Sunday, September 13, 2020

A Lechery of Lancastrians

A Headless Body Production

Venue: Virtual Table via Table Top Simulator
Players: Phil Gardocki running Medieval Scots, list 222
               David Ray running War of the Roses, Lancastrian, list 236.
Game System: L'Art de la Guerre, 200 points per side.
Theme: Just passing time.

Today, the Scots will ally with their natural foes, the Scots, to meet their third most hated enemy, the English.

The Forces:
Medieval Scots, circa 1310AD
MacLawerence (Strategist), his brother McDarril of Aviemore(competent) and MacDarril of Coylumbridge, Allied and Ordinary, and an overwheening pottle-deep filthy rogue! But probably a blood relation as well.
12 Scots Spearmen, Pike, Mediocre
4 Small Boys with stick bows, Light Infantry, Bow
1 Nobles, Foot Knights, Heavy Swordsmen 2HW, Heavy Armor, Elite
4 Island Warriors, Medium Swordsmen, Bow
Breakpoint of 22
An idle question. Ever since I read Game of Thrones in 1999, (yes, I am one of those guys), I have been squelching of the similarity between Lanister and Lancaster. Anyone else have that problem?

The Lancastrians, which art only mark'd for hot vengeance and the rod of heaven. Led by the wayward decayed misbegotten-divel, Stafford, the Competent, hiding with his loggerheaded puke-stockinged knights.
Thou bawdy common-kissing lout, Glouster, the Ordinary!
And thou traitorous base-court eunuch, Bedford, both Competent, but Unreliable.
5 Foot Knights, Heavy Swordsmen 2HW, Heavy Armor, one is Elite
2 Retinue, Longbow, stakes, elite
2 Welsh Archers, Longbowmen
3 Militia, Heavy Swordsmen, 2HW, Mediocre
2 Kerns, Javelinmen
2 Kerns, Light Infantry, Javelin
2 French, Crossbowmen
1 Heavy Bombard
2 Border Cavalry, Light Cavalry, Impact
1 Currours, Heavy Cavalry, Impact
Breakpoint of 23

The Lancastrians, for which there's no room for faith, truth, nor honesty are at the top.
The Scots, would thou wert clean enough to spit upon, are at the bottom.
The Scots Pike are squeezed in between two field. The Highlanders were deployed to either take the hill, or retreat to the field they were adjacent. 
I was expecting some horse knights, but not 5 units of foot knights, some elite. Just the thing to root out the Scot's badgers in their den.

Turn 1:
The Lancastrian knights move out at a trot. On their left, the hill is flooded with Irish and Welsh. Border horsemen race across the field looking for targets.


MacLawrence is tightly packed between the fields, but has a surplus of command points, and begins to redeploy a couple of files of pike leftward. MacDarril notes the Lancasterians have divided up into 3 groups and there is an opportunity to defeat them in detail, and advances, bows at the ready.

Turn 2:
Lancastrian knights, now breathing heavily, slow to a walk Their right flank covered by Longbowmen. The Border horsemen have had enough, and exit. The Northern Border Militia (2HW Mediocre) are advanced.
Seeing opportunity, McDarril accepts the challenge and advances his Scots spear. MacLawrence's two odd files continue their odd redeployment.
Turn 3:
The picture of the Lancastrian move was lost, so this is a combined shot from the bottom of the turn.

First, the Lancastrian forces on their right continued to advance, revealing a Scot's ambush as a cluster of small boys playing with their 30 pound bows. The Knights continued to advance, their escorting longbows advanced for shooting and disordering a file of pike.
The boys lift their bows and the Retinue Archers laughed! Their spindly arms wavering with the strain. And the Retinue Archers laughed even more. An arrow took John from Appleby-in-Westmorland in his good eye! How is he going to participate in annual fair now! The Retinue Archers are of two minds here, either run in and spank the runts or show them what real archery is about. While they were discussing the merits of wasting a penny a sheaf for arrows, the little bastards loose again! The got Gaven from Epp-on-the-Moor, and John (not Appleby-in-Westmorland). This is too much!

Yep, on the left, LI, Bow scores two hits on Longbow(elite) and receiving nothing in return.
Meanwhile, on the less humorous side of the board (center command), McDarril decides to split his pike, 2 to support McLawerence's formation (on the left), 4 to take on the cavalry that arrived in field.
MacDarryl's Highlanders (on the right), seeing the return of the cavalry, and being supported by foot on the hill, decides to withdrawal. Let the pike take the first hits.

Turn 4:
The Lancastrians advance three of their foot knights, the other two holding back to avoid routing longbow. Some of their cavalry is pushed forward.
On the left, the Scots push their pike under a storm of arrows. But the Retinue Longbow have been dispersed by arrows by the small boys. (4 hits in a row, LI at a -1 vs Elite LMI at a 0). The Scots Foot Knights destroy their foes, and are fully supported by McDarril's pikemen.

 Turn 5:
Once again, the plucky small boys loose arrows. Scoring another hit on the Welsh! The Lancastrian knights charge! 4 battles with the advantages of Armor, winning ties, some Elites, an included general vs Mediocre. But the dice ran totally against the knights, and 3 acquire some levels of disorder.

On the right side of the board, the horsemen retreat. The Lancastrian infantry filling the gaps.

The score is now 12 to 2, but the Lancastrians have opted to surrender the battlefield. He could not see any advantage anywhere on the field. On the left, his archers were broken, or about to be, his knights disordered and soon to be flanked.

This is some of the prospective bottom of the turn. On the left, we rolled the dice, just to "see", and the Scots rolled triple fives, and the line of three knights all took hits, their commander killed. On the right, the fight was forming up with 8 on 8 combat worthy, but with advantages all down the line for the Scots. 

The Mediocre Pike were facing Mediocre 2HW, and the Lancasterians on the hill were an archer and two Javelinmen verses 4 Bow/Sword Highlanders.

Sunday, September 6, 2020

Confusion Now Hath Made His Masterpiece!

A Headless Body Production

VenueVirtual Table via Table Top Simulator
Players: Phil Gardocki running Anglo Irish
                  David Ray running Medieval Irish
Game System: L'Art de la Guerre, 15mm, 200 points per side.
Theme: Just passing time.

Getting used to the user interface (UI) of Table Top Simulator (TTS).  
Today, the Anglo Irish will meet their most hated foes, the Irish, with Scots Allies.

The Forces:
Anglo Irish, circa 1400 AD
Larry (competent), his brother Darryl (competent) and his other brother Darryl (also competent)
      6 Longbowmen, stakes
      2 Javelinmen
      2 Galloglaich, Heavy Swordsmen, 2HW, Elite
      2 Foot Knights, Heavy Swordsmen 2HW, Heavy Armor, Elite
      2 Billmen, Heavy Swordsmen, 2HW, Mediocre
      3 Kerns, Light Infantry, Javelins
      3 Irish Nobles, Heavy Cavalry      
      2 Irish Cavalry, Light Cavalry, Javelins
Breakpoint of 22

The lily-liver'd Medieval Irish
Led by thee mewling pottle-deep measle, Larry-boy,   Is hedge-born varlot brother Darryl-boy, and his other brother, whose natural gifts were so poor, has gone nameless.
      3 Pike Mediocre
      2 Foot Knights, Heavy Swordsmen 2HW, Heavy Armor, Elite
      4 Javelinmen
      8 Galloglaich, Heavy Swordsmen, 2H, some Elite
      2 Billmen, Heavy Swordsmen, 2HW, Mediocre
      2 Kerns, Light Infantry, Bows
      3 Kerns, Light Infantry, Javelins 
      2 Irish Cavalry, Light Cavalry, Javelins
Breakpoint of 25

The Medieval Irish are at the top.  They deploy 15 units in two commands.  Darryl-boy is included with the right most Foot Knight, erroneously labeled "FK".
Way too many Irish missing from the board.  Could it be a flank march? 

The Anglo-Irish are at the bottom of the picture.  The Other Brother Darryl has 3 horse units showing, with two longbowmen in Ambush.  Darryl has split his 8 heavy foot into two groups to maneuver around the brushy area that is Giglet's Farm.  Larry's command is set to go swimming in the marsh while his horse rides around it.

Turn 1:
Other Brother Darryl rolls 3 command points, so double marches his Longbow and single marches his horse.  He mission is to take Bald as a Babies Bottom Hill, then turn the Irish flank.  Cognizant of a possible flank march, he is keeping his horse together in case they need to turn around and intercept.
Darryl gets 4 command points, and double marches his two units.
Larry double times his longbow to the marsh.  At this point I am under the impression that it is a rough area and my shooting would not be degraded.
An ambush is revealed.  4 Clans of Galloglaich, supported by their Irish Kerns erupt from the woods.  In total keeping with Braveheart movies, but against the limits of the Ambush of 4 units!


Larry and Larry-boy meet in the center of the field to discuss this fo-pa.  We are an hour into the battle and I'm not starting over, and I am not having Dave remove 4 units either.
The battle resumes!
The Medieval Knights, Pike and Galloglaich hold their position. Only the lights move forward.

For the sake of clarity, I will often describe one side as Medieval, referring to Medieval Irish, (top of the picture and descending) and Anglo, referring to the Anglo-Irish (bottom and ascending)

Turn 2:
I am relieved the missing troops was just a mistake and not a flank march!  With few cavalry, and fewer command points, that would have been hard to deal with.
Other Brother Darryl takes the hill.  But did a piss ant job of it as the Nobles will have nothing to do save keep an eye on Javelinmen in the woods, and  Longbow won't be in range to volley next turn either.


Darryl passes the brush, and begins to pull his command together.

Larry invests the marsh with is Light Medium Infantry, and discover it is Difficult, not Rough.  Longbow shoot at a -1 there.  On the bright side, he slips a Kern behind the Irish Light Horse, preventing it's escape.  Then charges with the Irish Nobles.  But fortune favors the lights as they win by 1, the Nobles saved from disorder by their Armor.

The Medieval Irish main battle line advances.  5 elements against Darryls 6, and 4 Galloglaich approach the edge of the Marsh.  The longbow find their targets and disorder Clan McBuggerOff
The Score is Med Irish with 5 hits, Anglo-Irish with 1

Turn 3:
My plan pretty much is working out as expected.  I hold the hill with Longbow on the left, and the Marsh with Longbow on the right.  My main foot line is almost assembled to face his Pike/Knight command.
I am confident that 2HW(elite) will beat Pike(mediocre)  Especially if the Longbow in the line disorder a unit or two on the way in.
The left command continues to posture on the hill.  Which seems to have pinned down a superior force, 6 vice 8 units.  The center command gets a bit closer and adjusts, but is still not united.  The longbow on the right, sitting waist deep in the water continues to effectively volley against the Galloglaich at the marshes edge.


FYI, the periodic "Ouches" are units that took a missile hit.

On the left, the Medievalists split their forces to screen the Anglo Irish by the hill.  Freeing up 3 Elite Galloglaich to make an attack on the main Anglo battle-line.  Their center approaches to charge reach.  And in a surprise move, the Galloglaich enter the marsh to attack the Anglo-Irish LMI therein.

To which, the LMI say "Oh really?"

Turn 4:

At last, the LB on the hill have targets.  Their trek has not been for nought as they cause disorder on two units.  In the center, Billmen pass through the Longbow to take the charge, but one is disordered by thrown javelins from the Kerns.  Then we have first contact! Elite Foot Knights vs Mediocre Pike.  The overconfidence of the knights are made plain to see as their numbers begin to trip and fall before the massed pike.  
On the right, The longbow take a break and are resupplied with arrows, but their Kern screen also disorders a Medieval Galloglaich.
Nearby,  Horns sound, and Irish Nobles and Kerns charge LMI near the edge of Joilhead's farm and are nearly repulsed, their superior armor saving them.
Centers clash.  The embarrassed knights redouble their efforts, and put two hits on their attacking pikemen.  Darryl's right wing takes multiple hits from the Medieval fury.  
Deep in Preebling Marsh, the Medieval Galloglaich have had enough taunting and charge.  Slowed by the sucking mud, afflicted by the unending stench, they meander into the Anglo Kerns, and are not so much beaten, but as made more disordered by terrain.

On the far right, Larry's Kerns are charged by Medieval Javelinmen (also Kerns in this game), driving off the Anglo Supports.  But lose the dice off despite the +2 to 0 advantage.

So far, the Medievalist's have one unit killed for a total score of 10 of 25.
The Anglo score is none killed, score of 5 of 22.

Turn 5:

Men collapse everywhere, through exhaustion or death. 
In the center, Darryl's left Foot Knights destroy their pike armed foes.  But his right wing has destroyed the Billmen and Clan Jordan.

In the mangled rump-fed devil of a swamp, the Anglo Kerns adroitly flee their attackers, allowing for clean targets to be engaged down the line.  Clan's McBuggerOff, InfectedO, and O'Misbegotten all become more disordered.

On the far right, the yeasty doghearted flap-dragons of horsemen, break off laughing, and line up with their rear supports.

But the Medievalist's numbers seem endless.  More Kerns approach on the far left, javelins a throwing.  The fresh Galloglaich, mass against Darryl's left wing, placing disordering hits on Anglo Galloglaich and Billmen. 

Anglo Knights are taken in the flank by Medieval Knights who manage to hold their ground, while the the other Anglo knights rout through their friendly longbowmen.

In Preebling Marsh, Medieval Galloglaich charge.  One Anglo Javelinmen fled in response.  But this was due to Medieval Javelinmen on it's flank that could charge as well.  Medieval Clan McLilyLiverd is sent back to their mothers.  Taking their commander, whose natural gifts were so poor, has gone nameless, with them.
The score is Medieval 16 of 25, to Anglo 14 of 22

Just a note to point out the command control problems here.  Both sides only have competent commanders.  On the Medieval side the center command, the Commander is included with their Foot Knights, so this command control is limited, and he couldn't take advantage of some of the opportunities presented. 

Also, one of the Galloglaich in the marsh also contained a commander.  Which was subsequently destroyed as well. Limiting the actions of the Javelinmen in the farm to the far right.

Darryl's left command was a mix of foot and horse, and that is always a problem.  He wound up driving the Light Horse unit personally, because that seemed to be the most threat to the Medieval line.  He fought with that unit, even when it was disordered and managed to win twice because of it.

Turn 6:

The Anglo Nobles on the left take a chance, charging disordered, and as it turns out, still in the woods, Galloglaich, Clan UnLucki.  Their attack is +1 to -2, nearly destroying their foes.
In the center, Anglo Galloglaich Clan Ramsay is destroyed, the last Anglo Knights barely avoid destruction, as too one of the Longbow. Darryl's command is defeated in all but the score now.  So he joins his knights in death.  His efforts are prove significant, as the die roll was one if favor of the Medieval, and his plus made it a tie.

But in the Pribbling marsh, all the Medieval Galloglaich clans also fall.
On the far right, Irish Nobles make a charge, causing some disorder on their targets.

The score is not Medieval 22 of 25, Anglo 14 of 22
More Medieval Javelinmen emerge from the forest, but their support arrives too late and a Galloglaich is destroyed by Irish Noble Horse.

Anglo Billmen are destroyed as well, leaving Darryl's once proud main battle line with just a single Knight with 3 hits on it and a Longbowmen unit.
On the far right, the Javelinmen continue the fight against Noble horse, and disorder them further.

The score is 24 to 17.
At this point, the Medieval Irish surrendered.  Nothing was going to prevent the last point from being taken, as the Anglo's had a clear flank shot, and unimpeded command points.

If the Anglo's were aggressive, and lost all their battles on a dice off then the most they would have lost was 4 (knights in the center, taking their commander with them for 3, and HC conforming on the flank LMI emerged from the woods, where the HC had a 2-0 advantage)  more points for a 25-21 for a win anyway.  

Though there was a possible fight, depending on command points last fight in the marsh.  Javelinmen hitting Pike(mediocre) in the flank.  Pike would be -3 to Javelinmen's +1, where the best the Pike where a 6-1 dice off would be a tie.

So what went wrong?  On the left, where "Other Darryl" had dominance on turn 1, I was lackadaisical on getting position on the hill.  Not that any command points were wasted, but I should have calculated where in the hill I needed to be and angled more to achieve it.  As it was on turn 3 I was "on the hill", but out of bow range. 

In the center, I split my main battle command.  As an experiment, this command had 2 Longbowmen, stakes, in-case there were knights in my opponents force mix.  Backing up these longbowmen were 2 Heavy Swordsmen, 2HW (mediocre)  To exchange out before combat, the Longbow to then work their way to a position of flank support.  The archers only shot lights, and so were not very useful.  Only one took up flank support, and that was only at the desperate end of the battle for the center command.  In short, epic fail.  Better to have some skirmishing lights.  Which also would have prevented that gratuitous hit on my Heavy swordsmen by the enemy light.  The Anglo center lost 13-3

The center was so completely crushed, even when it had some numbers advantage, but I am going to attribute it to a spade of bad luck on contact.  

What went right?  The left command did well, tying down initially 8 units to 6, and eventually scoring 7 points to 1.  So overall, a winner.  Part of that was due directly to committing the commander to battle, twice with the LC against LI.

The center was defeated but still fighting.  Once again, Darryl was fighting in the front with his FK that kept it going. Gaining ties from what would have been losses. The Medieval FK had an included general.  Who had secured the win, but couldn't take advantage of it because his command points were limited. 

On the right, my opponent made a mistake going into the marsh.  No doubt.  My Longbow scored some lucky hits early on, which prodded him to enter.  The marsh slowed his HI to 1 UD, giving me more several turns to shoot, even at a -1.  As a result, his HI engaged at a -2 (- 1 disordered, -2 terrain) to my Javelinmens 0 and bowmen's -1.  then the luck blessed that flank, giving Larry what they took from Darryl.  For an astounding 14-3 win in points.

Monday, August 31, 2020

John Doukas Byz His Time

A Headless Body Production
Venue:   An Undisclosed Basement
Event:   Playing a game for the camera 
Players: Phil Gardocki running Thematic Byzantine
              Tom Worden running Samurai
Game System: L'Art de la Guerre, 15mm, 200 points per side.

With a tie against the Burgundians, the Samurai army finds itself in a sudden death bonus round against the Thematic Byzantines. This round being held in the Karaburma field along the Danube river.

John Doukas (Greek: Ἰωάννης Δούκας, romanized: Iōannēs Doúkas; fl. 1155–1181) was a senior Byzantine military commander and diplomat under Manuel I Komnenos, serving in Italy, Hungary, Asia Minor, and the Holy Land. He rose to the rank of sebastos and the office of megas hetaireiarches.

The Forces:
Samurai (list 210)
The Samurai are commanded by Larry-San, the Strategist, his brother Darryl-San the Ordinary and his other brother Darryl-San, also Ordinary.
9 Samurai Swordsmen and Archers, Medium Swordsmen, Bow, Elite  
4 Yari, Medium Spearmen, Mediocre
4 Mounted Samurai, Heavy Cavalry, Bow, Elite  
2 Followers with Bow, Bowmen, Mediocre
Breakpoint of 19

Thematic Byzantine (list 127)  
Commanded by Nikephoros (the younger), Brilliant, Pumaphoros, also Brilliant, and Adidasphoros, the Ordinary, and somewhat Unreliable
12 Thematic Kataphractoi, Medium Cavalry, Impact and Bot
4 Cursors and Alans, Light Cavalry, Bow
3 Skutatoi, Heavy Spearmen, Missile Support, Mediocre
2 Light Infantry, Bow
2 Light Infantry, Sling
1 Light Infantry, Javelin
Breakpoint of 25

The Board:
The picturesque River Danube anchors the Samurai left.  The board started with 2 fields, but a lucky roll removed the huge one in the center of the board.  Leaving the Japanese with only one on their side of the board.  Leaving the only notable pieces of terrain on the Byzantine side.
With not enough room between the river and the field, Larry-San deploys his more mobile, and better command controlled command on the far right.
While the Darryl's deploy with their flanks well secured.
Nikephoros has half the cavalry on the left.
Increasing the font size to 16 points, the descriptions on the field are a bit more legible. 
A sudden cloud covers the sun, as the light fades away.
OK, the auto flash thinks there is enough light on the right side of the table.  But its brown light.  (advertised as "Soft White" on the packaging.  2,700 K is not soft white, at best it's yellow.)

Turn 1:
On the left side of the table is dominated by a couple of 5,000K LED's.  Nice and white.
Byzantine lights take position on the Samurai flank.
While the Kataphractoi take up position just out of bow range.
Ditto on the right side
Samurai advance to missile range.
A broader view of the same part of the field.
The foot Samurai line up to bow range of the Byzantine skirmish line, but are out of charge reach.
Turn 2:
Nikephoros rolls the first of a set of one's leaving him with minimal command points.  The Avars split into two groups.  One to distract, the other to get around the Samurai rear.
Add caption

No subtlety here.  The Byzantines advance behind their lights and are going straight in with lance.
Samurai heavies make a choice which one to chase.
Their archery proves unmatched. 
Having greater numbers and skills, they turn the flank of the Byzantine line.

At the tree of Woe, The score is 12 (out of 25) to 1 (out of 19)
Turn 3:
I really have to get better about screening with Light Cavalry, this is two games in a row where my lancers are disordered by routing lights.

Nikephoros rolls the second of a set of one's leaving him with minimal command points.  So the Avars are left without orders.

Giving him just enough for charges on the Samurai foot, with some support. 
I made a mistake though, I should have brought  in one more undamaged Kataphract to challenge the Samurai horse.  Whether he stands or evades, that is one less support for the foot unit.

But it didn't matter, as Nikephoros (the younger) rolls a six, and plows the Samurai foot unit under!
His example is taken to heart by his men, as two more sixes are rolled against the other Samurai foot.

Pumaphoros isn't so lucky, but not bad either.  All his Kataphracts charge.  One is destroyed on contact.  Another bursts through the lines.
The score is 11 to 8!
The Avars are charged off the board.
A blurry shot.  Sorry. 
 Fighting continues.  All of Larry-San's foot forces are destroyed.

Darryl-San destroys 2 more Kataphracts and advance for flank positions.
At 13 of 25 to 10 of 19, the score now is a virtual tie!
 Turn 4:
Awake from his nap, Nikephoros pulls off a virtuoso performance.  Surrounding the left end of the Samurai cavalry line, getting his badly shot up Kataphracts out of harms way, and gets his rested lancers ready for another attack.

The remaining Kataphracts fight with renewed vigor.  A Samurai foot command is flanked, another is disordered.  A Yari unit is dispersed on contact!
I didn't think it would be necessary for Adidasphoros to get into the combat, but Pumaphoros needs all the help he can get.
This list has a micro command consisting of a mediocre spear unit and a light, led by an unreliable, ordinary general.  The command costs a total of 8 points.
Its primary function is to give me two larger than normal commands for the Brilliant commanders to fight with.
A secondary function is to place it first, so my opponent doesn't have much information to go on about the other commands.
The third function is to just guard the camp.
The fourth, is to support one of the other commands when they are in trouble.  Such as now.
When you are on Plan 'D', you know you are in trouble. 

And now the score is 12-15!
Outnumbered, Larry-San tries to gain some position.
Fresh targets for Samurai arrows.
The score is now 16-all
 Turn 5:
Nikephoros leads from the front trying to collapse the end cap of the Samurai line, but only manages another level of disorder.

Adidasphoros also leads from the front.  It's disordered Heavy Spear vs LMI, supported, both are mediocre.  And roll a tie!  On the far end, another Samurai foot unit falls, another is confronted.  Off in the rear, the third line Yari (mediocre) defeat the charging Byzantine Kataphracts, causing 2 levels of disorder.
Samurai horse pull an about face, dispersing the Avar lights in their rear.  More on that at the bottom of the battlereport.  Their aid is too late as the end unit collapses under the weight of Byzantine swords.
A over view shot.  Nikephoros and Larry-San are on the left.  The Darryl-San's, Puma/Adidas phoros's on the right.
Adidasphoros is killed!  Samurai archers are still finding targets!
The score is now 18 out of 19 for the Samurai, 20 out of 25 for the Byzantines.
 Turn 6:
The Byzantines only need one point to demoralize the Samurai. The Samurai horse can still evade if charged.  So it's time to open the bow cases and fire.  Samurai Armor is riddled with arrows, but none are harmed.

The final point is here.  On the river, horsemen break contact with the Yari. and the remnants of Adidasphoros's command still holds.  But there is one Samurai foot unit that faces Impact to the front, with flank support and Pumaphoros leading from the front for the win.
So what went right?  On the Byzantine left, proper screening of the Kataphracts with Psiloi (real psiloi, not just the generic name for light infantry) led to a clean charge on Medium Infantry with lancers.  3 six's helped a lot with the impact.  But after that, Nikephoros's command couldn't exploit its advantage much, only gaining 1 more unit before games end.  This command caused 8 points and took 5.  

On the Byzantine right.  Proper screening helped along the rivers edge, but improper screening caused disorder on the center Kataphracts.  On this flank only tenaciousness pulled through.  Half the command was destroyed doing it though.  This command caused 10 points but took 11.

The center command, which normally should not be in combat.  Lost 3 points, but gained 1, the final point of the game!  Posthumously awarding Adidasphoros the MVP of the game!

Rules question.  This happened during the game, And I am not sure how to rule it. 
Situation.  Two Samurai horse are facing the Byzantine Kataphract.  Byzantine lights are engaged in the rear of one of the Samurai horse units.
It is the Samurai's turn.  He turns his supporting unit and charges the Byzantine Lights.
So what happens?  The Lights cannot evade, as they are in frontal contact with the enemy.
It is not a flank charge, as the Samurai are not behind the flank.
It's not a front charge, because there is no front to charge.

In the end, we ruled it as a flank charge.
 Any thoughts?