Monday, July 24, 2017

Midianite Arabs vs Anglo-Irish in Round 2 of the The Warrior NICT Tournament at Historicon

A Headless Body Production

Venue: Fredericksburg Expo & Conference Center
Event: The Warrior NICT Tournament at Historicon
Players: Phil Gardocki, running Anglo-Irish
                   Rick Parish running Midianite Arabs

Game System: Warrior, 1600 points

Theme: Open, all lists, all mods.

The Forces:
The Anglo Irish
    CIC, "Larry", with half HK,L,SH, half HC,L,SH

    Ally, "Darryl", with half HK,L,SH, half HC,L,SH

    2 units of knights, with half HK,L,SH, half HC,L,SH

    Galloglaich Clans Jordan and Ramsay, with 16 HI,2HCW,JLS,D and 16 MI, HI,2HCW,JLS,D
     Bonnachts 12 LMI,JLS,2HCW,SH and 24 LMI, JLS,SH
     3 units of Longbowmen,  8 Reg'D' HI,LB,SH and 8 Reg'D' MI,LB
     Kern Ramsay and Jordan, light infantry, half sling, half javelin, all shield.
     1 unit of Bowmen,  half sh, all bow
     Light Horse, 8 LC, JLS, SH
     2 Bombards
   
  9 units of 18 Irreg 'C' Mcml, 2 with bow and a fair amount of Light Infantry.  

Historicon.  The biggest show in miniatures in the USA.  I feel like a tourist just walking through the place.  

The Hidden River leads to a mysterious temple.
The Board:
      To the right of the Anglo-Irish, is a steep hill.  Which at first is tempting to try to hold, but later I decided it would be a death trap.  The Midianites do not have to take the hill, they can just shoot everyone on the hill to exhaustion.  The rest of the board is fairly barren, save some brush and a gentle hill.
 
Deployment:  
 
This is probably the army I fear the most. 


I know they are just Medium Camels, and 'C' class morale, but the ability to shoot a unit tired, disordered and waver check in one bound is enormous. 

That, and at 6 points a camel, they just keep going, and going...

On my side of the board, I go about half way.  Anchoring it to the back edge with 36 man unit in shield-wall. 
The middle is Galloglaich and Longbow.  Supported by Light Infantry.
And maybe, just maybe, he'll be intimidated by the bombards.  On the hill is Kern Jordan.  A sacrifice to prevent an early lineup on the main line.

Bound 1:
On the left, the camels march and approach in an orderly fashion. 
The forward deployed Kern Ramsay forced an early drop from march.
This is the first time I used Light Infantry B, Sh as well.  I am grateful for them now. 
And still the camels keep going and going.
Bound 2:
Scott asked me if I had a strategy and I said "I have no idea."  But that wasn't true.  I wasn't going to announce it to my opponent.  My strategy was to get the Midianites to shoot their arrows and take the hits, distributing them to my lights as much as possible.   Then expose my knights to run them down.  With 4 knight units, this seems reasonable.  I am vulnerable to missile fire everywhere.  But most of my army has a missile as well, and he is just as vulnerable. 

The Midianites are cautious in their advance.
The Bombard is actually getting shots in, but against an 18 man unit, it is not very effective.  8 at a 4 for 24.
Kern Jordan has done their job.  Their only other mission is to suck up bow fire and get off the board.
Bound 3:
Larry waves his banner.  Passing attack orders to all within site.  This will take effect next bound.

Arial shot from the Irish right flank.
The Midianites continue to advance, but very slowly.
Kern Ramsay was shot last bound and recalled, but will ready to return to duty next bound.
The Bowmen have yet to be mauled by an arrow storm.
Bombards continue their long range shots.
On the hill, Kern Jordan takes 2 CPF and recalls.
Bound 4:
Later than expected, but the arrow storm begins.  Up 2 for 108! 
Now it is the Light Infantry Bowmen's turn for a devastating hit.
Just a bit of shifting units here. 
The Midianite camel on the far right has fired 4 times.  Time to release the Cavalry and Knights to go get it.
Midianite Javelinmen charge.  In an unusual situation, the Longbow get a behind the flank support shot.  But alas, down 3 for a total of 3.  The Kerns stand their ground, and rolled average, and are forced to break off, which they do, all the way off the board.
The skies darken around Clan Ramsay, facing 58 bows and slings at a 3 and 4.  Enough for 4 cpf and a waver.  The Midianites roll a down 3! and only do 58 for 1 cpf. 
Now it is the Midianites turn, as Irish Light Horse routs a Midianite Light Infantry.
For some reason, the Midianites gave the Bonnachts time to rally from disorder.  Now that it has, it is advancing to javelin range.  Which is not much as they are shooting tired.
Another exchange of darts, bows, and slings.  The Galloglaich Clan Ramsay survives undisordered, and passes it's waver check.  All sides are shooting tired now.

Clan Jordan still has a number of untired shots in it, but only lights to shoot at.


The bombards take turn off for shooting.  Darryl, the Ally General is setting up an opportunity to advance and charge a camel that has 3 hits on it.  It looks like the Irish Light Horse will get get a cascade of converted charges that should clear out the flank of screening light infantry.
But it is not to be.  The clock is about to run out, and it looks like this will be the final position.
A final shot from the edge.
This game ended in a 1-1 tie.  Both players playing a very conservative game here.  Neither of us took many chances.  The Midianites have the ability to do great damage in a short period of time, but since they are all 'C' morale, they do not take wavers well.  The Anglo-Irish, being foot troops, do not suffer a failed morale check either.  While about half the army is 'B's, a fair amount of the army is 'C's and even 3 units of 'D's.  

The result is neither of us secured an advantage, and lower standings on the list. 

















 

"The Weekend" Round Three. Anglo-Irish vs. Florentine Condotta

A Headless Body Production

Venue:   Continental Inn, Lancaster, Pa

Event:    "The Weekend" LADG team tourney.
                  Round 3 
Players: Phil Gardocki running Anglo Irish
                  Kevin Swanson, Florentine Condotta
                                
Game System: L'Art de la Guerre, 200 points per side.
Theme: Medieval team


The Forces:
   Anglo Irish circa 1400: Commanders  Larry, Darryl and Darryl, all barely competent, and Darryl, Ordinary.
      4 Galloglaich, Heavy Swordsmen, 2HW (Elite) 
      2 Billmen, Heavy Swordsmen, 2HW (Mediocre)
      1 Foot Knight, 2HW (Elite)       
      4 Longbowmen,stakes 
      2 Longbowmen (Elite)
      2 Irish Nobles, Heavy Cavalry
      2 Light Cavalry, Javelin 
      4 Kerns, Light Infantry, Javelin
       1 Javelinmen

Breakpoint...22
       The Corps will be called "Battles" as that was the naming convention for England in Medieval times.
    
Florentine Condotta, 1432.  Niccolo de Tolentino (brilliant), Micheletto Attendolo
(brilliant), Rudolpho Raisu (Ordinary)
    4 Men-at-Arms, Heavy Knight Impact
    2 Longbowmen, stakes  (Elite)
    1 Handgunner, Light Infantry
    2 Pike, Mediocre
    2 Mixes Heavy Spear, Crossbow, pavise
    1 Foot Knight, 2HW (Elite)     
    2 Mercenaries, Medium Swordsmen, 2HW
    2 Levies
    2 Mounted Crossbow, Medium Cavalry
    2 Hungarians, Light Cavalry Bow 
       Break point, 21
 
The nature of this tournament is teams of 4, each team member will only play other team members in his specific time period.  The Anglo-Irish are in the Medieval period.  The dominant troop type of this period are Knights.  The Anglo-Irish, however, could be described as an anti-knight list.  They can only have 2 units of knights themselves, but have large numbers of longbows to draw upon.  

As it turns out, 7 of 10 of the teams Medieval period players were playing similar anti-knight armies.  3 of the were Anglo-Irish, to which I think I can personally take the blame for promoting them heavily this last year with writing 24 battle reports and counting.  Another was Yuan Chinese, with 3 Elephants, a real Knight buster.  It was into these buzz saws that Kevin stuck his armored gauntlet into.

About a decade ago, Otto Schmidt and his wife started organizing, "the Weekend".  Emphasizing game play at the expense of vendors and admission fees.  For the price of the hotel room, and delivering a couple of bags of snacks, you can play.  Games available run the gamut, from prehistoric dinosaur mayhem to Vietnam.  Possibly beyond, I have only attended two of them.  He also has a yahoo group, The Society of the Daisy, dedicated to polite discourse on gaming. 
I don't know what this game was but it was great to look at in the sidelines.
Last year Otto asked me and Walt Leech about running a L'Art de la Guerre tournament, and while I thought about it, Walt jumped all over it.  

And boy did he. 20 cut foam boards, about 12 plaques, and a shrine to LADG with columns and helmets.  

The Scenario:
"The Weekend" team tourney, Medieval period.

The Board:
The Florentine Condotta have won the initiative roll and will attack in the plains.  The Anglo-Irish select a field, a fielded hill and a gully.  The Florentines select a road and a field.

The Florentine right flank starts in the center of the board.  Pike, Crossbow with Pavise, and Knights, oh my.

In the left are more Knights.  Hidden in ambush are Longbow.

To the far left, is a skirmish command.
The Anglo-Irish are following their standard layout.  Heavy foot in the center.  Longbow on the flanks.
There will be a pig roast later.
The hill has a field on it.  Just perfect placement for Darryl's longbow units.
Turn 1:
Darryl does not possess any punch, but he dominates the flank with an overlap.
Micheletto Attendolo's Heavy Infantry advances without fear. 
Darryl reveals his ambush.  Longbow take to the crest of the hill and loose arrows.
Turn 2:

Micheletto Attendolo pulls back some of his infantry.  Presumably to deal with the potential flanking attacks of the Irish Nobles.
Shots are exchanged.  The Florentines have a couple of crossbow/spear hybrids, and a brace of Longbow units.
Darryl's Longbow get into an arrow exchange with Florentine skirmishers.  The hits are one off each so far.  One of the Florentine Light Horse has turned the hill, only to find Kerns in the field, and Irish Light Horse to bottle it up.
Florentine Foot Knights also take a hit.
Larry recalls his skirmishing Kerns back.
Darryl offers soothing words to his English Longbow, successfully rallying them.  Florentine Knights and Mounted Crossbow take more hits.
Turn 3:
Three flights of arrows and 3 hits.  One unit of Mounted Crossbow is destroyed.
Pikemen turn to face off the flanks, and get pin cushioned instead.
Florentine Knights line up.  They are somewhat protected from enfilade fire by their own Longbow, which are currently positioned to be a higher priority target to Darryl's Longbow on the hill.
Rudolpho Raisuli decides to stop trading shots with the Darryl's Longbow by maneuvering around the hill instead.
The Irish are not going to wait for the knights to coordinate with their foot and charge them first, taking advantage of the overlaps.  Luck was not with them though, as they lose 2 and tie on the third. 
On the left flank, Darryl's longbow continue to darken the skies.  However, their fusillade this turn is ineffective.
Behind all these lines is also an assault by Darryl's Javelinmen and Irish Nobles upon the Florentine Longbow.  But the dice were not in favor of the Irish here either.
The battle for the hill gets complected.
Turn 4:

The Florentine's decide to go for the soft parts, and have a dice reversal.  The levy is destroyed on contact, and the Elite Longbow break even against Foot Knights.
Florentine Pike (mediocre) vs English Billmen (also mediocre) produce a mediocre result.  They are just place holders anyway as the Knight shave almost destroyed their opponents with 3 hits on each.  In the background Irish Nobles are destroyed by Florentine Longbow, but another Florentine Longbow falls to the Irish Javelinmen.
Florentine cavalry successfully charge their way out of the pocket.
Only the Light Horse is left protecting the vulnerable Camp.
On the left, the Anglo-Irish-Welsh coalition has a clear victory, destroying a Foot Knight.
The Boys from Stafford and Clan Ramsay charge the Florentine mixed spear crossbow, disordering both.
The Welsh on the hill can harass, but not stop the flanking Florentine cavalry.
Turn 5:
While there are highlights, things are still looking pretty bad for the Anglo-Irish.  This is not unexpected because Kevin and I have played a number of times, and I have never beaten him.  Then we added the score, 14-6 in the Irish's favor!


The Florentine's attempt to fill the gap left by their destroyed Knights.  But those units are both Mediocre.


In the center, casualties on both sides.  Clan Donoghue is dispersed, but so is a Florentine Knight.  The Irish pull a switcharoo on the far right, the Billmen charging Florentine Longbow, destroying them.  Their flank support replaced by Irish Light Horse.  In the background, Florentine Knights destroy Irish Javelinmen. 
The Score is now 16-9.

The Florentine's have totally disengaged from the hill.
Center left, Longbow come up to support the main line.  Just in time as the Billmen took two more hits this round and are barely hanging on.
Clan Ramsay destroys their opponent, now flanking a Florentine Knight.  The Boys from Stafford however are being ground down by Florentine spears.
The Irish Light Horse, no longer needed for flank support, turn and charge the Mounted Crossbow in the flank.  They have pluses for Javelin and Flank, but the Crossbow rolled two points higher for a tie.
Then, it was the bottom of the 6th, and Florentine's were at 20 points of 21, and the realization that the Anglo-Irish could not avoid getting that point.  With several flank charges available.  At this point Kevin surrendered. 


Final score 21 - 9