Monday, September 21, 2020

The Battle for Jinshan

A Headless Body Production
Venue:   An Undisclosed Basement
Event:    Playing a game for the camera 
Players: Phil Gardocki running Korean
               Dave Ray running Tang Chinese.
Game System:
L'Art de la Guerre, 200 points per side

This game has it all, drama, character development, explosions, frequent bathroom breaks!
 

The Forces:
Tang Chinese (list 165)
Li Shimin, Brilliant, another Brilliant and Hsien-Pi, Competent
5 1/2 Heavy Spearmen 1/2 Bow
3 Light Horse, Bow
4 Nobles Heavy Cavalry, Impetuous
2 Nobles Heavy Cavalry, Impact, Elite
3 Heavy Cavalry, Bow
1 Medium Cavalry, Bow
2 Tribal Auxiliaries, Medium Sword, Impetuous
1 Light Infantry Bow
Breakpoint of 21

Koryo Korean (list 212)


The Koreans are commanded by Kim-Lar-Re, the Competent, his brother Kim-Dar-El, the Competent, and his other brother Kim-Dar-El, also Competent.
2 Guardsmen, Heavy Cavalry Impact, Elite
2 Horsemen, Heavy Cavalry Impact, Ordinary
2 Militia Horsemen, Medium Cavalry Impact, Mediocre.
6 Spearmen, 1/2 Heavy Spearmen, 1/2 Crossbow
1 Cataphract, Elite
2 Light Cavalry, Bow
2 War Wagons, Crossbow
1 Light Infantry, Bow
1 Hwacha, Heavy Artillery.
1 Guardsmen, Crossbow, Pavise, Elite
Breakpoint of 21

The Hwacha artillery is a multiple barrel launcher, where each piece is a rocket propelled arrow, and some explosive material.  Up to 200 rockets could be fired in a few seconds.  Think of it as throwing 200 Rocket Propelled Grenades down range in about 10 seconds.  Mythbusters made and tested one on their show.  

The Board:
The Tang win the initiative and elect to attack in the plains.
Near the town of Jinshan, on the Yalu river, the Tang invaders are met.
The Tang are at the top.

Since I am really bad with eyeballing the sizes, I started posting the commands from right to left, putting down the War Wagons first.
Which is probably why the Tang Horse command near the river was deployed sideways.  He probably had thoughts of charging over the hill and dispersing all in front of him.  But instead was looking at artillery and war wagons.

Turn 1:
Li Shimin boldly swings towards the Korean line from the right.  His counterpart on the left did not like the matchup and started shifting to the center.
Kim-Lar-Re sees an opportunity to take the hill with his fast moving cavalry.  Unfortunately, his talents were not up to his dreams and he only got part way. 
1 more command point would have put the lights on the hill.  2 more would have gotten the heavy horse to the base of it. 

Turn 2:
The Tang continue to push on their right.  Revealing an ambush in the plantation, while the other ambush reveals it self by firing their crossbows at the advancing cavalry.
Hsien-Pi, realizes vacating the hill was a mistake but is driving impetuous cavalry, which are "Unmaneuverable" in the game.  His only response available is to send his lights back to intercept.
But the infantry commander has this well in hand.  His missile troops project their power well across the board and tag one of the Korean Light Horse.

Kim-Lar-Re realizes his heavies are not going to make it to the hill and would lose a fight against bow armed heavy spearmen, and he with draws.  The Cataphracts charge the only light horse mid field, driving it away.
Turn 3:
On the Tang right, they focus their horse bow upon the Korean spearmen in the plantation, but withdraw their lancers for now.  No need to give the rest of the Korean shooters extra targets to shoot at.
On the hill, the Korean Light Horse are trapped against the river.  They cannot withdraw to their lines as the path is blocked by the War-Wagon.
Off in the distance there is the sound like many hives of bees.  The Hwacha have sent thousands of exploding arrows down range, disording one of the Tang infantry commands.
I know I am using "Boom!" to reference shooting the artillery, but portraying its firing as "Swish,Swish,Swish,Swish" would be annoying and take up too much landscape on the picture.

The Korean Cavalry reforms their ranks, nearly where they started.  Their Guards Crossbow advance to support the a War Wagon.
As an indicator, when you see "Ouch!" or "Crash!", that implies a missile hit.
Turn 4:
Not much changes this turn.  Light on Light fights on the hill.  The Koreans plan to sell their lives dearly and hold back their Tang counterparts.
On the left, the Koreans bring up more shooters.  In the center, the heavy horse threatens the Tang center.  On the right, one Korean light horse sees a chance to make a break for it and does, leaving his compatriots behind.
The score is 3 out of 21 for the Tang and 5 out of 21 for the Koreans.

Turn 5:
An ambush is revealed, Tribal foot soldiers desperate for a fight.  The Hwacha scores again, but his target has been steadily rallied over time.  On the hill, the desperate Koreans redouble their efforts, and push back their attackers!
So what's up with the Cataphracts?  Largely command control problems.  They belong to the infantry command, and he has been too busy to give them the 2 command points to get them to turn around an vacate.  So they have been sucking up missile fire like a shield of missile attraction.   Which with a protection of +2 and elite, they do a good job of.  I could charge them, but they would lose and die sooner.  Pretty heartless to just keep them there though. 

In the center, Kim-Lar-Re pulls another not-well-thought-through operation.  Heading for the gap between the heavy spear and the field.  He takes the pressure off of the Cataphracts but the rest of the cavalry command withdraws out of bow reach.
On the hill, the Korean Lights disperse one of their attackers!

Turn 6:
Seeing a dangling flank, the Tang lancers commit to the field, supported by their foot tribesmen.  This was a trap, as I plan on sending more foot spear into their path, while "ZOC'ing" their bow armed horse.  The fight on the hill is decided, and the other Tang Cavalry command pushes their horse forward.
On the left, the trap is sprung.  The Tang Heavy horse is both disordered and ZOC'ed by Heavy Spearmen.  The Korean Cavalry, ever mercurial, withdraws again from the fight.  However two of their lancers are now being deployed as a counter punch to the Chinese Tribesmen when they charge.
FYI:  The (5) next to the one Tang foot unit represents the number of times the Hwacha has hit it.  It's general's success rate at rallying it is quite good.
 
Turn 7:
Clashes and Crashes across the field!  Tribesmen press the Korean Spearmen.  But in the center, Korean Spearmen are pressing their Tang counterparts. 
There is a mistake in the direction arrows.  The Korean Cavalry moved last turn.  They are "Impact" and cannot evade.

The score is 10 out of 21 for the Tang and 10 out of 21 for the Koreans

After all the maneuvering the Korean Heavy Cavalry get into the action.  Rolling back the Tribesmen.  In the center, Chinese Heavy horse threaten the Korean spearmen, but have already picked up a disordering hit.  The remaining Tang Spearmen cannot really support the attack as they are faced by Korean Lancers, and being shot by a War Wagon.
The score is 16 out of 21 for the Tang and 6 out of 21 for the Koreans

We had been at it for 5 hours at this point and Dave surrendered.  While there was plenty of life left in the Tang army, there was no place where he had the advantage.  The Cavalry around the plantation was losing their missile exchange, his impetuous foot was disordered, and facing fresh foes.  His Impetuous cavalry was facing Heavy spearmen, and would be charging in at unfavorable odds.  His remaining spearmen were mainly disordered facing fresh shooters.

So what went wrong?
Poor inter unit cooperation.  My lights charged for position, and my war wagons shut the door behind them.  The Cataphracts charged, and only ran off a light horse for their troubles.  Then spent their rest of their miserable existence as a pin cushion.  The cavalry was indecisive until the end, and even then was mostly just pinning the enemy down.

I like having the cataphract with the foot troops.  It gives them a bit of flexibility, and hitting power, while protecting it from being preyed on by knights.  But I have to keep it in tight, as the commanders are all just competent, and don't have the 2 command points to spend on anything fancy.

The War Wagons performed well, and so did the Hwacha.

I was complaining a lot about my opponents incessant rallying.  But I really should have took that as a win.  The Hwacha scored 6 hits on his target, and it would have died, instead it ended the game with just 2 hits.  A waste of the artillery?  No.  Once deployed, that shooting and hitting cost me nothing in the game, while the rally efforts cost a precious resource, command points.  That is points needed to drive other units.  So it was a win, a frustrating win, but a win.

I should remind my self that missile fire cannot be expected to destroy a unit.  But just prepare it for hand to hand combat to take it out.  So effective missile fire in itself, is a losing game.  You have to be able to "close the deal".




Sunday, September 13, 2020

A Lechery of Lancastrians

A Headless Body Production

Venue: Virtual Table via Table Top Simulator
Players: Phil Gardocki running Medieval Scots, list 222
               David Ray running War of the Roses, Lancastrian, list 236.
Game System: L'Art de la Guerre, 200 points per side.
Theme: Just passing time.

Today, the Scots will ally with their natural foes, the Scots, to meet their third most hated enemy, the English.

The Forces:
Medieval Scots, circa 1310AD
MacLawerence (Strategist), his brother McDarril of Aviemore(competent) and MacDarril of Coylumbridge, Allied and Ordinary, and an overwheening pottle-deep filthy rogue! But probably a blood relation as well.
12 Scots Spearmen, Pike, Mediocre
4 Small Boys with stick bows, Light Infantry, Bow
1 Nobles, Foot Knights, Heavy Swordsmen 2HW, Heavy Armor, Elite
4 Island Warriors, Medium Swordsmen, Bow
Breakpoint of 22
An idle question. Ever since I read Game of Thrones in 1999, (yes, I am one of those guys), I have been squelching of the similarity between Lanister and Lancaster. Anyone else have that problem?

The Lancastrians, which art only mark'd for hot vengeance and the rod of heaven. Led by the wayward decayed misbegotten-divel, Stafford, the Competent, hiding with his loggerheaded puke-stockinged knights.
Thou bawdy common-kissing lout, Glouster, the Ordinary!
And thou traitorous base-court eunuch, Bedford, both Competent, but Unreliable.
5 Foot Knights, Heavy Swordsmen 2HW, Heavy Armor, one is Elite
2 Retinue, Longbow, stakes, elite
2 Welsh Archers, Longbowmen
3 Militia, Heavy Swordsmen, 2HW, Mediocre
2 Kerns, Javelinmen
2 Kerns, Light Infantry, Javelin
2 French, Crossbowmen
1 Heavy Bombard
2 Border Cavalry, Light Cavalry, Impact
1 Currours, Heavy Cavalry, Impact
Breakpoint of 23

Deployment:
The Lancastrians, for which there's no room for faith, truth, nor honesty are at the top.
The Scots, would thou wert clean enough to spit upon, are at the bottom.
The Scots Pike are squeezed in between two field. The Highlanders were deployed to either take the hill, or retreat to the field they were adjacent. 
I was expecting some horse knights, but not 5 units of foot knights, some elite. Just the thing to root out the Scot's badgers in their den.

Turn 1:
The Lancastrian knights move out at a trot. On their left, the hill is flooded with Irish and Welsh. Border horsemen race across the field looking for targets.

 

MacLawrence is tightly packed between the fields, but has a surplus of command points, and begins to redeploy a couple of files of pike leftward. MacDarril notes the Lancasterians have divided up into 3 groups and there is an opportunity to defeat them in detail, and advances, bows at the ready.

Turn 2:
Lancastrian knights, now breathing heavily, slow to a walk Their right flank covered by Longbowmen. The Border horsemen have had enough, and exit. The Northern Border Militia (2HW Mediocre) are advanced.
Seeing opportunity, McDarril accepts the challenge and advances his Scots spear. MacLawrence's two odd files continue their odd redeployment.
Turn 3:
The picture of the Lancastrian move was lost, so this is a combined shot from the bottom of the turn.

First, the Lancastrian forces on their right continued to advance, revealing a Scot's ambush as a cluster of small boys playing with their 30 pound bows. The Knights continued to advance, their escorting longbows advanced for shooting and disordering a file of pike.
The boys lift their bows and the Retinue Archers laughed! Their spindly arms wavering with the strain. And the Retinue Archers laughed even more. An arrow took John from Appleby-in-Westmorland in his good eye! How is he going to participate in annual fair now! The Retinue Archers are of two minds here, either run in and spank the runts or show them what real archery is about. While they were discussing the merits of wasting a penny a sheaf for arrows, the little bastards loose again! The got Gaven from Epp-on-the-Moor, and John (not Appleby-in-Westmorland). This is too much!

Yep, on the left, LI, Bow scores two hits on Longbow(elite) and receiving nothing in return.
Meanwhile, on the less humorous side of the board (center command), McDarril decides to split his pike, 2 to support McLawerence's formation (on the left), 4 to take on the cavalry that arrived in field.
MacDarryl's Highlanders (on the right), seeing the return of the cavalry, and being supported by foot on the hill, decides to withdrawal. Let the pike take the first hits.

Turn 4:
The Lancastrians advance three of their foot knights, the other two holding back to avoid routing longbow. Some of their cavalry is pushed forward.
On the left, the Scots push their pike under a storm of arrows. But the Retinue Longbow have been dispersed by arrows by the small boys. (4 hits in a row, LI at a -1 vs Elite LMI at a 0). The Scots Foot Knights destroy their foes, and are fully supported by McDarril's pikemen.

 Turn 5:
Once again, the plucky small boys loose arrows. Scoring another hit on the Welsh! The Lancastrian knights charge! 4 battles with the advantages of Armor, winning ties, some Elites, an included general vs Mediocre. But the dice ran totally against the knights, and 3 acquire some levels of disorder.

On the right side of the board, the horsemen retreat. The Lancastrian infantry filling the gaps.

The score is now 12 to 2, but the Lancastrians have opted to surrender the battlefield. He could not see any advantage anywhere on the field. On the left, his archers were broken, or about to be, his knights disordered and soon to be flanked.

This is some of the prospective bottom of the turn. On the left, we rolled the dice, just to "see", and the Scots rolled triple fives, and the line of three knights all took hits, their commander killed. On the right, the fight was forming up with 8 on 8 combat worthy, but with advantages all down the line for the Scots. 

The Mediocre Pike were facing Mediocre 2HW, and the Lancasterians on the hill were an archer and two Javelinmen verses 4 Bow/Sword Highlanders.






Sunday, September 6, 2020

Confusion Now Hath Made His Masterpiece!

A Headless Body Production

Venue:  Virtual Table via Table Top Simulator
Players: Phil Gardocki running Anglo Irish
                  David Ray running Medieval Irish
Game System: L'Art de la Guerre, 15mm, 200 points per side.
Theme: Just passing time.

Getting used to the user interface (UI) of Table Top Simulator (TTS).  
Today, the Anglo Irish will meet their most hated foes, the Irish, with Scots Allies.

The Forces:
Anglo Irish, circa 1400 AD
Larry (competent), his brother Darryl (competent) and his other brother Darryl (also competent)
      6 Longbowmen, stakes
      2 Javelinmen
      2 Galloglaich, Heavy Swordsmen, 2HW, Elite
      2 Foot Knights, Heavy Swordsmen 2HW, Heavy Armor, Elite
      2 Billmen, Heavy Swordsmen, 2HW, Mediocre
      3 Kerns, Light Infantry, Javelins
      3 Irish Nobles, Heavy Cavalry      
      2 Irish Cavalry, Light Cavalry, Javelins
Breakpoint of 22

The lily-liver'd Medieval Irish
Led by thee mewling pottle-deep measle, Larry-boy,   Is hedge-born varlot brother Darryl-boy, and his other brother, whose natural gifts were so poor, has gone nameless.
      3 Pike Mediocre
      2 Foot Knights, Heavy Swordsmen 2HW, Heavy Armor, Elite
      4 Javelinmen
      8 Galloglaich, Heavy Swordsmen, 2H, some Elite
      2 Billmen, Heavy Swordsmen, 2HW, Mediocre
      2 Kerns, Light Infantry, Bows
      3 Kerns, Light Infantry, Javelins 
      2 Irish Cavalry, Light Cavalry, Javelins
Breakpoint of 25

Deployment:
The Medieval Irish are at the top.  They deploy 15 units in two commands.  Darryl-boy is included with the right most Foot Knight, erroneously labeled "FK".
Way too many Irish missing from the board.  Could it be a flank march? 

The Anglo-Irish are at the bottom of the picture.  The Other Brother Darryl has 3 horse units showing, with two longbowmen in Ambush.  Darryl has split his 8 heavy foot into two groups to maneuver around the brushy area that is Giglet's Farm.  Larry's command is set to go swimming in the marsh while his horse rides around it.


Turn 1:
Other Brother Darryl rolls 3 command points, so double marches his Longbow and single marches his horse.  He mission is to take Bald as a Babies Bottom Hill, then turn the Irish flank.  Cognizant of a possible flank march, he is keeping his horse together in case they need to turn around and intercept.
 
Darryl gets 4 command points, and double marches his two units.
Larry double times his longbow to the marsh.  At this point I am under the impression that it is a rough area and my shooting would not be degraded.
An ambush is revealed.  4 Clans of Galloglaich, supported by their Irish Kerns erupt from the woods.  In total keeping with Braveheart movies, but against the limits of the Ambush of 4 units!

 

Larry and Larry-boy meet in the center of the field to discuss this fo-pa.  We are an hour into the battle and I'm not starting over, and I am not having Dave remove 4 units either.
The battle resumes!
The Medieval Knights, Pike and Galloglaich hold their position. Only the lights move forward.

For the sake of clarity, I will often describe one side as Medieval, referring to Medieval Irish, (top of the picture and descending) and Anglo, referring to the Anglo-Irish (bottom and ascending)

Turn 2:
I am relieved the missing troops was just a mistake and not a flank march!  With few cavalry, and fewer command points, that would have been hard to deal with.
Other Brother Darryl takes the hill.  But did a piss ant job of it as the Nobles will have nothing to do save keep an eye on Javelinmen in the woods, and  Longbow won't be in range to volley next turn either.

 

Darryl passes the brush, and begins to pull his command together.

Larry invests the marsh with is Light Medium Infantry, and discover it is Difficult, not Rough.  Longbow shoot at a -1 there.  On the bright side, he slips a Kern behind the Irish Light Horse, preventing it's escape.  Then charges with the Irish Nobles.  But fortune favors the lights as they win by 1, the Nobles saved from disorder by their Armor.

The Medieval Irish main battle line advances.  5 elements against Darryls 6, and 4 Galloglaich approach the edge of the Marsh.  The longbow find their targets and disorder Clan McBuggerOff
The Score is Med Irish with 5 hits, Anglo-Irish with 1

Turn 3:
My plan pretty much is working out as expected.  I hold the hill with Longbow on the left, and the Marsh with Longbow on the right.  My main foot line is almost assembled to face his Pike/Knight command.
I am confident that 2HW(elite) will beat Pike(mediocre)  Especially if the Longbow in the line disorder a unit or two on the way in.
The left command continues to posture on the hill.  Which seems to have pinned down a superior force, 6 vice 8 units.  The center command gets a bit closer and adjusts, but is still not united.  The longbow on the right, sitting waist deep in the water continues to effectively volley against the Galloglaich at the marshes edge.

 

FYI, the periodic "Ouches" are units that took a missile hit.

On the left, the Medievalists split their forces to screen the Anglo Irish by the hill.  Freeing up 3 Elite Galloglaich to make an attack on the main Anglo battle-line.  Their center approaches to charge reach.  And in a surprise move, the Galloglaich enter the marsh to attack the Anglo-Irish LMI therein.

To which, the LMI say "Oh really?"

Turn 4:

At last, the LB on the hill have targets.  Their trek has not been for nought as they cause disorder on two units.  In the center, Billmen pass through the Longbow to take the charge, but one is disordered by thrown javelins from the Kerns.  Then we have first contact! Elite Foot Knights vs Mediocre Pike.  The overconfidence of the knights are made plain to see as their numbers begin to trip and fall before the massed pike.  
On the right, The longbow take a break and are resupplied with arrows, but their Kern screen also disorders a Medieval Galloglaich.
Nearby,  Horns sound, and Irish Nobles and Kerns charge LMI near the edge of Joilhead's farm and are nearly repulsed, their superior armor saving them.
 
Centers clash.  The embarrassed knights redouble their efforts, and put two hits on their attacking pikemen.  Darryl's right wing takes multiple hits from the Medieval fury.  
Deep in Preebling Marsh, the Medieval Galloglaich have had enough taunting and charge.  Slowed by the sucking mud, afflicted by the unending stench, they meander into the Anglo Kerns, and are not so much beaten, but as made more disordered by terrain.

On the far right, Larry's Kerns are charged by Medieval Javelinmen (also Kerns in this game), driving off the Anglo Supports.  But lose the dice off despite the +2 to 0 advantage.

So far, the Medievalist's have one unit killed for a total score of 10 of 25.
The Anglo score is none killed, score of 5 of 22.

Turn 5:

Men collapse everywhere, through exhaustion or death. 
In the center, Darryl's left Foot Knights destroy their pike armed foes.  But his right wing has destroyed the Billmen and Clan Jordan.

In the mangled rump-fed devil of a swamp, the Anglo Kerns adroitly flee their attackers, allowing for clean targets to be engaged down the line.  Clan's McBuggerOff, InfectedO, and O'Misbegotten all become more disordered.

On the far right, the yeasty doghearted flap-dragons of horsemen, break off laughing, and line up with their rear supports.

But the Medievalist's numbers seem endless.  More Kerns approach on the far left, javelins a throwing.  The fresh Galloglaich, mass against Darryl's left wing, placing disordering hits on Anglo Galloglaich and Billmen. 

Anglo Knights are taken in the flank by Medieval Knights who manage to hold their ground, while the the other Anglo knights rout through their friendly longbowmen.

In Preebling Marsh, Medieval Galloglaich charge.  One Anglo Javelinmen fled in response.  But this was due to Medieval Javelinmen on it's flank that could charge as well.  Medieval Clan McLilyLiverd is sent back to their mothers.  Taking their commander, whose natural gifts were so poor, has gone nameless, with them.
The score is Medieval 16 of 25, to Anglo 14 of 22

Just a note to point out the command control problems here.  Both sides only have competent commanders.  On the Medieval side the center command, the Commander is included with their Foot Knights, so this command control is limited, and he couldn't take advantage of some of the opportunities presented. 

Also, one of the Galloglaich in the marsh also contained a commander.  Which was subsequently destroyed as well. Limiting the actions of the Javelinmen in the farm to the far right.

Darryl's left command was a mix of foot and horse, and that is always a problem.  He wound up driving the Light Horse unit personally, because that seemed to be the most threat to the Medieval line.  He fought with that unit, even when it was disordered and managed to win twice because of it.

Turn 6:

The Anglo Nobles on the left take a chance, charging disordered, and as it turns out, still in the woods, Galloglaich, Clan UnLucki.  Their attack is +1 to -2, nearly destroying their foes.
 
In the center, Anglo Galloglaich Clan Ramsay is destroyed, the last Anglo Knights barely avoid destruction, as too one of the Longbow. Darryl's command is defeated in all but the score now.  So he joins his knights in death.  His efforts are prove significant, as the die roll was one if favor of the Medieval, and his plus made it a tie.

But in the Pribbling marsh, all the Medieval Galloglaich clans also fall.
On the far right, Irish Nobles make a charge, causing some disorder on their targets.

The score is not Medieval 22 of 25, Anglo 14 of 22
More Medieval Javelinmen emerge from the forest, but their support arrives too late and a Galloglaich is destroyed by Irish Noble Horse.

Anglo Billmen are destroyed as well, leaving Darryl's once proud main battle line with just a single Knight with 3 hits on it and a Longbowmen unit.
On the far right, the Javelinmen continue the fight against Noble horse, and disorder them further.

The score is 24 to 17.
At this point, the Medieval Irish surrendered.  Nothing was going to prevent the last point from being taken, as the Anglo's had a clear flank shot, and unimpeded command points.

If the Anglo's were aggressive, and lost all their battles on a dice off then the most they would have lost was 4 (knights in the center, taking their commander with them for 3, and HC conforming on the flank LMI emerged from the woods, where the HC had a 2-0 advantage)  more points for a 25-21 for a win anyway.  

Though there was a possible fight, depending on command points last fight in the marsh.  Javelinmen hitting Pike(mediocre) in the flank.  Pike would be -3 to Javelinmen's +1, where the best the Pike where a 6-1 dice off would be a tie.

So what went wrong?  On the left, where "Other Darryl" had dominance on turn 1, I was lackadaisical on getting position on the hill.  Not that any command points were wasted, but I should have calculated where in the hill I needed to be and angled more to achieve it.  As it was on turn 3 I was "on the hill", but out of bow range. 

In the center, I split my main battle command.  As an experiment, this command had 2 Longbowmen, stakes, in-case there were knights in my opponents force mix.  Backing up these longbowmen were 2 Heavy Swordsmen, 2HW (mediocre)  To exchange out before combat, the Longbow to then work their way to a position of flank support.  The archers only shot lights, and so were not very useful.  Only one took up flank support, and that was only at the desperate end of the battle for the center command.  In short, epic fail.  Better to have some skirmishing lights.  Which also would have prevented that gratuitous hit on my Heavy swordsmen by the enemy light.  The Anglo center lost 13-3

The center was so completely crushed, even when it had some numbers advantage, but I am going to attribute it to a spade of bad luck on contact.  

What went right?  The left command did well, tying down initially 8 units to 6, and eventually scoring 7 points to 1.  So overall, a winner.  Part of that was due directly to committing the commander to battle, twice with the LC against LI.

The center was defeated but still fighting.  Once again, Darryl was fighting in the front with his FK that kept it going. Gaining ties from what would have been losses. The Medieval FK had an included general.  Who had secured the win, but couldn't take advantage of it because his command points were limited. 

On the right, my opponent made a mistake going into the marsh.  No doubt.  My Longbow scored some lucky hits early on, which prodded him to enter.  The marsh slowed his HI to 1 UD, giving me more several turns to shoot, even at a -1.  As a result, his HI engaged at a -2 (- 1 disordered, -2 terrain) to my Javelinmens 0 and bowmen's -1.  then the luck blessed that flank, giving Larry what they took from Darryl.  For an astounding 14-3 win in points.