A Headless Body Production
Location: Lancaster Host Convention Center
Event: Fall In
Venue: 2013 Mini
Players: Phil Gardocki, Anglo-Irish
Rich Kroupa, Hun
Game: Warrior, 1200 points
Hun
I don't have the list. They had over 150 scouting points!
Lots of LC, B units backed by HC, L, Sh
2 Franks, 16 Irreg 'C', MI, HTW, Sh
Anglo Irish
An Inspired CIC 6 Irreg'B', HK L Sh
A Rash Ally 6 Irreg'B', HK L Sh
2 Galloglaich (Clans Ramsay and O'Lyre) Irreg'B', 32 HI, 2HCW, JLS, D
1 Bonnachts Irreg'C', 36 LMI, 2HCW, JLS, Sh
2 Longbow Reg 'D', 16 MI LB Sh Stakes
1 Lights Irreg'C', 8 LC JLS, Sh
2 Kerns Irreg'C', 16 LI 1/2 S, 1/2 JLS, Sh
The Venue:
Fall In, 2013 at the Lancaster Host Convention Center. This is the second round of the Warrior Mini.
The Board:
The board only had 1 piece of terrain that discomforted cavalry at all, a small wood. Since the Anglo-Irish were out scouted 7-1, it was on the Hun side of the board and of no hindrance what so ever.
The Anglo left side of the board. A large brushy hill is in the forefront and will be key to the Anglo-Irish defense. |
The Anglo right side of the board. Several gentle hills that hinder cavalry not one wit. |
While the brush doesn't slow cavalry down, it does disorder them on charge, and prevents the waver check that Light Medium Infantry must make when receiving a cavalry charge. So I deployed my large unit of Bonnachts there with a unit of Light Infantry slingers.
Special Generals are permitted in this tourney, and Anglo-Irish CIC rolls a 6! He is "Inspirational", This means his body guard gets an additional +1 in melee, all units withing 120 paces are eager, and he gets 20 prompt points each turn.
Special Generals are permitted in this tourney, and Anglo-Irish CIC rolls a 6! He is "Inspirational", This means his body guard gets an additional +1 in melee, all units withing 120 paces are eager, and he gets 20 prompt points each turn.
To the Bonnacht's right, 32 Galloglaich of Clan Ramsay. To their right, supporting Longbow, with stakes already deployed. |
To their right, Clan O'Lyre supported by 12 of their 16 Kerns. |
Bound 1
The hanging flank of the Bonnachts proves to be too much of a lure, and the Huns approach to threaten it. The Anglo Ally General approaches the Huns at long range. He has no chance of catching them, and I don't want him hanging out to face counter charges. The knights charge causing the Huns to flee. Then the knights rally back, securing the Bonnacht flank.
Both Huns and Knights approach on the Bonnacht left flank. |
Clan Ramsey compresses an element to avoid disorder by the brushy hill. |
The Longbow pick up their stakes as there is no one to shoot at, and no one that can seriously threaten them anyway. |
Charge, flee, recall. |
Not a lot happening. Huns are tying to approach for good missile shots. Anglo Irish adjusting their lines to prevent saturation at any point. The Huns realize that they are not going to push the Bonnachts off of that hill easily and commit a second unit of Heavy Cavalry to deal with the Knight flank guard. But they have an on board flanking maneuver aiming for the right flank. The Huns have two 16 man units of Franks, with Heavy Throwing Weapons (HTW) that they hope to crush the Anglo-Irish right flank with.
The Ally Knights stand pat in the face of 2 Heavy Cavalry units. |
Time to throw the Huns off balance. CIC waves his banner, changing the orders to attack. The Huns are still trying to draw out the Ally General. This time with a Heavy Cavalry unit. The Bonnachts leave their hill for an opportunity to engage the HC as well. Off on the right, the Anglo-Irish Commander is close enough for his inspiration to negate all the causes of unease on the Bonnachts.
The Franks continue their march onto the Anglo-Irish right flank. Their efforts to set up a simultaneous charge being frustrated by the Kern Light Infantry. |
The Ally and his knights were dispersed to the winds by a combination of multiple charges and missile fire. The Bonnacht flank is now exposed. |
Huns begin their final closing. |
Why is the Hun camp moving around in the back field? Because it can! |
The Kerns on the right flank are charged by cavalry. They fail their waver check and run away. Despite their efforts, it looks like the Franks are going to charge in sync anyway. |
The Franks hit home. Clan O'Lyre muffs the melee die roll and is recoiled disordered. The Franks are tired and disordered as well, but nothing is going to stop a break from occurring next bound. |
The game was called on time at this point. I gave Rich Clan O'Lyre for points. The Galloglaich could still beat the Franks even though they had a one point advantage, but as they were also going to take a flank charge from a cavalry unit, for another 47 points, which would have killed them, whisking away the Kerns, and probably the Longbow unit they were adjacent to. The end result was a 5-0 win for the Huns.