Monday, November 12, 2018

A Tale of Two States

A Headless Body Production

Venue:  Ferrell Fire Company Hall, Monroeville, NJ
Event:   Kozcon
Players: Phil Gardocki running Medieval Polish
                  Carl Stefanelli running  Warring States
               
Game System: L'Art de la Guerre, 200 points per side.
Theme: Open, no restrictions
Scale: 25mm

The Forces:
 

Medieval Polish: Commanders  Larry (Ordinary and Unreliable), Darrel (Brilliant), and Darrel (Brilliant).
      4 Winged Hussars, Heavy Knight, Impetuous, elite
      2 Heavy Cavalry, Impact.
      4 Medium Cavalry, Crossbow
      2 Tartars, Light Cavalry, Bow elite.
      2 Lithuanians, Light Cavalry, Javelin
      2 War Wagons, Crossbow
      2 Heavy Spearmen, 1/2 Crossbow
      1 Light Infantry, Firearm, elite
Breakpoint...20



Warring States Chinese:
A student of Sun Tsu, the Chinese commander has strict rules regarding secrecy, he has burned all records of his armies his size and deployment.
Breakpoint ~22

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 website has not been updated recently, but the address is still valid.


From their respective camps, Sunleegu, a serving girl and Youngandfoolishski, a pack bearer, stared in the distance at the unfolding of the  battle that will determine their lives.  From the moment their eyes met at the prebattle meeting of the commanders, they knew they a had found their soul mates.  Their forbidden love now separated by but a mile of mud and blood and 2000 years of tradition, they both knew, however the outcome, their love will never be.  <blah, blah, blah>
OK, romance done.


I have received comments over time about my favorite names for my commanders, Larry, Darryl, and Darryl.  Politely asking "What's with that?"

It is an affection of mine.  First to give the commanders names personalizes the narrative.  It’s not the right flanks commander doing something, it’s Darryl doing it.  And by putting a name to them, the reader becomes invested in the story.  Increasing the interest in what is, frankly, a banal transcription of a mediocre players actions.  


So why pick comedic names?  Well, a lot of time I show something I did that was stupid.  But it’s not me that did it, Darryl did it.  It’s like a ventriloquist act.  The doll can say the most outrageous things, and the ventriloquist takes no heat.  


Apparently I am showing my age though and a number of you do not get the reference to who   Larry, Darryl, and Darryl are.  They are from the third Bob Newhart show, and are a 3 brothers from the sticks trying to run a cafe, to the horrid fascination of everyone around them.  Their hearts are in the right place, but their minds have taken a permanent sabbatical.  Here is a YouTube link to some selected shorts from that show.
Comedy, check! Now on to Mahem!


The Board:
The Poles win the initiative and elect to attack in the open.  They select a hill and a field, the Warring States Chinese select two fields.  The terrain seems to have favored the Chinese with the their army being framed by the fields, and the hill in their deployment area.

Deployment:
On the Chinese right, a strong force of infantry, supported by 2 units of light horse.  If memory serves, we have a medium sword, 2 bowmen and two heavy swordsmen.

The Chinese center dominates the hill with sword and bow, their flanks secured by chariots and cavalry.

Darryl leads the Polish left is held by war wagons and spearmen/crossbow

Their center is a mix of cavalry with crossbow and Winged Hussars.

On the right, Larry leads a nearly identical mix of lance and crossbow.
Turn 1:

This is why you shouldn't use unreliable generals. 

But the rest of the Polish army happily advance.

The match ups are about even  Knights beat chariots, but the Chinese lancers beat medium cavalry with crossbow.  But the Polish have Lithuanians on for overlaps.

The Chinese right, with their opponents effectively out of the game, begin to vector on the center.

Their other forces advance a little, but maintain the high ground.

They can afford to be cautious, as they have a 2-1 advantage on the center.

Turn 2:
Darryl is either checking out an appetizing road kill, or making a mud angel.

Early missile fire is inconclusive.
The Polish center has been sliding right to gain a significant advantage against the Chinese left.
Now the match-ups are HC vs LMI, Knights against HC and HCh, and HC Impact vs HCh.
With a bit of over lap by the Polish.
The Chinese continue to sweep the center in front of the hill.
Leaving their bowmen behind, their swordsmen are now lined up to take the charge.

The Chinese left patiently waits.
Turn 3:

The Polish center continues to hold with skirmishers. 
The great charge!  Knights run up the hill and tie.  Supported heavy horse are disordered.
A lot was riding on this charge (pun intended), but as great clashes go there is a lot of <meh>
From left to right,
The Pointa Lanca,(Red and white banner) tie
Nobles receives 2 hits.
The middle Winged Hussar, lead by Larry, tie.
The medium cavalry crossbow, disordered his foes.
The Tatars blew their opponents away, pursuing into the Chinese rear.
And with a spare command point, another cavalry unit is just behind the Chinese line.

Now that the Polish strikes are contained, it is time for the Chinese counter-punch.  First step is to send the skirmishers packing.

Gaining the flank of the Polish center.

The Polish attack has victories, but lose Larry in the process.
The Medieval Polish have 9 points towards their demoralization level of 20
The Warring States Chinese have 6 points towards their demoralization level of 22

Turn 4:
Late to the fight, Darryl finally issues orders to advance.  With their long reach, the 1/2  crossbow spearmen are  already influencing the battle.
The Polish center command breaks off their attack, daring the swordsmen on the hill to turn and attack the Polish right flank.

With no commander, the Polish right is immobilized, when with just two command points, they would take the Chinese chariots in the flank for a certain win.
Sensing victory is nearing, the Chinese right deploys for minimum casualties.
And fortune must of smiled, as two more Polish lancers fall.
The Medieval Polish have 11 points towards their demoralization level of 20
The Warring States Chinese have 8 points towards their demoralization level of 22

Turn 5:

With sounds of oxen braying, and creaking timber, the war wagons deploy.
Chinese swordsmen that took the lancers in the flank, are in turn flanked and destroyed.

A turn later than planned, a chariot is destroyed, their flankers pursue into the flank of the next chariot in line.
Bolts fill the sky from the the now perfectly formed line of wagons and spear/xbow. 

Chinese bowmen flee in panic before the Winged Hussars.
The Polish right is just about out of steam.  One Winged Hussar is flanked, and a cavalry unit is swatted by a chariot.
The Medieval Polish have 13 points towards their demoralization level of 20
The Warring States Chinese have 16 points towards their demoralization level of 22

Turn 6:
While this is a bad situation for the Polish, suddenly it is still a horse race as each side is only 6or hits from being demoralized. 

The Chinese spear decide to disengaged.  Darryl hops on board a war wagon and orders a pursuit!
That is something you don't see every day.

The hill, which was the strong point of the Chinese line. Has been stripped of it's defenders.
The Polish right, leaderless, is now bereft of shock troops as well.
The Polish center has run out of steam as well. 
The Chinese left charges, running off several skirmishers. 
The Medieval Polish have 14 points towards their demoralization level of 20
The Warring States Chinese have 17 points towards their demoralization level of 22


As agreed in the meeting of the generals beforehand, when the sun touched the horizon, the battle was called.  Warriors from both sides gave their versions of salutes to their opponents, and backed away.  One or two fights of honor were held, but mainly to serve as entertainment as the vast formations slowly backed away.  

The official histories record this battle as a great victory for the Polish forces.  But at .7 to .77, well, you know...

Epilogue:
The truce was called at the rising of the moon.  Torches in hand, the servants were deployed to scourer the field of any still alive, but too hurt to move.

It was somber work, punctuated by the agonized groans from the moving wounded, to the pitiful cries of those found by the other side, but left to rot.

Two torches met, between them, lay an impaled winged hussar, whose dying breath nearly sliced off the head of the sword master that killed him.  They lay in quiet repose, their blood mingling in an intimacy that cannot be had any other way.  Brothers bound in blood, both obviously dead.

The torch bears turned away to continue their gruesome task, when one gave a quiet sob.
“Wszystko w porzÄ…dku?”, exclaimed the other bearer.
In a tone of surprise, “我是,å“­æ³£,我是...”

They turned and looked up into their eyes, and the recognition dawned.
“您!”
“Ty!”

Monday, November 5, 2018

Triumvirate Roman vs Graeco-Indian.

A Headless Body Production

Location:  Dave's House
Event:        Bedlam, One Elephant Minimum.
Players:     Phil Gardocki, playing Triumvirate Roman.
                      Mark Cribbs, playing Graeco-Indian

Game System: L'Art de la Guerre, about 200 points per side.

Lumpy
Scenario: The tournament had a requirement that the lists must have available at least one elephant, and that the player must field at least one elephant.  Using the Rock-Paper-Scissors strategy of list development, I decided I would design a list that would take the elephant hits of my opponents, and kill the infantry supports.  Most elephant armies have poor infantry, like the Indian half bow, half swordsmen.  So I picked Triumvirate Roman.  I named it's single, mediocre elephant, "Lumpy".  Not to be a total jerk, I decided also to run with mediocre legionnaires.  I dutifully wore my wife's Lumpy pin for the day.  Only one person got the pop-culture reference.


The Forces:
Triumvirate Roman commanded by Marius (brilliant), Darrylious (brilliant) and Darrylious, the not as bright as Darrylious.  (ordinary and unreliable)
 
      2 German Horsemen, Medium Cavalry, elite
      2 Roman Horsemen, Heavy Cavalry, included Generals
      10 Legionaries, Heavy Swordsmen, armor, impact, mediocre.
      2 Illyrians, Light Cavalry, Javelin
      2 Thracian Javelinmen
      4 Velites, Light Infantry, Javelin
      2 Bolt Shooters on Mule Carts (because I have the figures, that's why)
      1 An elephant named Lumpy, mediocre.
      Break point 26

Graeco-Indian
One brilliant, but unnamed general, and two competent, but equally anonymous generals.
   2 Elephants, elite
   6 Indian Archers, 1/2 medium swordsmen, 1/2 bow
   2 Cretan Archers, Light Infantry bow, elite
   2 Colonists, Light Infantry Javelin
   4 Indian Medium Spearmen
   3 Greek Pikemen
   1 Indian Medium Horse, Mediocre
   2 Scythians, Light Horse, Bow
Breakpoint 23

The Romans win the initiative, and elect to receive in the mountains.
Marius picks 2 steep hills, a gully and a woods.  The Graeco-Indian commander picks a brush and a road.


Deployment:

Indians on the right flank.  2 Elephants and mixed bow/sword bowmen, supported by Cretans and Colonists.

A strong center, more mixed sword/bow, spearmen and pike.

On the Indian right, mixed sword/bow and spearmen supported by Scythians.
Marius takes the left with Legionaries, supported by Heavy Horse, Germans, and Illyrians.


Lumpy takes center center stage, framed by Thracians and Ballista on Mule carts.
On the right, are 5 more Legionaries, led by Darrylious, who cannot be seen.
Turn 1:
The Indians rush forward, entering the brush.
Their pike and spear command nearly keeps up with their right flank.

Their left command is aggressive with their cavalry, but their infantry is lagging.
Marius consults with the dice gods.  The oracle declares, "But sunset, a new empire will rise."
Marius orders his legions further left, with the Illyrians pushed forward, he should get another double move out of the Legionaries on turn 2.
Darrylious rolls a 1 and briefly goes unresponsive.
Hugging the steep hill, Darrylious's legions advance.  Unviewed here is Darrylious reveals his ambush, and exits the rear of the hill.
Turn 2:

The Indians cant their line of archers and rain arrow upon the Ilyrians.
The Indian center dominates the brush before Lumpy.
The Indian left foot performs some complex maneuvers.  Leaving no command points for their cavalry.

The Illyrian Light Cavalry is recalled, and while the Legionaries reform their line.
Missiles fly in the center.
Darrylious forms up his cavalry to challenge the Scythians.
Turn 3:

Armored the legions may be, but that does not make them immune to bow fire. 

Indians charge, and most of the Velites escape, but one is caught and dispersed.
The Indians have the matchups they wanted.  Spear and Pike face the Legionaries.  Scythian Light Horse, supported by 1/2 Swords 1/2 Bow face the Roman Cavalry.
Marius moves his Legions to charge reach of the Indian line.  His Illyrians are pushed forward to screen the archers. 

Velites redeploy to face the Greek Colonists.  The bolt shooter has scored hit after hit.  First on the Indian Spearmen facing the Thracians, then on archers in the brush.
First Contact.  Armored sword vice pike.  It looks good for the Romans as one pike has is disordered by the Ballista, and the Legionaries have support on two of the Indians.

But the dice say otherwise.  2 Legions are disordered, to none on the Graeco-Indians.
Turn 4:
"Bugger this for a lark." cries the Indian Prince.  He orders his bowmen into a full retreat.





Greek Colonist attack from the brush.  One gains an advantage against the Velites.  The mules prove to be ornery and kick the snot out of their opponents.

On the Roman right, the Legions continue to deteriorate.

Marius decides to split his forces.  Pursuing the Indian foot with both Legion and Horsemen.  His other two cohorts face the elephants, daring them to leave the brush.
Velites with support, on both the left and right flank, fail to defeat the Colonists.  In the center, Thracians charge with Lumpy.
On the right, Romans penetrate the line, while Thracians pull forward for a later flank charge.
The Graeco-Indians have 5 points towards their break point of 23.
The Romans have 8 points towards their break point of 26.
Turn 5:

The pictures were late for this.  It is the bottom of the 5th.  The elephants came out of the brush, and as a result, two Veilites are routed.  One elephant is then flanked but is unharmed.

Lumpy's Thracian supports are flanked and destroyed.
On the Roman right.  A pike is flanked and destroyed.  A Cohort is destroyed frontally, while another Cohort is flanked and destroyed.
The Graeco-Indians have 8 points towards their break point of 23.
The Romans have 14 points towards their break point of 26.
Turn 6:

At long range, the Indian bowman loose another arrow storm, and disorder the advancing cohorts.  The elephants in the center conform to their attackers on the flank.
Lumpy has had enough, and rampages left, disordering his tormentors.
Darrylious turns the corner of the hill in time to witness the destruction of his Legionaries. 
Marius arranges more support for his cohort facing the Bactrian elephant.  And just in time, for the die roll came up 2 short, so the cohort stands undamaged.
The Ballista scores again, destroying a spearmen.  The remaining Thracian unit is destroyed by Greek pike. 
The right most cohort, both flanked and surrounded, manages to stand.
Counting points in the dead pile.  That is 20 points in the dead pile, and 4 disordered on the board.  The fight continues!

The Graeco-Indians have 9 points towards their break point of 23.
The Romans have 24 points towards their break point of 26. 

We called it at the top of the 7 giving Mark the win.  The Graeco-Indians needed 2 more points to win, and they had points available everywhere.  Only a bad string of 1-6's would keep the fight going, and to what end?  The Romans could pick up 2 points and still have a crushing defeat.  

What went wrong?  This battle was mostly lost on deployment.  Marius's left wing was largely ineffective.  The minor reorientation Marius performed gained nothing.  On the right wing, which was largely lost on dice in the opening round, could not be totally blamed for the loss of the battle.  Their supporting cavalry first did ok, but then pulled out when facing cavalry and missile fire.  The center command just was not up to supporting either wing command except by ballista fire, which, performed admirably.  Disordering or destroying 3 key units before combat.  But the foot troops just couldn't "seal the deal."

And, Mark played the game very well.  On the right, his weaker troops engaged and pulled back, pinning Marius's troops down.  On the right, he managed to reorient his lines for maximum benefit.  And because of that, his center was able to crush my own center.  Kudos to him.

A better placement would have had the Lumpy's command on the left, defending the brush, and the Legion commands shoulder to shoulder.

Also, it didn't help I forgot the hills were steep when I placed an ambush of 3 cavalry units on it.