start taking
losses, so I play the battlefield effect. This gives me the chance to rally
some losses but I fail all rolls. A sad waste of the battlefield effect.
On my left Alec’s scary cavalry
get into combat with my mediocre units. I survive and do some damage.
On my right I get to turn my
cavalry to protect my centre and threaten his right.
On turn five it all started to fall apart. I lost many combats across the table and never managed to recover them. A couple of generals also got killed. What seemed a good chance to win suddenly turned into a catastrophic defeat.
Post-Game
A bit of a gamble on my left
which went fairly well for as long as could be expected. Let down by the
collapse of my right despite some advantages, and the remarkable stand of
Alec’s centre despite breakthroughs and flank attacks.
A stronger ‘weak’ command on my
left would have been more threatening, but would have weakened the main force
on the centre and left.
Probably, mainly bad luck lost this one, but some good rolls on the turn I charged his infantry helped initially as the furious charge came in handy.
Result
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