Monday, January 27, 2020

A Thinning of Byzantines, Part 1

A Headless Body Production
Venue:   On Military Matters Bookstore.  Owner Operator: Dennis Shorthouse
Event:    Preparation for the USTT 2020


Players: Phil Gardocki running Burgundian Ordinance
                  Dennis Shorthouse running Later Byzantine
Game System: L'Art de la Guerre, 15mm, 200 points per side.
Theme: None

The Forces:
Burgundian Ordonnance
Commanded by Lawrence, the Competent, his brother Darryl (Which turns out to be French in origin)  the Competent and his other brother Darryl , the Ordinary, and somewhat unreliable.
5 1/2 Heavy Spearman 1/2 Longbowmen       
2 Foot Knights      
3 Men-at-Arms, Heavy Knight, Impact, 1 Elite  
2 Light Cavalry, Crossbow
2 Demi-Lancers, Heavy Cavalry Impact
2 Handgunners, Elite          
2 Crossbow, Pavise
Breakpoint of 20

Later Byzantine
6 Medium Knights, dismounted as Heavy Swordsmen, Armor, some elite
4 Medium Cavalry, Bow, some elite
6 Light Cavalry, Bow
2 Bowmen
2 Javelinmen
2 Light Infantry, Bow
Breakpoint of 23

Dennis has a wonderful bookstore in Hopewell New Jersey, that he has been running for many decades.  Imagine going through a library that is nothing but military history.  If you don't think you knew him, he is a long time supporter of Historical Miniatures Gaming Society, and held the coveted #1 spot in the dealers area for over 20 years.  So if you have been to any of HMGS's events at the Lancaster Host, you probably have met Dennis at some time.

 The Board:
The Byzantines win the initiative and elect to attack in the plains.

 
After considerable thought, the Byzantine General dismounts his knights, they are well screened by 3 Light Cavalry

The Byzantine left is 4 Kataphractoi, and 3 Light Horse

 The Byzantine 3rd command cannot be seen.
Lawrence deploys on the left with 4 half Spear/Longbow and 2 Foot Knights.

His brother Darryl is on the right with a half spear/longbow, pike, crossbow and hand gunners.

Their other brother Darryl cannot be seen.

Turn 1:
From ambush is revealed 6 units armed with javelins and bows.

 Yes, there was only 1 ambush marker and the limit was 4 units per ambush.  This was not handled correctly.

Weighed down by armor, the knights grumble as they are forced to do a facing move in addition to a triple march.
Dennis had great rolls for command points.
While the Kataphractoi quick marches across the board.

For this game, the lights that Lawrence's command normally has was assigned to Darryl on the right, with the sudden appearance of all that LMI, that decision is now proved questionable.  Lawrence advances a little and slides.
Darryl advances his heavy troops, leaving the crossbowmen behind to cover his flanks
Retreating the hand-gunners to the relative safety of the gully.
 Turn 2:
The Byzantines advance across the front.  Missiles fly, to which the Burgundians prove incompetent.

Out of position, out of range, not in cover, the Burgundians cause no discomfort to the Byzantines.

There is dust visible on the right.  Darryl's knights will arrive next bound!
Lawrence starts to redeploy his foot knights to face the LMI horde that will be traveling along the flank.
Nothing else changes down the line.
Both Lawrence and Darryl roll next to naught for command points and have limited actions.  But on the other hand, most of their shooters have targets.  They are just not good at it.
The Byzantines have 2 points towards their breakpoint of 23
The Burgundians have 3 points towards their breakpoint of 20

Turn 3:
This is rapidly going badly, and I was tempted to offer my resignation, and get another game in.

One unit of javelinmen race down the flank and head for the camp.  Psiloi archers mass to trade shots on the corner Burgundian longbow unit.

The dismounted knights take a breather and advance at half pace.

Lawrence rolls a one for command points, and spends it rallying, and failing, his corner units.
Darryl's Crossbow flank charges a Kataphract in the rear.  Where it is promptly ZOC'd and harassed by Burgundian Longbow.

Darryl is similarly pip-starved.  And also fails his rally attempt for his pikemen.  But on the other hand, Darryl's cavalry has arrived.
The Byzantines have 5 points towards their breakpoint of 23
The Burgundians have 6 points towards their breakpoint of 20

Turn 4:
The flank march was not a well thought out strategy for this fight.
Byzantine Javelinmen skip forward throwing spears into the Burgundian corner.  The knights advance to bow reach
Having found their range, the Burgundians loose arrows.  The one they needed most was against the ZOC'd Kataphract in the rear, but the horsemen manage to dressage away.
Darryl's pikemen pick up another disorder.  Kataphracts swarm one of his crossbowmen.
The Byzantine lights withdraw from the area in an attempt to regain their order.
Lawrence orders up his line, awaiting the clash of impact.
Darryl desperately is trying to hang onto the flank.

But his troops are badly battered and out of position, and desperately in need of rescue.
The Byzantines have 7 points towards their breakpoint of 23
The Burgundians have 8 points towards their breakpoint of 20


Turn 5:
The Burgundian camp falls.

But the knights hold back.  The Burgundian position is well and truly flanked, and they can afford to wait.
Darryl's command is also enjoying a breather, but none of his rally's are effective.
Darryl's knights advance, only to see the tails of the Kataphracts fleeing in the distance.
Lawrence leads his foot knights to conform on the Javelinmen, then totally muffed the die roll, only their superior armor saves them from a hit.

Down the line longbow strings twang, but nowhere do they score.
Darryl's Demilancers catch a Kataphract and grind it into the pike.
His Heavy Knights only see the tails of the remaining Kataphracts.
Lawrence's Foot Knights are now totally surrounded, but continue to fight.
Final picture.
The Byzantines have 9 points towards their breakpoint of 23
The Burgundians have 16 points towards their breakpoint of 20

We called the game on time here, in order to get another game in.  Dennis was declared the winner even if the Burgundians had not broken yet.

It was easy to see what went wrong here. 
On the left, with the main battle line, there was no troops that could deal with the terrain.  Normally that command has a LI, that would have delayed the crossing by several turns, and in this case I sent it to the right, where it was shot away in defense of the gully, that my opponent would have never entered anyway. 

Then the flank march.  It came on in a timely fashion, but was way too far away to be effective.  It's Light Cavalry shot a damaged LC to death, and the Demilancers caught a Kataphract.  For a total of 3 points towards victory.  That command is 76 points, and needs to win big, or this army fails.

The flank guard command did well enough.  Damaging and killing a Kataphract, but was giving way everywhere under superior pressure.







Sunday, January 19, 2020

Burgundian Ordinance vs Teutonic Knights

A Headless Body Production
Venue: Fall In 2019

Event: L' Art de la Guerre, Theme
Rules Set: L'Art de la Guerre
Theme: Open Tournament
Players: Phil Gardocki playing Burgundian Ordinance
               Allen Kaplan playing Teutonic Knights

The Forces:

Burgundian Ordonnance
Commanded by Lawrence, the Competent, his brother Darryl (Which turns out to be French in origin) the Competent and his other brother Darryl , the Ordinary, and somewhat unreliable.
5 1/2 Heavy Spearman 1/2 Longbowmen
3 Foot Knights
3 Men-at-Arms, Heavy Knight, Impact, 1 Elite
2 Light Cavalry, Crossbow
2 Demi-Lancers, Heavy Cavalry Impact
2 Light Handgunners, Elite
2 Crossbow, Mediocre
Breakpoint of 20

Teutonic Knight

6 Brother Knights, Medium Knight, Impact, Elite
2 Crusader Knights, Medium Knight,Impetuous
2 Turcopoles, Medium Cavalry
2 Turcopoles, Light Cavalry, Javelin
2 Brothers with Spears, Heavy Spearmen, Armor
2 Brothers with Crossbow, Crossbowmen
2 Balts, Light Infantry Bow
1 Livonian, Medium Spearmen, Mediocre
2 Bowmen
2 Levy

Breakpoint of 23

The Board:
This is the third round of the tourney, and Al and I are playing for first place. The Teut's win the initiative and elect to attack in the plains.

With the Rhine securing their flank, the Teut commander deploys with an his Elite Knights. He dismounts one as a heavy swordsmen..
His center is a mix of spearmen, bowmen, crossbowmen, militia. All over the place. If you look at the book list you will find they don't get a lot of any single troop type.
Except knights, lots of knights, two are impetuous, the rest elite.
Lawrence has his forces arrayed as a mix of spear and sword.
His brother Darryl holds the center and right.

The other brother Darryl, cannot be seen.


Turn 1:

The Teutonic Knights advance at a measured pace.
Only slightly getting ahead of their infantry supports.
The same with the left wing of knights. Turcopoles following the road which leads to the far right flank of the Burgundians.
Lawrence advances to the fortification line.
His brother Darryl advances to supporting position of Lawrence's flank. His job is to delay, not hold.

But, his other brother Darryl rolls a six, and will arrive on turn 2!

Turn 2:

The Teut right flank has the impetuous knights and he does not want to lose control of them, and so orders a halt on their current position.
The massive infantry is pushed forward to take the early hits.
While the Teut left begins to wheel right to fall upon the Burgundian right.
Lawrence does not advance.
Darryl positions his forces to refuse the right and goes for delay tactics.
Darryl arrives with a force of 3 Heavy Knights, 2 Heavy Cavalry and 2 Light Cavalry.

Turn 3:

The flank march has arrived, it is time to commit the knights to combat
Missiles fly. The Burgundians taking more than they dish out.
The Teut left flank ignores the flank march and advances onto the Burgundian right flank.
They leave two units of Turcopoles behind to delay Darryl's Knights.
The Teuts stopped just out of range, so Lawrence orders his bowmen to take a step forward.
Missiles continue to fly, several knights have taken hits.
Darryl cants his main line towards the Teutonic Knights, but sends his lights to raid the camp.

The Teutonic Knights have 5 points towards their breakpoint of 23
Lawrence's Burgundians have 3 points towards their breakpoint of 20

Turn 4:

The Teut right flank screens his line with his Turcopoles, while withdrawing a brother knight that has picked up two hits.
The Teut Armored Spearmen are well screened. The Teut Bowmen continue to rake the Burgundian lines to soften them up for their knight charge.
Which started... Right now! A crossbowmen unit is routed, taking their fire arms lights with them
The Teut Turcopoles pick their points, both on Darryl's right and left flank.
Lawrence is content to continue to shoot it out.
Darryl's command is not looking healthy.
His other brother Darryl has had to fracture his formation to deal with the Turcopoles and is advancing slower than the Teutonic knights are advancing.

This is a big deal. Not only have two units of Turcopoles delayed the advance of a much superior force, that force is now in 4 bodies, which creates a lot of command control problems later.

The Teutonic Knights have 6 points towards their breakpoint of 23
Lawrence's Burgundians have 6 points towards their breakpoint of 20

Turn 5:

The Teut's commit their heavy spearmen to combat, and rally their knights.
Their archers continue to rake the Burgundian lines. Their knights continue to charge, and by a miracle, the Crossbowmen hold.
In the last great act of defiance, Turcopoles loose their javelins, disordering the Demi-Lancers on their flank.
Lawrence isn't going to wait for the combined arms charge, and assaults the line of spearmen. He has armor, 2 handed swords and overlaps. And he has a number of 1's on his dice.
Darryl has lost his last ablative crossbow, and sends his foot knights to play with the mounted knights.
His other brother Darryl is advancing, but is still at least two turns from engaging his enemy.
The Teut camp is looted.

The Teutonic Knights have 11 points towards their breakpoint of 23
Lawrence's Burgundians have 10 points towards their breakpoint of 20

Turn 6:

The Burgundian main line is collapsing
Darryl's holding action is still holding.
Lawrence takes position with his last foot knight.
Darryl's foot knight is also still holding out.
The Flank march is almost ready to make their charge.

The Teutonic Knights have 12 points towards their breakpoint of 23
The Burgundians have 17 points towards their breakpoint of 20

Turn 7:

The Teut right flank is performing clean up. They only need 3 points for the win
Their bowmen advance to knife range of Darryls spearmen, and turn. Keeping out of charge reach of the Burgundian knights.
A brother knight challenges Darryl's line.
Lawrence has two effective units fighting. His foot knights destroy their opposing spearmen, while their longbow/spear keeps shooting.
Between Lawrence and Darryl, they have 3 effective units in combat. 

The Teutonic Knights have 14 points towards their breakpoint of 23
Lawrence's Burgundians have 19 points towards their breakpoint of 20, the game is still on!

Turn 8:

In baseball parlance, it's an out at any base. But Al isn't content with that. He wins on the left, he wins in the center.
And he pulls two more points on the right.
And just for good measure, he rallies his Turcopoles

The Teutonic Knights end the game with 14 points towards their breakpoint of 23
Lawrence's Burgundians end the game with 22 or so points towards their breakpoint of 20.

So what went wrong? I think the game was well in hand till turn 5. Then Al had set up matchups that were not in my favor. I leaped forward to keep that from happening, but it didn't work out. Also, Al masterfully dealt with the flank march, largely keeping it out of the game with a minimal number of troops. This gave him about a 1.5 -1 advantage on the main line.