Wednesday, July 13, 2022

An Archon of Anglo Saxons

A Headless Body Production
Venue: On Military Matters Book Store, Hopewell, NJ
Event: Preparation for Historicon Theme*
Players: Phil Gardocki running Anglo Saxon
               Al Kaplan running Nikephorian Byzantine
Game System: L'Art de la Guerre, 15mm, 200 points per side.

The Forces:
Nikephorian Byzantine
The names of the commanders is lost to history
4 Tagmata, Heavy Cavalry, Impact, 1/2 Bow
2 Cataphracts
2 Light Horse, Javelin
4 Light Foot, Javelins, Crossbow
4 Heavy Spearmen, Missile Support
2 Varangian Guards, Heavy Swordsmen, Armor, 2 Handed Sword
3 Medium Swordsmen
An unknown number of these troops are elite.
Breakpoint around 22

Anglo-Saxon
Larry, Darryl and Darryl, unaccredited.
18 Select Fyrd, Heavy Sword, Impetuous
4 Lights, Bow
2 Lights, Javelin
3 Great Fyrd, Heavy Spear, Mediocre
1 Levy (who never showed up, again)
Breakpoint of 27, nee 28

Display Conventions: When you see a word bubble like "Ouch!", "Oi!" or "Ahi!", this implies a disorder from missiles. Letters in parenthesis represent some value change for the specific unit. For commanders it is s for strategist, b for Brilliant, c for Competent and o for Ordinary, u for unreliable. For troops it is e for Elite, and m for Mediocre. Other abbreviations, Hvy Heavy, XB Crossbow, LB, Longbow, Jav Javelin, 2HW 2 Handed Weapons, B Bow, Kn Knight, HKn Heavy Knight, HC Heavy Cavalry, Md Medium, Sgt Sergeants, LC Light Cavalry, Chr Chariot, Cat Cataphract, Pa Pavise, LI, Light Infantry, HG Hand Gun, FKn Foot Knight, Hvy Spear, Heavy Spearmen.

"XX" implies a unit killed in that location on that turn.

The Board: The Byzantines win the initiative and elects to attack.

Dennis Shorthouse is the proprietor of On Military Matters book service. A delightful book store in Hopewell New Jersey that specializes in military books.

Deployment:

The Byzantine main strike force takes the position on the right.
Their center is a strong force of heavy foot.

He is running his Skutatoi with the missile support option. +1 if they lose on contact, negates mounted furious charge, and they fight as Ordinary. They are represented by surf board looking pavise's on a stand in the third rank, which is removed, after the first round of combat.

The Anglo-Saxon plan depends strongly on their right flank being secured by Difficult terrain.

That plan is about to be unhinged.

The Anglo Saxons are deployed with a strong left flank
Running and anchored to a herbivorously ferned marsh
Any horse that attempts to go around the marsh will be met by spear armed Great Fyrd


Turn 1:

The Byzantine horse, lead by their brilliant commander, advances across the front.
Singing a medley that was on the top of the charts a thousand years later, the Byzantine heavy foot double marches.
They are slightly outpaced by their supporting medium sword.
The Anglo left flank extends its line by advancing half their Select Fyrd and sliding left. The Great Fyrd is called forth to intercept the Byzantine lights.
The bulk of the remaining Select Fyrd advance.
The ambush takes a peak out of the weeds. They are not happy with what they see.


Turn 2:

The Byzantine horse performs some interesting dressage moves.
With their Cataphracts, they are trying to set up a hammer and anvil attack.

Cataphracts make good anvils.

Psiloi advance to shoot
The Impetuous troops chose to take the initiative and charge where they can.

Impetuous foot are *not* required to charge mounted. But since there was no disadvantage to doing so, and I take the initiative from the horse command.

Besides, even if I lose 2-1, I need to engage the horse to win. If I don't lose 20 points, I can't win, because I will not have engaged in enough combats.

2-1 against the horse. Not bad. Darryl has joined the fight on the right with the overlap.  It kinda worked, as his +1 avoided taking a hit for that Select Fyrd.
This command is outnumbered, and with the Varangian Guards, probably out qualitied as well.
And in a turn or two, the Anglo-Saxon right will not have the benefit of the marsh for flank cover.


Turn 3:

The Byzantines pull off their hammer and anvil attack. Two Select Fyrd units are flanked and destroyed.

That was bad.

But with a large bit of luck, a Cataphract is destroyed.  It lost the first round and had one hit, so was at + zero +armor +Elite against +1.  I think the rolloff was 5 to 2 for two hits.
The Anglo Saxon lights have been chased from the marsh.

And the right flank of the Anglo-Saxon line was turned a turn earlier than expected.

This is also bad.

New plan. Charge everywhere and hope to "win through", before the right flank gets Pac-Manned.
6 charges on the right,
3 wins, 3 loses


Turn 4:

On the far left, the Great Fyrd, after a studdering initial attack, defeats their light horse opponent. Disordering the Tagmata behind it.
The last cataphract breaks off. On the right, the gobbling of the line begins.

Wacka-Wacka-Wacka

The marsh is still being contested. But is it relevant any more?
The Anglo Saxons are 15 points towards their break point of 28
The Byzantines are 12 points towards their break point of 22

Each just one point over half.

A Byzantine Tagmata is flanked. At some point their commander was thrown into the fight, and now that looks like it was a bad idea.
The remaining Tagmata evade a charge.
And why not. It looks like the battle will be won without them.

Wacka-Wacka-Wacka

The Anglo Saxons are 21 points towards their break point of 28
The Byzantines are 15 points towards their break point of 22

Both are 7 away from their break point.

Turn 5:

The supporting light horse to the Tagmata and Commanders unit flees the board. I think to read a magazine.

The CIC and Tagmata are killed, adding 5 points to the demoralization of the Byzantines.

Sheaf's of arrows fly.
The Anglo-Saxon right command is almost totally gobbled up. Darryl seeks shelter with Darryl.
The only formed troop on the Anglo-Saxon right is a force of Great Fyrd(m). They are charged but emboldened, and manage to win for now.
With losing their commander, the Byzantines are at 21, 1 away from breaking.
The Anglo-Saxons are a fairly comfortable 23, 5 away from being demoralized.
One way to defeat cavalry is to just keep advancing on it. The cataphracts are facing spear to the front, and sword on their flanks
Its an "out at any base" for the Anglo Saxons. They turn a Select Fyrd to face the flanking Skuts and lose, but they defeat another for the win.
Darryl joins his last unit, an rallies them. The final score is 22 all for an Anglo-Saxon Win.
 
There are different flavors of Skutatoi. Over the centuries, their weapon mix changed a lot. But how that is represented in a game is somewhat subjective. But the players get some choices to pick and choose.

Al chose 4 with missile support, because he intended them to be part of a line of 6 heavy foot, centered with elite Varangian Guards. They will keep off cavalry, and fight as ordinary.

I run them as 1/2 spear/bow and in smaller numbers. But my mission for them is different. I want them to be a distraction and support element. Cavalry can't ignore them because of the bow. I accept that they fight as mediocre because of the amount of effort it usually takes for my opponent to even engage them. I'll put one per command. A rally point for cavalry commands, and a filler unit for the foot commands.

What went wrong?

Making an assumption that the Byzantine force mix would be Cavalry/Heavy Infantry. When it was more balanced, and had Medium Foot that could take the marsh I was counting on so much for holding my flank. This forced my impetuous troops to advance and attack early, and subjected them to being totally consumed but a single medium sword chomping down the line.

On the left, I was expecting to be able to expand into the 4 UD wide lane before the cavalry could get around. That was an unrealistic expectation. With only a competent leader commanding unmaneuverable troops. That lead to all kinds of traffic jams that took all game to sort out. Half that command never even saw combat save the pointy bits of arrows.

*Theme, Western Europe and their Enemies**: All armies must be between the years 500-999 AD
list 109, 124-133, 141-165. Legal allies may be outside those list #s, but must fall within year range. Options indicating Europe, North Africa are permitted. No others.
**(No Elephants, No Knights, Maximum 2 Cataphracts in army) 

For more information go to the American ADLG Forum.

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