Monday, July 21, 2025

Hurri Mitanni, A Problem-Free Philosophy

A Headless Body Production

Venue: An undisclosed basement, but not the same basement as last week
Event: Kaplan-Khan! Round 2
Players: Phil running Vedic, list 35
               Lou Cardinale running Hurri-Mitanni, list 21
Game System: L'Art de la Guerre, 15mm, 200 points per side.

The Forces:
The Vedic are led by Laksha, the Competent, his brother Daksha, the Brilliant, and his other brother Daksha, the Ordinary
8 Light Chariots, Bow, 3 Elite
2 War Elephants
6 Warriors, Medium Sword, 2 Handed
6 Light Infantry, Bow or Sling
4 Bowmen
Breakpoint of 26
 
I know the 170 something readers of this blog are looking for Historicon results, but sorry.  You'll have to go to the American ADLG message board. I have started the first AAR from Thursday's "Mandate of Heaven" tourney. Spoiler: Dave Boor's Chin took the tournament.   My first Korean report, will be up next week.
 
On to this battle report.
 
Lou sat down and declared his army.  "Hurri-Mitanni." 
 
I adjusted the gain on my hearing aids upward.  "What?"
 
"Hurri-Mitanni." 
 
"Hukuna Matata?"  Is that some sort of Meso-American?"   I cannot recall a recent time when I had no idea what the list was.  
 
Turns out the Hurri Mitanni are one of the "Also-Rans" as contemporaries of the  
the Hittites, and the Babylonians.  But those guys had better Influencers working the clay tablets.
 
Going with the misconstrued name of Hakuna-Matata* (no worries!).  They are led by the excellent commanders Refiki, Timon and Pumba.   How come every list I play against has 4 or more command points, and I only have 2 or 3? Especially with an empire that was the whipping boy of 3 major, and  KNOWN empires.
14 Light Chariots, Bow, Armor, some Elite. 
1 Light Horse, Bow, Mediocre
2 Shukituhli, Medium Sword, Support
2 Bowmen
4 Light Infantry, Bows or Javelins
Breakpoint of 23
 
Display Conventions: When you see a jagged word bubble like "Ouch!" or "आउच!"  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.

Deployment:

On a well trodden dirt packed (?) road, Refiki deploys with a command of chariots and foot.

On the center and left, Timon and Pumba* deploy with a lot of chariots.

 The official plurality for this many chariots is a "shit ton."

In a change of plans from round 1, the Vedic elephant command will deploy on the left, to take advantage of the elephants ability to ignore the rough terrain.
This is known as a bad plan.
In between the terrain, is an over stuffing of chariots.
The plan has not improved.
The Daksha's third command cannot be seen.  However, he has chosen a very obvious piece of cover.

<no exploding bushes yet>

OK, a couple of pics from Historicon, 2025!

 

Wednesday night, the calm before the storm.

That went pants quick!


The fortune cookie was stolen from a jar in an adjacent French bakery.  I do not know if it counts.

Excellent models.  Terrain is looking familiar though

Back to the game, in an undisclosed basement far, far away...

Turn 1: 

Bravely, Refiki's command advances on the elephants.
Unlike last game, he has plenty of troops to invest the rough with.

Timon's chariots advance on to brother Daksha's chariots.

Pumba's small chariot command advances to the hill.

I declared the hill as field covered.  But I do not recall if it is or isn't.  I cannot imagine the chariots heading that way if it was.  But also, it would be a brain fart if I didn't declare it fielded.  

On the adjacent table, knavery is afoot!
Daksha's elephants advance.

Their flanks covered by swordsmen in the field.

An early exchange of arrows draws curses from both sides

An ambush is revealed.  I could have left the archers on the hill top to pelt the smaller chariot command, but decided instead to use a rare surplus of command points to redeploy into the rough
 

So probably not a fielded hill.

Turn 2:

Refiki orders his chariots forward for the traditional exchange of pleasantries.
Sending his lights in to distract the Vedics in the rough.

Timon orders his chariots forward.  This is not going to go well for the Vedics.  The Hakuna's have length, depth in the form of armor, and have the advantage of terrain.

Pumba turns his chariots to head towards Daksha's archers.

Daksha orders a charge, running off Rifiki's chariots.  In an abundance of irrational exuberance, his warriors in the field charges as well.  Rolling poorly they take multiple hits.

The tradition continues!  As noted last game, the Vedic warriors have yet to win a single dice off.  

The Brothers Daksha hold the line.

Mediocre these archers be, but focused firepower counts for a lit.

The score so far is Vedics, 8 of 26, to the Matata's 6 of 23.  No worries.

Turn 3:

Rafiki's chariots turn, but do not come within bow range.  His foot has cleared the field, and will soon be exploiting that position.

Timon's chariots charge.  Daksha's evade.  Stopping to pray for intervention at the statue of the Buddha.

His left over chariots, and when you have a "shit ton", you have left overs, move in to engage other brother Daksha's archers.

To cover his flank, Laksha leaves his right most warrior behind, and advances his main line.

Daksha advances to bow reach.  More arrows exchanged.

The Vedic archery line is doing quite well.
The score is 15 of 26 for the Vedics, and 12 of 23 for the Hurri-Mitanni.  So both are just over half way to being demoralized.
Turn 4:

Refiki again recalls his battered chariots.  But his foot have now thoroughly turned the elephant flank.

Timon's chariots are taking a wait and see attitude, with successful rallies while exchanging arrows and epithets.  

Other brother Daksha's archers wilt under the weight of Matata archery
Taking the score to 19 of 26 for the Vedics, to just 11 of 23 for the Hakunas.



Taking advantage of the retreating chariots, Daksha turns a troop of elephants to face the Hakuna foot.

Laksha orders his chariots forward.  Destroying one Matata chariot, but losing one as well.

A successful rally for Daksha's archers as well.
The score is now 22 of 26 for the Vedics, to just 14 for the Hurri-Mitanni. 
 
Turn 5:

I do not know what is happening here.  The positions of the figures in this image are unchanged from the first picture in turn 4.  But it is a different picture.  A later image number, and different framing.  It could be Lou just rallied and fired arrows.

Maybe he did nothing because it was not going to matter, as the Hurri-Mitanni chariots burst through the line to burn the Vedic camp for the win!

Final shot.

A quick picture at the top table, Ancient Hebrews have engaged.

*Apologies to Lou for mocking his commanders, and the army name.  The alliteration between Hurri-Mitanni and  Hakuna Matata was too good to pass up.

What went wrong?  Deployment.  Elephants and Cataphracts go in the center. The same with Heavy Chariots. No exceptions!  Flanks tend to be where skirmisher are, and that means your heavy hitters are grasping at air, and your center falls to their heavy hitters.


Monday, July 14, 2025

An Assegai of Assyrians

A Headless Body Production

Venue: An undisclosed basement, but not the same basement as last week
Event: Kaplan-Khan! Round 1
Players: Phil running Vedic, list 35
               Richard Jarnoz, Assyrian, list 7
Game System: L'Art de la Guerre, 15mm, 200 points per side.

The Forces:
The Vedic are led by Laksha, the Competent, his brother Daksha, the Brilliant, and his other brother Daksha, the Ordinary
8 Light Chariots, Bow, 3 Elite
2 War Elephants
6 Warriors, Medium Sword, 2 Handed
6 Light Infantry, Bow or Sling
4 Bowmen
Breakpoint of 26

The Assyrians were led by  ܫܘܵܐ ,ܐܸܠܦܘܿܢܝܼܬ݂ܵܐ, and ܢܵܩܹܫ.
3 Heavy Chariot, Impact, some Elite
4 Light Chariots, Bow, Armor, some Elite
1 Light Horse, Bow, Mediocre (wait, there are Mediocre Lights?  What a great way to gain initiative points!)
5 Asharittu, Medium Sword, Impact, Elite, Support.  (Damn! What a great troop type!)
2 Hupshu, Medium Sword, Support
3 Hupshu, 1/2 Med Sword, 1/2 Bow
4 Light Infantry, Bows or Javelins
Breakpoint of 22

Display Conventions: When you see a jagged word bubble like "Ouch!" or "आउच!or "!ܐܘܼܘܵܐ",  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.

Turn 1:

ܫܘܵܐ takes the right side command with a strong force of chariots.

An important distinction regarding chariots.  Light Chariots in LADG are not considered "Lights" in the normal way.  They are effectively Medium Cavalry.  And if armored, like the Assyrians, they are Heavy Cavalry.

 ܐܸܠܦܘܿܢܝܼܬ݂ܵܐ takes the center with the Asharittu warriors.  As commented above, being Impact and Missile Support makes this a powerful troop type.  Acting as armor on first turn of contact, and canceling furious charge goes a long way to mitigating Heavy Chariots, where the Asharittu have a base factor of zero.

ܢܵܩܹܫ takes the left with the Hupshu warriors.

Laksha takes the left with 8 chariots.

With two pieces of terrain on the Vedic side of the board, the chariots can either be on the left, or center.  Which is also a decision the Assyrians have to make for their chariots.

Brother Daksha's elephant command takes the center.

Other brother Daksha takes the right.  All mediocre bowman are fairly safe in the rough.

The view from above.
Turn 1:

Seeing the elephants in the center, ܫܘܵܐ drives his chariots to the right.

ܐܸܠܦܘܿܢܝܼܬ݂ܵܐ leads his Asharittu in the center, while ܢܵܩܹܫ  deploys his Hupshu to the hill top.


Laksha decides he has too many chariots in a small area and parses of 3 to deploy towards the center.

Brother Daksha sends forward his skirmishers.

And reinforces other brother Daksha's archers.
My thought here is to use the terrain to set up flank attacks should the Assyrians advance in the gaps.
 

Turn 2:


The Assyrians advance to bow range.  Both sides loose arrows, but none strike home.

A similar exchange in the center.

The Assyrians are holding back their infantry battle lines and will wait till their chariots push through their lighter opponents.  And no one is in a hurry to engage elephantry.

Laksha moves forward, ZOCing the Assyrian chariots, but more importantly, providing evade room should they evade long.
Brother Daksha sends one warrior across the field to support Laksha's chariots.
Daksha charges the Assyrian skirmishers, and advances his elephants behind them.

Other brother Daksha optimizes his firing line.
Turn 3:
Time for a bio break, and take some pictures of other actions.

And the view from the other side:

 






Turn 3:

The Assyrian "Light" chariots charge.  They have an armor advantage, so Laksha's chariots evade, barely staying on the board.


Assyrian Asharittu and Hupshu advance.  Their skirmishers flank charge Daksha's skirmish line.  

The Hupshu line hovers just out of bow range and mostly on the hill.
The Hupshu are 3 units of 1/2 bow/sword, against Daksha's 4 all mediocre bow.
Laksha's chariots return to exchange arrows.  They need to score some disorders to compensate for the Assyrian armor advantage.  
But their ability to charge is compromised.  One Assyrian chariot is ZOCed by warriors, and the next chariot would be subject to a counterattacking flank charge if they do charge.
Laksha arrives in the center with two chariots.  Daksha's elephants hold back for now.

Other Brother Daksha holds back out of arrow range for now.

This is a fairly good game of maneuvering and timing commitment.

Turn 4:

The Assyrian "Light" chariots charge.  Their heavies coming forward for followup attacks.

Assyrian lights flank charge the Vedic skirmishers, sending them fleeing into the rough
The Assyrian center command deploys to protect their flanks.
The Hupshu advance and loose arrows.  Scoring perfect down the line!

Laksha and Daksha coordinate an attack on one Assyrian chariot.

Daksha's elephantry charges the Asharittu line.  Dispersing an Assyrian skirmisher in route.  
 

Luck ran better for Daksha then he deserved, with 3 contacts, with neither side losing.  

Other brother Daksha also did better than average.  Two successful rallies and 2 causing two missile disorders.
At the bottom of the fourth, the score is 14 of 22 for the Assyrians, and 7 of 26 for the Vedics.


Turn 5:

The Assyrian heavies only had one gap to charge through.  But the Vedic chariots rolled a point better.


The battle in the center is just continuing.  The line is drawn for the benefit of the reader.
Of note, a single Assyrian skirmisher is behind the Vedic lines.  Hoping it will go unnoticed.
ܢܵܩܹܫ Hupshus commit to battle.
 

At the top of the 5th, the score is 18 of 22 for the Assyrians, to 10 of 26 for the Vedics.


Laksha launches his counter-counter-attack!

At the same time leads the attack against the right flank of the Asharittu line.
In the center, a Vedic warrior is routed, traded for with an Asharittu being trampled by Vedic Elephantry.
The Hopshu charge, routing another Vedic warrior.

The Vedic score is at 12

The Assyrians are at 19
Turn 6:
The Assyrian heavy chariots charge, splintering a Vedic chariot.
Ignore the Vedic chariot on the flank of the Assyrian chariot.  Probably a pursuit that didn't happen.
In the center, the battle mostly just continues, with the Vedic warriors nearly crumbling.  A Hupshu warrior charges a Vedic elephant in the rear

ܢܵܩܹܫ and other brother Daksha hurl both insults and arrows, with equal effect.

We called it here as the Vedics had multiple locations to score the 2 points they needed for the win.

What went wrong?  While it seemed a good idea to split the Vedic chariot command in two, it was also difficult with just a competent commander.  Some of the decisions were based on a scarcity of command points.     

There was a similar problem with the center command.  "Brother" Daksha was brilliant, because elephants are difficult to drive.  But combine that with the command parsing off two of their warriors both left and right, led to difficult command decisions as well. 

And I want to say that the 2 Handed Weapon Swordsmen won exactly zero combats.  Not one dice pairing was successful.  The best they scored was a tie. 

And that Assyrian skirmisher behind the lines?  Richard forgot that was his until cleanup.