Sunday, January 5, 2020

Burgundian Ordonnance vs Free Company

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
               Bill Cambell playing Free Company

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 Handgunners, Elite          
2 Crossbow, Mediocre
Breakpoint of 20

This will be the second run of a brand new army.  The army, not the figures, which is a remounting of spare Swiss and Anglo-Irish figures.  With a couple recently purchased knights and spearmen.  All freshly flocked and ready to go.

Free Company (derived from photos and memory and has zero chance of being accurate)
1 Knight, Heavy, probably impact, elite
1 Men at Arms, Heavy Cavalry Impact
5 units of Longbowmen
2 units Crossbowmen
5 units of Heavy Swordsmen, possibly armored, 2HW.
1 unit of Medium Swordsmen Mediocre
2 Light Infantry Javelin
2 Light Infantry Firearm
3 Foot Knights, some elite
Breakpoint of 22

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

This looks like Crossbowmen, a cavalry and a knight.
Longbow in front, swords in the back.
On their right, more longbow, and what looks like Heavy Swordsmen, and Foot Knights.

In the gully, 2 ambushes.  It's amazing what you can pack in those wagons.
On the right 8 units of foot.  Half Spear, half Longbow, interspersed with foot knights.
 And a quick peak at the game on the next table.


The scenario is Hannibal is crossing the Delaware river on Independence Day to catch the Queen Boudicca ’s Grenadiers, which were recovering from Boxing Day, by surprise in their barracks. 
Turn 1:
Seeing nothing before them, the Free Company's right flank stars veering left.
Their center marches straight forward.
Their left flank longbowmen march boldly into the nearby field.  But their heavy infantry can only advance a short bit as it is hampered by heavy foot and command points.
Out of the gully, and explosion of activity. Darryl, the Competent, rolls a 6 for command points.  Light horse, Demi-Lancers and Heavy Knights climb out and form up.
Darryl, the Competent, and somewhat unreliable, advances his crossbowmen to support his brother.
Lawrence holds back his line.  He is not in a hurry to assault the field, and Darryl's Knights should be able to destroy their foes, then turn the Free Companies flank.
Turn 2:

Free Company's crossbowmen vector off to intercept the Burgundian Light Cavalry.  Their Knights, understandably, hold back
Their Longbowmen make a right turn to support their suddenly out numbered knights.
Their foot troops line up, but its seems now both sides are waiting on this flank.

Darryl's Demi-Lancers advance to charge reach, supported by the Heavy Knights.
This was a stupid move.  As it exposed the weaker Heavy cavalry to being attacked without the Knights getting involved.


Darryl's Crossbowmen advance to cover the flanks of the knights.
Lawrence see's an opportunity to take advantage of his numbers on the right.
Turn 3:

The commander of the Free Company sees an opportunity here to engage just the Burgundian Demi-Lancers.  He has both flanks and knights verses cavalry, and pulls two wins.
The rest of the Free Company just form up and watch the show.
Daring Lawrence to go for the gap twixt the field and the river.
Darryl counter attacks.  His lights flank charge enemy crossbow, but are rebuffed. One Demi-Lancer is dispersed, but the Free Company commander is now engaged by Heavy Knights.
Not much action in the center.  Both sides content to shoot it out and wait for the flank battle results.
Lawrence continues to advance his main line.  He is out of charge reach, but well within bow range.
The Burgundian Ordonnance have 6 points towards their breakpoint of 20
The Free Company have 4 points towards their breakpoint of 22

Turn 4:

The Scrum on the left continues.  Crossbowmen disperse the Light Horse, and advance on the flank of the demi-lancers.

To take the pressure off of their line, the free company swordsmen charges the Burgundian Knights.

On the far right, the Free Company closes the gap.
The Burgundian left crumbles quickly.  The only high point is successfully taking the Free Company commander in the flank, then to muff the die rolls for only a disorder. 

The center units begin to close.  Burgundian missile fire is finally becoming effective.

With the benefit of armor, 2 handed weapons, a disordered enemy unit, and a flank support, the Burgundians foot line charge!  And down the line they have defeat after defeat.
The Burgundian Ordonnance have 13 points towards their breakpoint of 20
The Free Company have 6 points towards their breakpoint of 22

Turn 5:

Free Company foot troops charge the elite Burgundian Knights in the flank, rescuing their leader from an uncertain fate.  Two other Burgundian Knights are destroyed.
The Burgundian Ordonnance have 16 points towards their breakpoint of 20
The Free Company have 6 points towards their breakpoint of 22


A Free company bowmen unit is dispersed by Burgundian archers.
The Burgundian Ordonnance have 17 points towards their breakpoint of 20
The Free Company have 7 points towards their breakpoint of 22
Lawrence's foot troops suffered an early defeat, but are rallying.
The Burgundian Ordonnance have 17 points towards their breakpoint of 20
The Free Company have 8 points towards their breakpoint of 22


For Darryl's proud cavalry, it is all over but for the dying.

His other brother Darryl, is taking his time.  He has turned the flank of the Free Company foot, and has lights to go into the field.

Lawrence has pulled off a flank charge, albeit an unenthusiastic one, and still losses the fight.  He decides to go to the front of his Foot Knights and pulls a win.  A Burgundian spear/longbow unit is destroyed, but the Free Company forces are also crumbling.
The Burgundian Ordonnance have 17 points towards their breakpoint of 20
The Free Company have 9 points towards their breakpoint of 22


Turn 6:
Brave crossbowmen advance.  Darryl's last unit is a Light Horse, Crossbow.
For Darryl's last knight is surrendered, and Darryl with it.

The Burgundian Ordonnance have 20 points towards their breakpoint of 20
The Free Company have 9 points towards their breakpoint of 22



What a ruddy awful mess.

A bit of desultory missile fire to end the game.
The Burgundian Ordonnance have 20 points towards their breakpoint of 20
The Free Company have 10 points towards their breakpoint of 22

But there is such a thing as pride.  Lawrence continues to fight, destroying his opponent after the game was called.
The Burgundian Ordonnance have 20 points towards their breakpoint of 20
The Free Company have 11 points towards their breakpoint of 22

There are a thousand lessons in defeat, and none in victory.  So to does this fight.  The Burgundians had many advantages, and failed to exploit them.

The first was the successful ambush.  Hiding 7 cavalry in the gully worked fine.  The Free Company advance an inferior force which should have been destroyed.  But in my eagerness, I disjointed the movement forward, allowing the Free Company to defeat the command in detail.  Also, I left the gully with the Knights on the right vice left.  I did this because they were more resistant to the Longbows, but in the end, it meant they never engaged the Free Company horse where they could have won.

I should have taken my time.  Better a good engagement a turn later, then a bad one a turn early.

On the right, the forces charged a turn early as well.  Better to let the longbow continue their work.  But that charge was due to the disaster occurring on the left.   I needed to get something going.  Then muffed four combat rolls in a row.
 
The center worked well.  It had a numeric disadvantage, but played well.  Distracting shooters and actually winning the exchanges.  In another turn there would have been flank charges and more distractions. 

3 comments:

  1. Great game. I read the rulebook several times but I just cannot figure it out. Maybe it's me but I think The rules are very complicated and the wording is bad. I wish I could do a introduction battle somewhere.

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  2. Where do you live? I have about 300 readers, and I am sure someone lives near you. As to the rules, I am too familiar with them to offer an opinion on their readability. They are written in French, and translated by a committee of English speaking french and French speaking Englishmen.

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  3. So many beautiful troops...and camps, great looking game!

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