Monday, November 17, 2025

A Timocracy of Timurids

A Headless Body Production

Venue: Ferrell Fire Hall, Monroeville, NJ. Where 5G goes to die.
Event: Kozcon ADLG organized by Don Manzer.
Players: Phil Gardocki running Scots Isles, list 187
              Mike Kelley running Timurid
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. 

There has been a lot going on in House G, and I have not spent any time thinking about Kozcon. Until the requirement of a list pre-check came by. What to do? Just use the same list as 18 months ago!

Now to see what went wrong with those games. I know, this is in the wrong order.

The Forces:
Most of the Timurids are just guesswork.  Commanders were probably a Strategist, a Brilliant and a Competent.  Two seem to be Included.
2 Elephants with Armor
7 Cavalry with Bow.  Some Heavy, Some Elite
6 Light Cavalry with Bows
4 Hostages, Levy, Mediocre, Expendable
2 Afghan Spearmen, Medium Spearmen
2 Archers, possibly with stakes 
3 Light Infantry with Bows
Breakpoint of 22

The Scots are commanded by MacLeft, MacCenter and MacRight. All are considered Competent, easily replaceable.
14 Islemen, "Eileanaich", Heavy Swordsmen, 2HW, some are Elite, some are Mediocre
4 Highland Archers "Boghadairean Gàidhealach" (no, I'm going to pepper the report with that) Medium Swordsmen, Bow
2 Levy, "Sgum"
2 Irish "Gaisgich Èireannach", Medium Sword, 2HW
2 Light Infantry, Bow, An fheadhainn òga 
Breakpoint of 24

Display Conventions: When you see a word bubble like "Crivens!" or "Waily, waily, waily!" or "اوه!", 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.

Any inaccuracies and vagueness as to specific units is to be regarded as fog of war and should be considered as part of the fun.

The Board:
Unsurprisingly, the Timurids win the initiative and elect to defend in the Steppes!

Deployment:

I did not know that only one of the Hills in the Steppes can be covered in rough terrain.


On their right, a goodly number of bow armed cavalry.

In the middle, armored Elephants and their runners

A hostile of hostages occupy space next to the elephant command.  And way out in left field, another strong force of horse.
Turn 1:

No matter what, my right flank is going to be hanging.  So all the commands are going to shift left.  MacLeft takes his bowmen into the Brush to set up a fire base to harass the Timurid horse. 


MacCenter moves forward, stopping 4 UD's from the dancing girls on the hill.

With the camp protected by a couple of Levy, MacRight keeps pace with MacCenters battle.

The Timurid Elephants clear the top of the hill.

Their hostages covering their flanks, and their other horse command unenthusiastically advance.

My strategy is to harass the Timurid right with my bow, approach the hill but not attack it until the Levy have been destroyed.  Then attack that hill from the flanks.
Turn 2:

My Highland Archers are still attaching their bow strings and finding their range.  The Timurid archers have no such problems.

That's 4 hits, 3 from lights.  

MacRight advances.  His young men pulled out to cover his battle's flank.

After their initial darkening of the skies, the Timurid archers must now seek for more arrows.

Their lights turn on the exposed MacRight's exposed flank.


Turn 3:

Bows have been strung.  Time to loose arrows!


MacCenter offers an eloquent speech, encouraging his men to stay the course. 

As they watch MacRight begin the assault.

Three of his warbands are assigned to protect his flank.

The Persian commander swears in Farsi while trying to kick and prod his men into some semblance of order.

The Elephant corps advances a bit down the hill.  But their bowmen is recalled, as it was in range of Heavy Swordsmen.  

Lances lowered, the Timurid horse charge.  But the Eileanaich hold their ground.

Turn 4:

I have been luckier than I deserve.  My missile troops were scoring well, and 3 successful rallies, and my Eileanaich on the right standing before a lancer attack. Time to put the pressure on. 

 

MacCenter's Eileanaich advance to charge reach of the hill.


A charge on the Levy routs one, disorders another.  But the third one holds the warband led by Sir Robin and is minstrels.  

The horse skirmishers are called forward again, and are immediately pelted with arrows.

Off the hill come the Afghan spearmen, routing a Eileanaich on contact, where they pursue into another.

One of the Persian horse Disengages to the hill to recover.  Another is brought up for the next charge.


Turn 5:
A skirmisher is routed, taking one of the heavier horse with him.

Clan O'Lyre charges the Afghan flank, routing them.  The Knights that say "Nee" approach to charge reach of the Timurid foot archers.  Sir Robin, facing nought by unmotivated hostages, bravely avoids running away.
Seriously, that stand of Sir Robin and his minstrels never does well in this game.
One of only two Scots light foot archers moves forward and looses arrows.  Actually scoring a hit.

His brother light foot is dispersed before the Timurid light foot.  
One of their elephants turns and charges down the hill, but is stopped in it's tracks.
OK, On looking at the pictures again, that light foot unit is claiming way too much credit for shooting up that mounted unit.  I think there was a successful rally in there, but that unit had two hits when it disengaged.
Sir Robin, however, is setting himself up to bravely run away.
 

Turn 6:  

The Highland Archers shoot away another troop of horse.  MacLeft feels confident enough to call up his Irish.

An Elephant is hammered both front and side.

The Knights that say "Nee" save Sir Robins bacon.

 Taking the score for the Scots to 7 of 24 to the Timurid score of 17 of 22.



The Timurid horse commander orders a charge for his last troop.  While he <ahem> observes from way in the rear.

The remaining heavy horse retreats to the far side of the hill.
Turn 7:

MacLeft exits the rough, and turns the flank of the Timurid line of battle.  And no, the remaining elephant has not be hit in the flank.  The Young Warrior (with the tiny red die signifying Mediocre) missed contact by about 4 mm.

And game was called on time at this point.  With the Scots earning a winning draw.



 

 

 

 

 

 

 

Tuesday, November 11, 2025

A Sillyness of Scots

A Headless Body Production

Venue: Ferrell Fire Hall, Monroeville, NJ. Where 5G goes to die.
Event: Kozcon ADLG organized by Don Manzer.
Players: Phil Gardocki running Scots Isles, list 187
              Al Kaplan running MedEvil Germans
Game System: L'Art de la Guerre, 200 points per side. Round 1
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. 

There has been a lot going on in House G, and I have not spent any time thinking about Kozcon. Until the requirement of a list pre-check came by. What to do? Just use the same list as 18 months ago!

Now to see what went wrong with those games. I know, this is in the wrong order.

The Forces:
The mEvils were commanded by C-in-C, the Competent. His subordinate, Leer Gelassen, the Competent. They brought a Swiss mercenary company, commanded by, Gebetbuch des Niklaus Meyer zum Pflmeil*, famous humanist and holder of the philosophers stone. In his early career as a military man, he as regarded as Ordinary, and Included.
4 Männer mit Waffen, Heavy Knight, Impact
1 Mounted Handgunners, Medium Cavalry, Firearm
1 Lancer, Heavy Cavalry, Impact
2 Bewaffnete Männer zu Fuß, Foot Knight (OK, I'm laying off the German Translations here)
5 Pike, 2 Elite
2 Halberdiers, Heavy Sword, PoleArm
6 Militia, Light Infantry, Crossbow
2 Swiss Hand gunner, Light Infantry

The Scots are commanded by MacLeft, MacCenter and MacRight. All are considered Competent, and easily replaceable.
14 Islemen, "Eileanaich", Heavy Swordsmen, 2HW, some are Elite, some are Mediocre
4 Highland Archers "Boghadairean Gàidhealach" (no, I'm going to pepper the report with that) Medium Swordsmen, Bow
2 Levy, "Sgum"
2 Irish "Gaisgich Èireannach", Medium Sword, 2HW
2 Light Infantry, Bow, An fheadhainn òga 
Breakpoint of 24
* a "No Prize" for anyone guessing the pop culture reference here.

Display Conventions: When you see a word bubble like "Ouch!" or "tha sin a' goirteachadh!" or "Auc!" or "Mah poofy culur bahookie", 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.

Any inaccuracies and vagueness as to specific units is to be regarded as fog of war and should be considered as part of the fun.

The Board:
The mEvil's win the initiative and elect to attack in the Mountains.

Deployment:

The terrain as it was laid.

After adjustments. Swamp Castle is placed in the deep and foreboding swamp.

The Scots camp is somewhat mobile.

An overview of the deployment.

Time for a quick bio break and walk around to take pics of other boards.

A lot of elephants showed up today.
A whole lot of elephants
Mats stored for 18months are maintaining their creases.
The mighty Bedouin camel corps.

Turn 1:

The Germans double march their foot troops by the loch's edge.
Their Swiss ally is having some command difficulties, and advances just one phase.
Their knights keep pace with the Swiss. Their lighter horse probes for weakness between the steep hills.
MacLeft has no incentive to move.
MacCenter's flank is well secured. Highland archers loose arrows, disordering a troop of knights.
MacRight's Irish are ready to receive the German horse should they try to shoot the gap.

Turn 2:

German foot advance behind their crossbow armed milita, and loose quarrels.
The Swiss pike line up on their German brethren. Their knights aiming for the gap between the hill and the battleline 
The Scots charge off the militia
The main battle lines are about 2 sheeps bottoms apart.
With their right flank is well secured, MacLeft begins to shift his Irish to act as reserves for MacCenters battle.

Turn 3:

Another quick pass on the tables. Very nice looking Assyrian Chariots.

Elephants here are not in a hurry to close.
The Germans are not going to let the Scots catch their breath. They lower pike and charge! Against Clan MacLeft, the Germans win 2 impacts, while the Scots win 3.
Clan MacCenter has worse luck. One Warband is routed on contact. Clan Jordan barely resists a knights charge.
The remaining German horse postures before the Boghadairean Gàidhealach on the hill.
The wily Scots pull a fast on on the German tourists near the loch. Striking them down while they were looking for the Loch Ness Monster.

 The battle is not one sided. One clan was routed by German Halberdiers.

Clan Jordan is trod into the dirt by iron shod hooves. A band of Boghadairean Gàidhealachcharges off of the hill knight, routing a knight.
The Irish's route is blocked by Scots Young Men reserve.
Taking the score for the Germans to 12 of 22
To the Scots 10 of 24.
A picture of the German CIC. A magnificent banner.


An animated version of the Banner created by Walt Leech.

Provided without consent.

Turn 4: 

German Foot Knights are routed, but so to are Sir Robin and his minstrels.
The Swiss commander, included blue pike, left, rout a Scot's warband. MacCenter, under the banner of Clan Ramsay (green) continues to press the German knights. A brother Knight charges the Highland Archers in the flank, but they manage to hold on!
The German score is now 14 of 22
To 13 of 24 for the Scots
Clan O'Lyre charges in to support the Knights that say nee!
Unable to get around the Young Men, the Irish try to climb the hill instead.
Turn 5:
A German pike is routed, but the Knights that say nee are now flanked.
The Swiss commander charges into the Scots Levy. MacLeft, under the Ramsay banner, defeated the knights but are now beset by fresh Swiss pike.
The Scots are 6 away from demoralization
The Germans are 5 away from demoralization.
Clan MacLeft has 3 of his bands now pointed towards the center of the German army. Taking a foot knight in the flank. The Knights that say nee face the German halberdiers, with support of the Young men.

What I am calling Young Men are Mediocre Heavy Sword, but still with 2HW.

At the bottom, an Irish warband skirts a young men unit, to ZOC the Swiss commander, who just routed the Levy he was fighting. Clan Ramsay receives support from another levy unit, and is disordering the Swiss Pike it is fighting.
Both sides are now just 2 away from demoralization.

Turn 6:

At the top of the turn, Al manages to rally one unit, and is 3 away from demoralization. 

The last German Foot Knight is routed, the Germans are now 2 away from demoralization
The Swiss commander routs the Irish, putting the Scots at their demoralization level

But wait, Clan Ramsay routs his Swiss pike, putting the Germans at just 1 away from demoralization.

The German knights did not want to take chances here, and disengaged. But an errant arrow flies, disordering a militia for a mutual destruction!
The final line.

Interesting note. Both our center corps had included commanders. And both were the MVP's of the game. The Swiss Commander racked up 7 points in dead and routs. The Scots Clan Ramsay 6 points.

The elephants are still going at it.
I am not sure what game this is.  I am thinking Guadalcanal.  Edit Nov 12.  It is "Admiralty Islands, 1944"    
An unidentified destroyer in the bay.