Saturday, June 29, 2019

2019 MATT, Round 3, Greeks vs. Carthage

Location:  Allen Kaplan's Man Cave
Event:        4th(?) 5th(?) Annual(?) Mid Atlantic Team Tournament.
Players:    Philip Gardocki representing Team Tri-State Area playing Hellenistic Greek
                     Dennis Shorthouse representing playing Carthaginian 
Theme:     Punic Wars

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

Something completely different:
I think I have built enough credibility that I can spend a little for a friend.  In honor of D-Day, Lostbattalion games is printing a set of normal playing cards with art of that fateful day.  If you are interested, here is the link:  D-Day 75th Anniversary Playing Cards.

The Forces:
The Achaean League, Commanders Larrilaus (competent), Diaeus (competent and a real name!) and Diaeus (also competent and a real name).
 
       8 Pike, 2 Mediocre
       2 Hoplites, Heavy Infantry, Spear
       2 Thorakatai, Medium Infantry, Armor, Spear
       1 Cretans, Light Infantry Bow
       3 Peltasts, Light Infantry Javelins
       2 Horsemen, Heavy Cavalry, impact
       1 Horsemen, Heavy Cavalry
       5 Light Cavalry, Javelin
       Break point 24

I had to ask, was there any other lists at the MATT that were not Carthage?  Apparently yes, just not on my table. 


Since Carthage was ground into the dust by the Romans, little of their records remain to be studied. 

Forces seem to include:
      Elephants and more Elephants!  They dumped the zoo for this one!
      Many Swordsmen, impact.
      You will have to make a judgement on the cavalry.
       Break point 26


Deployment:
The Carthaginians won the initiative and elected to attack in the plains.  The Greeks select for terrain the mandatory field, a coastal and a gully.  The Carthaginians select two fields.  The gully was removed during the adjustment phase.


Looks like a good table for me.  I expect to see the elephants on the left maneuvering through all those fields, but I plan on fighting in the center and right.

The first Carthaginian command goes down, and there are two elephants.

And against my cavalry command, 2 more elephants.  Backed by spear.  Ut-Oh, this looks like a slow moving train wreck, only faster.
 And the third Carthaginian command goes on the far left.  With a large gap between center and right. 
Diaeus's command (2 Pike, 2 Thorakatai plus lights) are facing most of the Carthaginian army. 

While Larrilaus and Diaeus face the remaining Carthaginian command.
 Turn 1:

Alea iacta est

Well, the plan is set.  I'll try to to isolate the one Carthaginian consisting of 4 heavy spear and 2 elephants, while delaying the rest of the Carthaginian army.  Diaeus's short command has his work cut out for him.
The Carthaginian attack rumbles across the board. 
On the Carthaginian left, their command moves forward a little bit. 
Diaeus needs to gain as much time as possible, and if the Thorakatai just stands there, they will just be speed bumps.  Time to let the  ambushes do their work of preventing double moves.
While the main body moves at the double, sliding right.
Diaeus's cavalry command starts to redeploy.  Off the bottom of the picture, the Heavy Cavalry has turned and is double moving to the left, leaving the lights behind. 
Turn 2:
Normally, redeploying a command once placed does not end well, but I didn't see a better option here.

The Carthaginian lights hoped to double move to turn the flank, but run into Peltasts hiding in the fields.

In the center is the typical missile exchange.  On the Carthaginian left, their command advances as well.  This could be an attempt to get engaged while they would have a flank advantage.
The Greeks begin to cant their line to deal with the flankers.  The main Carthaginian line will not be able to turn as fast.
Also arriving mid field is the Greek Impact Heavy Cavalry.  This will act to support the main battle line.
As the Greek pike advance, they contract to give the cavalry room to advance.
Turn 3:
I expected to get about 3 turns out of the Peltasts in the field.  I figured Dennis would try to eliminate them with as little commitment as possible.  But Dennis had a different idea.  Go big, or not at all.  The Peltasts looked at the whole force arrayed against them and ran straight off the board.

The Carthaginians split their right side elephant command in twain, giving the Greeks less time to react.
In a surprise move, the Carthaginians prove that they too can pull a strategic withdrawal.
Ideally, the Thorakatai would have lined up on the pike extending the line, but the Carthaginians are not going to cooperate on this.  But still they are in a line, and beyond 3, so another turn is bought.
Another turn to possibly catch the retreating Carthaginians.
Turn 4:
The Carthaginians continue to turn the line.  Things are looking ugly for the Greeks here.
But in the center, the pressure is relieved for the Greeks as the disordered Carthaginian light horse backs out of range.
The Carthaginian left continues to retreat.
Turn 5:
At the top of the turn, the Carthaginians charge the Thorakatai, but did not win any impacts.  On the bottom of the turn the Greeks manage to form a cohesive line and luck favors the Greeks with a pair of Carthaginian disorders.

In one of my more bone headed moves, Larrilaus sends forth his light infantry to harass the Carthaginian lights.  Yes there is a chance of killing a couple, but more likely they will turn around and swat their pursuers. 
Larrilaus pike continue to advance. But the Carthaginian slingers are freakishly accurate, and keep damaging the end unit.  Which I don't have time or command points to rally, and don't want them engaged, so I have dropped of  Hoplites hoping to use them as reserves for later.
Turn 6:
The Carthaginians have 4 points towards their demoralization level of 24
The Greeks have 3 points towards their demoralization level of 24

The second half of the Carthaginian elephant command charges.  Destroying Greek Light Horse that bravely stood defending the Thorakatai flanks.  The Thorakatai have proven their mettle this day, defeating an elephant and holding off the supporting foot.

The Hoplites rally, but now the end cap pike is disordered.
How long can this go on?  The edge of the board is only about 4 UD away.  And the Greek Heavy Cavalry is now running up the side.

Sorry for the poor photo.  Diaeus throws his Heavy Cavalry into the fray.  It may be terrorized by the elephant, but still has an armor advantage over its medium infantry opponent.  And, it will keep the mediums from turning the flank of the Thorakatai, buying more time.
Faced with a shortage of command points to do naught else, the Carthaginian light horse just stands there, and one is picked off by a Peltast.  But the Carthaginians manage to inject a heavy horse in the gap where it has an abundance of targets.  Harrass the main pike line?  The Greek Peltasts?  The Greek Heavy Horse?
Another turn marching, another pike takes a hit.  At this point Larrilaus does not have the luxury of dropping back any more troops to rally.
The Carthaginians have 8 points towards their demoralization level of 24
The Greeks have 8 points towards their demoralization level of 24

Turn 7:

The odds are defied again, as the Greek Heavy Horse, unsupported and terrorized, hold their ground, but on the flip side, The disordered Carthaginian medium foot holds it's ground as well. 
With the Carthaginian Heavy Horse now ZOC'ed, the only command points has the Carthaginian Light Horse turn and charge the Greek Light Infantry.  The only amazing thing is that more of the light foot wasn't killed.
The Carthaginians can no longer ignore the Greek cavalry riding up their flank and parse off a Heavy Spearmen to challenge them.
The Greek Heavy Horse is not going to rely on luck smiling thrice, and breaks off.  The Thorakatai defeat another opponent.  It is now a matter of who can pull themselves together first.


A pike unit charges the Carthaginian heavy horse, and is disordered by javelin fire for it's trouble.
The pursuit continues, one turn to go.  But the pursuers are not as strong as they used to be.  They are fragmented and disordered.
And time is beginning to run out as well. 
The Carthaginians have 9 points towards their demoralization level of 24
The Greeks have 10 points towards their demoralization level of 24


Turn 8:

Dennis rolls well for command points, and proceeds to perform a series of maneuvers that just left me astounded.  I went from having this flank "well in hand" to a disaster in on move.

In the center, the race is on to see who can wipe out who first.
The Carthaginians realize their one Heavy Spear was going to face a hammer and anvil attack and be lost, and so attacks first.  They charge the Heavy Horse.  Diaeus goes to the front.  The Greeks are +4 to +1 for the Carthaginian.  Both sides roll sixes, causing 3 hits on the spearmen.  Against the main pike block, the Carthaginians turn to face at last.  3 of the Greek pike are disordered and there will not be any overlap advantage.
The Greek left flank is in jeopardy.  The Thorakatai hold their ground, while the freed slaves (pike) go after the elephant.  The Carthaginian light horse is attacked in the flank by heavies, but despite it's advantage, didn't roll high enough to disperse them.
In the center, chaos also in sues.  Greek Heavy Horse turns and destroys a Carthaginian light horse.  And, in an unusual situation, a pike unit manages a flank charge on another light horse. 
The main battle lines finally collide.  Luck favors the Greeks as down the line they win every adversarial dice roll off.
The Carthaginians have 17 points towards their demoralization level of 24
The Greeks have 11 points towards their demoralization level of 24

Turn 9:
Time has been called, so this is the final turn.
The last Thorakatai is lost, while the disordered Carthaginian light horse is rallied.
The Carthaginians have 16 points towards their demoralization level of 24
The Greeks have 12 points towards their demoralization level of 24

A Greek Pike is surrounded, but is not destroyed.
Luck continues to favor the Greeks on the right, with two Carthaginian units destroyed
The Carthaginians have 18 points towards their demoralization level of 24
The Greeks have 12 points towards their demoralization level of 24

And in the bottom of the turn, the rest of the Carthaginian left is destroyed, sans it's second elephant.
The Carthaginians have 21 points towards their demoralization level of 24
The Greeks have 12 points towards their demoralization level of 24

The Greek Freed Slaves have been destroyed, but at a cost of a disordered Light Horse
The Carthaginians have 22 points towards their demoralization level of 24
The Greeks have 13 points towards their demoralization level of 24


And in a final effort to gain the last point, the Greeks bring up a general and a light horse in it's fight against the Carthaginian light horse.  +3 to zero, but only managed to disorder them. 
The Carthaginians have 23 points towards their demoralization level of 24
The Greeks have 13 points towards their demoralization level of 24

A winning draw for the Greeks.


Sunday, June 23, 2019

2019 MATT, Round 2, Greeks vs. Carthage

Location:  Allen Kaplan's Man Cave
Event:        4th(?) 5th(?) Annual(?) Mid Atlantic Team Tournament.
Players:    Philip Gardocki representing Team Tri-State Area playing Hellenistic Greek
                     Kurt Holmes representing playing Carthaginian 
Theme:     Punic Wars

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

Something completely different:
I think I have built enough credibility that I can spend a little for a friend.  In honor of D-Day, Lostbattalion games is printing a set of normal playing cards with art of that fateful day.  If you are interested, here is the link:  D-Day 75th Anniversary Playing Cards.

The Forces:
The Achaean League, Commanders Larrilaus (competent), Diaeus (competent and a real name!) and Diaeus (also competent and a real name).
 
       8 Pike, 2 Mediocre
       2 Hoplites, Heavy Infantry, Spear
       2 Thorakatai, Medium Infantry, Armor, Spear
       1 Cretans, Light Infantry Bow
       3 Peltasts, Light Infantry Javelins
       2 Horsemen, Heavy Cavalry, impact
       1 Horsemen, Heavy Cavalry
       5 Light Cavalry, Javelin
       Break point 24

Since Carthage was ground into the dust by the Romans, little of their records remain to be studied. 


Forces seem to include:
      An Elephant, Mediocre
      Many Swordsmen, impact, elite
      You will have to make a judgement on the cavalry.
       Break point 24


Deployment:
The Carthaginians won the initiative and elected to attack in the plains.
The clever Carthaginians reveal their trump card with their first command, a mediocre elephant, barbarians and an odd cavalry unit.
Their center is dominated by 8 heavy infantry units.
While their left has 6 cavalry units.
Diaeus is on the right with his pike. 
Larrilaus dominates the center with his pike.
While his other brother Diaeus faces the Carthaginian horse.
Turn 1:
I missed the first set of pictures, so this battle report starts at the bottom of the 1st.


I had been running this Greek army for a number of games in preparation for the MATT, and frankly had not done well.  I made a last minute adjustment for the actual tournament reducing Diaeus's command from 4 pike to 2, but adding a couple of Thorakatai and a couple of cavalry units.  This gave the command additional flexibility, however I did not take into account the additional command points required to run it, and in this battle, that mattered a lot.
Diaeus's command sends forth it's lights to delay the elephant, while the heavy cavalry runs behind the plantation. 
The Carthaginian center stalls in the face of Larrilaus  and Diaeus combined pike block.
Diaeus's cavalry seems out matched with 4 elite mediums vs 2 impact heavies.  But at least his lights look like a favorable matchup for shooting, 4-2.
Turn 2:
Carthaginian cavalry approach the ambush marker but are beyond 1 UD.
Carthaginian foot advance.  Their plan is becoming clearer.

Using teamwork they plan on destroying the Greek right before contact in the center.
An ambush is revealed.  The Thorakatai advance just enough to ZOC the Carthaginian cavalry.
And a note here.  For most of the game I was under the impression there are two cavalry units, not one and a general.  This would cost me later.

The combined Greek foot slide right and advance.  This should take the pressure off of Diaeus's cavalry command.
Diaeus pulls back to a support position of the infantry command.
Turn 3:

The Carthaginian elephant command charges, Greek lights evade.

Carthaginian foot advance sliding left to match the Greek slide.
While the Carthaginian horse very aggressively advance.
Diaeus has a shortage of command points.  Mission 1 is keeping in line with Larrilaus's wall of pike.  He decides to send his Peltast to harass the elephant.  If I had realized that was only one cavalry unit, I would have advanced a Thorakatai and flanked them.
The wall of pike continue to advance.  On the right, the two units are Hoplites, and are much more maneauverable than their pike armed brethren.  They ignore the enemy lights and turn to face the Carthaginian cavalry.
Trapping and killing a Carthaginian horse unit, even if it means receiving a flank shot next turn.
Turn 4:
The elephant command announces multiple charges, fragmenting into 5 separate parts.  But they gain a lot of tactical advantages.
The main lines meet.  The dice pretty much average out with 3 hits apiece, and a tie.
Carthaginian horse charge with support, disordering the Greek Impact Heavies.  The Carthaginian Light horse flank shot the Hoplites, which should have held, but the dice were not kind, and were scattered instead.
Diaeus rolled a 1 for command points here.  So he has a choice.  Deal with the situation in the plantation, or protect the main line from being flanked.  In the end he chose to defend the main line.

And the major scrum in the center was leaning in favor of the Greeks.  2 units of Carthaginians were destroyed.

While on the right, the remaining Hopllite begins to hold up the Carthaginian cavalry command.

And Diaeus horse also manages to push back against his Carthaginian foe.
The Greeks are 8points towards their demoralization level of 24.
The Carthaginians are 11 points towards their demoralization level of 24.
Turn 6:

Earlier errors in judgement come to roost.  Gallic infantry charge into the plantation, destroying one  Thorakatai and disordering another. 
But on the plus side, the Gallic charge on the flank of the main line stalls on contact.  The main line of Carthaginian infantry is practically destroyed.
On the right, the Carthaginians flank the Hoplites, who continue to hold.  But a single favorable die roll by the Greek Heavy Horse would cause the Carthaginian horse to unzip in a hurry.  But alas, the fates were not so kind.
The Greeks are 13 points towards their demoralization level of 24.
The Carthaginians are 14 points towards their demoralization level of 24.

One problem with pike armies is when you win with them, they take forever to turn to into place for the exploitation.  Diaeus rolled decent command points, 3, just enough to turn one taxis of pike, and bring in his reserve heavy cavalry to flank the Gauls (next turn).
Larrilaus is able to turn a unit of pike as well, but his flanks are no longer secure.  One pike is destroyed, and their remaining Hoplite flank guard is gone.  Two units of pike in the center are not going to do anything useful the rest of the game.  They cannot turn fast enough, nor can they advance fast enough to get to the camp.
The cavalry fight is just so much noise at this point.  Neither gaining an edge.

The Greeks are 16 points towards their demoralization level of 24.
The Carthaginians are 16 points towards their demoralization level of 24.

Turn 7:
The Greek left flank is a wash, with both sides losing a unit this turn.  But the Greeks have an advantage as their lines are reforming faster.
The Greeks have won the center, but have not gotten enough points for a win.
On the right, the Carthaginian's have now managed to mass superior force.
Diaeus has the left well covered.  The elephants are facing harassment 101.

The Greek right has collapsed with a bang.  2 Heavy Cavalry destroyed, and a pike taken in the flank.
But the Carthaginian commander is also facing fragmentation problems, his cavalry command is broken into 7 blocks.
Final shot
The Greeks are 24 points towards their demoralization level of 24.
The Carthaginians are 22 points towards their demoralization level of 24.

This was a close game.  
But what went wrong?  It would be easy to say if a couple of dice had gone the other way, but then your strategy is depending on luck.   

My main mistake was not paying attention to the presentation of the troops.  I was treating generals as included units.  On the right, this was no big deal, on the left, it lead to errors in judgement.  The left flank could have been easily won and the game results reversed.

But the seeds of the loss was in the design of the army.  The main command was solid, 6 pike and 2 Hoplites.  The pike roll forward, and the Hoplites are there to keep things off of the pike's flank.  Simple missions which can be managed on any command roll save a 1.

Defending the one flank would be the cavalry command.  2 Heavy Cavalry Impact and 4 light horse.  A good mix for the Punic era.  My opponents, without fail, however went for numbers, 4 Medium Cavalry Elite plus lights.  So on a head on head confrontation, my heavies are at a disadvantage.  Elite pretty much balances out heavy armor, and numbers balance out Impact.  So my cavalry force is forced to go on the defensive.  Something that is fine until a mistake is made, or a bad die roll, and then it is over.  

Then on the other flank was a command of 2 pike, 2 medium foot (armor), a heavy cavalry, a light cavalry and a Peltast.  This was coined as a "Swiss Army Command".  It has a little of everything to deal with any problem, but not enough of anything to force a win.  The commands main mission is to add two more pike to the main battle-line.  The rest is to keep flankers off by contesting terrain with the mediums or open areas with cavalry and skirmishers.  But this means the command starts with 3 separate units, and one of those units is somewhat unmaneuverable.  And if it fragments further, then it is just too much for a +1 commander to run.  He will have to make unpleasant choices, which happened here, and other times just let units go unmoved because of a lack of command points.  It is just a poor decision all round.  He would have been better served to have left the Cavalry home, boosting the list with another Medium and Light, or dropped the Pike (mediocre) for Hoplites, which also are more controllable.