A Headless Body Production
Venue: On Military Matters Book Store, Hopewell, NJ
Event: Prep for Historicon "Ancient Classical"* Theme Event
Players: Phil Gardocki running Thracians, list 63
Dennis Shorthouse running Ancient Bedouin
Game System: L'Art de la Guerre, 25mm, 200 points per side.
*Don't ask me, just run with it...
The Forces:
The
Thracian Hill Tribes. Led by Larianes, the Competent, his brother
Carpi, the Competent, and his other brother Carpi, also Competent
19 Warriors, Medium Swordsmen, 2HW, 2 are Elite
6 Youths, Light Infantry, Javelin, Elite
4 Horsemen, Light Cavalry, Javelin
Breakpoint...29
Ancient Bedouin
Scads of Warriors on Camels, run as Medium Camel
Lots of Warriors on foot, armed with just Javelins
A couple of Warriors on foot as Medium Swordsmen
Breakpoint...30
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.
Commanders are rated s for Strategist, b for Brilliant, c for Competent, o for Ordinary and u for Unreliable
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.
The Board:
The Thracians win the initiative and elect to attack in the Desert
Deployment:
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Tuesday, 580BC
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Bedouin tribesmen deploy on foot between the hills
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Camel riders pour out from the camp near the Great Qatararii Depression
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Late arriving tribesmen are on the far side of the Great Qatarariii Depression
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Carpi deploys his horsemen to scout the hill, and possibly wrap around the Warriors flank.
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Larianes warriors are preparing to assault the Camels near the camp.
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His other brother Carpi has the job of keeping the Camels off of Larianes flank.
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Turn 1:
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The Bedouins prove crafty. As they Thracian horsemen approach the crest of the hill, they are greeted by hurled spears.
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Carpi's original plan is now a bust. He prepares to assault the hill.
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Larianes keeps his warriors in line.
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Along with Other Brother Carpi.
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Thracian horsemen pull back before the taunts of the Bedouin tribesmen.
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Their commander decides to defend a different hill
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Inhibited by both terrain and small command points, the late arriving camel riders contract between the ravine and the sand.
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Turn 2:
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The view from the sky.
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Thracian warriors advance.
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The Bedouins on the hill are a combination of troops that can evade, and those that can't. But they also have a +1 advantage of high ground. So I am not going to race up the hill, but instead turn the flank instead before a general attack on the position.
Turn 3: |
Thracian warriors advance to their assault positions on the hill.
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Larianes forces approach the hill. Turning the flank of the Bedouin camel command.
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Carpi Zoc's the camels, just to prevent any chicanery.
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Thracian lights continue to just be close enough to annoy the Bedouin left.
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The nameless Bedouin commander decides to leave the tribesmen on the right to their fate.
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Reasonable tactics. He knows the swordsmen are dead, and the Javelinmen will evade off board.
Sacrificing 4 units, 26 points to take 10 units plus their commander at 65 points out of the game.
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While Javelinmen on the hill retreat still further. Effectively distracting most of the Thracian center command.
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Allowing the Bedouins to focus their two camel riding commands onto a single Thracian command.
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The Camels charge, but not a major rush, but selectively.
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The Bedouins send their Lights into the sand to deal with Thracian lights.
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The view from above.
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Turn 4:
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Carpi orders charges on the hill His flanking falxmen destroy the Bedouin swordsmen, and pursue into the next unit.
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This is a good way to take the hill, but it takes time.
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Larianes continues his advance. He has a warrior behind the camels.
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Carpi's warriors destroy one unit of camels. But lose a warrior as well.
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Thracian lights charge the Bedouin lights.
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The odds here are actually not bad. In the dunes, camels suffer no combat penalties, but also do not get the +1 for facing Light Infantry in the open.
The Thracians get the Javelin bonus and are elite. And should the left most Bedouin Light be routed, it will disorder two of the Warriors on Camels behind it.
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Which is exactly what happened.
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On the Bedouin turn, their swordsmen fight on.
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In the center, Bedouin Javelinmen commit to battle.
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Carpi looks in horror as his command suffers massive losses to newly committed camelry.
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3 units destroyed, and 2 more evade off board.
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The Thracians are half way to their demoralization of 29. The Bedouins are 11 towards their break point of 30.
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Turn 5:
This game was a chess match. With both sides using smaller commands to distract superior forces. And in the end, the mounted forces did it better.
Also, the Thracians could be said to have over commited on the left and center. I don't think I could have taken the left side hill with less forces than I did, and the center was victorious, destroying 4 units, causing 4 more to flee off the board at a cost of 1 dead 3 disorderd. But the Bedouins are a big army, and could afford the losses if it means to distory a Thracian command for 18 points of the needed 27, when the other Thracian commands take 9 as well.
I'll need to do a better job of assessing troop commitment at Historicon.
Entertaining report! You always make me consider ADLG.
ReplyDeleteReally entertaining and teaching report. Thanks a lot for it.
ReplyDeleteYou are very welcome.
ReplyDelete