Tuesday, June 20, 2023

A Hungover of Hungarians

A Headless Body Production
Venue: Ferrell Fire Hall, Monroeville, NJ. Sometimes referred to as the Riviera of the Pine Barrens.
Event: Kozcon ADLG organized by Don Manzer.
Players: Phil Gardocki running Medieval Polish (254)
              Kornel Burnacz running Medieval Hungarian
Game System: L'Art de la Guerre, 200 points per side. Round 2
Scale: 25mm

KozCon is held in memory of our good friend and avid gamer Dave Kozlow who passed away in 2012.  If you've ever had the opportunity to play in one of his many games at HMGS events you know that he was not only a great person but also a notable credit to our hobby.  In light of Dave's five year battle with cancer ALL proceeds from KozCon are donated to the American Cancer Society.
 
The Forces:

Medieval Polish: Commanders Larry (Brilliant ), Brother Darryll (Competent), and Other Brother Darryll (Ordinary)
4 Rycerze, Medium Knight, Impact, elite
2 Followers, Heavy Cavalry, Impact.
4 Medium Cavalry, Crossbow
2 Tatars Light Cavalry, Bow elite.
2 Lithuanians, Light Cavalry, Javelin
2 Serbian Hussars, Light Cavalry, Impact, elite
2 War Wagons, Crossbow
1 Heavy Spearmen, 1/2 Crossbow
2 Light Infantry, Firearm, 1 elite
Breakpoint...21

Medieval Hungarian
Led by Hunyadi, a Strategist and the Competent commanders Matthias and Attila
3 Nobles, Heavy Knights, Impact, Elite
4 Szekely, Medium Cavalry Bow, Elite
6 Hungarian Light Horse, Bow
2 Hussars, Light Horse, Impact, Elite
3 Clipeati, Heavy Spear, Armour, Pavise
3 Handgunners, Light Infantry, Firearm
Breakpoint of 21

Display Conventions: When you see a word bubble like "Ouch!" or "Auć!" or "Jaj!", 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.

Inappropriately capitalized words are used to highlight terms that are specific to the game. For example Brilliant, Competent and Ordinary have specific game values for the commanders.

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

Before the next round, lets cycle to the other tables.

Defenders of the fort peek out between the logs at the recently landed buccaneers.
Tigers, Panthers, and Elephants, oh my....

The Board:
The Medieval Hungarian, with an initiative rating of 5, win the initiative and elect to attack in the plains.

Deployment:

The Hungarian right has a command of steady foot, well supported by lights.
Their center has all their knights, again with ample lights supporting
On their left, a command of 6 bow armed horse. 3 lights and 3 mediums.
Expecting a strong force of horse on the left, the war wagons were deployed there. A bad guess.
Darryl's mounted crossbowmen are facing off against just a few lights. Larry's lancers are up against the main strength of the Hungarians.
The Hungarians have more shooters, better armor, and more cavalry. But some of their cavalry is just mediums.

Turn 1: The flag is raised!

And they are off! A single hand gunner is there just to slow down the advance.
Eager knights advance with their entourage.

With a surprise appearance by Death himself.

There was a hope that the single block of Szekely and Hungarian Lights would stay in a block. but no such luck.
One Firearmsmen is order to retreat. The Serbians and Lithuanians head for the left flank and will await opportunities.
Polish Followers with crossbow advance and loose quarrels.
Polish knights form up at the bottom of the hill. The Followers with lance bolster the Tatar line.


Turn 2:

The Hungarians form a long line of shooters.

The Hungarians are very light heavy. 11 units, 9 with missiles. They have to get more usage out of them to win.

The Nobles switch things up a bit. A slide to the right and charge upon the Polish mounted XB. Who dutifully evade.
The Hungarian left orders a general charge. The Polish Followers cannot evade, and so stand. The Tatars have a slight advantage as elites and hold as well.

I haven't done a "what are the odds" in a while.

LC Elite vs LC Ordinary. Is a 65/35 chance the elite will in on an average of just 2.1 rounds

However. HC Impact vs LC Ordinary is 96/04.

Polish lights retreat and will wait for better positioning.
The Followers with Crossbow advance and loose quarrels again. With no effect. Polish Knights charge off their hill. The Rycerze Czerwoni i Zieloni suffer a catastrophe (1 to 6) and are destroyed on contact.
On the right, the Polse the battle continues. One Szekely has two hits, but the Polish line has 3.


Turn 3:

Across the water, and about 1800 years, Seleucid pike impact Roman legionaries.
On the right we have a banner rich environment.
Hungarian Hussars run down a Polish Firearmsman. Then pursue into the Lithuanians.
Hungarian lights lock down the forward war wagon
Their knights advance, flanking the Rycerze Czerwoni i Biali
But Hungarian left suffers a series of disasters. All their Szekely horse are destroyed. Their leader Mathias is forced to move his command first to one Szekely, then to the Hungarian Light.

For those counting at home, that puts the Hungarian score at 11 of 21

Other Brother Darryl has a surplus of command points. He brings up supports for the Lithuanians, and rallies his Militia.
The Followers with crossbow send for more quarrels, these are defective.
Having eliminated their opponents, the Rycerze Czerwoni i Biali turn and advance down the Hungarian line.
The remaining lights in Hungarian left can fight no more. Their commander, Matthias offers his sword in surrender.
Which brings the Hungarian total to 21 and demoralization.

What went wrong?

The Polish army has a strong investment in missile fire. 6 lights, 4 mediums, the Militia and the War-Wagons. I cannot say I get much mileage out of them. I think 3 hits in this game. Now getting the right shot at the right time, like just before a charge of otherwise equal opponents is critical. But shots spread out is just a couple of points and not worth the investment.

War Wagon Rules
Protection: 2, not reduced by LB, CB or Firearms
0 against Incendiaries
Cohesion: 4
Speed: 2, 1 in rough
+0 in hand to hand except:
+2 v Mounted except Ele
+1 v LI
+1 bonus if Battle-Ready
Counts as supported if engaged on it's side by only one enemy unit
-1 if in rough.
+0 shooting. Can only shoot from it's side. Range of 4

Move 2UD
WWG are not on the list of Unmanoeuvrable units. But have their own restrictions.
Wheels are limited to 45 degrees (apologies to all those I have cheated in the past)
When making a quarter turn, a WWG may make a 1 UD move sideways. See page 32 for a diagram.
Becomes Battle-Ready at a cost of 1 CP
On the same turn as going Battle-Ready,
can make a half or quarter turn at a cost of 1 additional CP
Cancels Impact, Javelin and Furious Charge of all except Elephants
Impetuous troops are not required to make an Uncontrolled Charge against WWG
All edges are considered "Front"
WWG are never subject to "Multiple attack"
Corner to Corner enemy units do NOT provide support.
WWG only provides simple support if in position to do so. Never Melee support
Enemy LI can contact WWG frontally, only if it can provide support. Never alone.
WWG cannot be routed as they are destroyed in place, or pursue.
WWG does not exert a ZOC, but are restricted by ZOC
WWG cannot charge. Exception for WWG with blades.


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