Saturday, October 3, 2020

A Seppuku of Samurai

A Headless Body Production
Venue:   An Undisclosed Basement 
Event:    Playing a game for the camera  
Players: Phil Gardocki running Anglo-Irish
               Tom Worden running Samurai 
Game System: L'Art de la Guerre, 15mm, 200 points per side.

Formally titled, "An Injection of Irish"
The Forces:
Samurai (list 210)
The Samurai are commanded by Larry-San, the Strategist, his brother Darryl-San the Ordinary and his other brother Darryl-San, also Ordinary.
9 Samurai, Medium Swordsmen, Bow, Elite  
4 Yari, Medium Spearmen, Mediocre
4 Mounted Samurai, Heavy Cavalry, Bow, Elite  
2 Followers with Bow, Bowmen, Mediocre
Breakpoint of 19

Anglo Irish
Commanded by Larry, the Competent, his brother Darrel the Competent, and his other brother Darrel, also Competent.
4 Nobles, Heavy Cavalry
2 Foot Knights, Heavy Swordsmen, 2HW, Heavy Armor, Elite
2 Galloglaich, Heavy Swordsmen, 2HW, Elite
2 Billmen,  Heavy Swordsmen, 2HW, Mediocre
5 Kerns, Light Infantry, Javelin
2 Light Cavalry, Light Cavalry, Javelin
4 Longbowmen, Stakes
2 Javelinmen
Breakpoint of 23

The Board:The Anglo-Irish win the initiative and elect to attack in the plains.
...............................................................Samurai Side

Anglo-Irish side
 Deployment.

Off on their far right, 7 units of Samurai, 4 on horseback.
On their left, the Samurai are in twin columns, backed by Yari and lower class archers.
The Irish left is set to delay any attacks upon their undefended camp. 
Darryl has a variety of troops on the far right.  There is a flank march running on the right, and his job is to run across the bard and support it.
Turn 1:
Seeing that the Samurai cavalry are massed on the left, Larry leaves a unit of billmen and kerns behind to protect the camp.
Double marching his remaining swordsmen forward.
Darryl advances into the terrain.  But not too eagerly.  He only has two longbow against 6 Samurai.
The Japanese decide to go for crushing the flank march.  Their left most command turns and races for the right.
Their foot samurai expand and advance to cover them.
Turn 2:
Off board Darryl rolls a 6, and will be arriving next turn.
Larry's troops continue to advance.
Darryl advances as he can.
The Japanese swing command continue to advance.  Their mediocre troops vacate the arrival zone.
Turn 3:
Larry and Darryl converge on the Samurai main line.  Arrows fly.
Despite fewer shooters, the Irish score 4 hits out of 5 shots.
The Japanese archery largely fails.  7 shots and only one hit.

The Japanese commander decides he has enough to deal with the flank march and releases his trailing Samurai foot to face the Irish knights.
His cavalry charges, running down a longbow, disordering another.
The score at the Tree of Woe is 2 to 7

The official military observer from Howandaland is vacationing at the beach.
Turn 4
Knights, Galloglaich Clan O'Lyre and a Javelinmen from Cork charge!  The Samurai line holds firm.
Things are complicated here.  A couple of Samurai are charged in the flank.  But overall, hold firm.
Question for the group.  Can this Light Infantry charge the camp?  The gap between the Samurai cavalry and the edge of the board is exactly 40mm, so the LI would be in edge to edge contact with the cavalry before contact with the camp.
We ruled it was not a legal charge, and the only effect on the game was it would have ended half a turn earlier.

Second question, if the LI was any other troop type, would it be a legal charge?

The score is 3 to 8
A refresher on who is who.  More hits are applied on the Irish Heavy Swords.
The Samurai are cleaning up the flank march
The score is 3 (of 19) to 15 of 25
Turn 5:
In for a penny, in for a pound.  We were not winning the fight on the main line, so lets charge the secondary lines.
On the Irish right, the only saving grace of the flank march.  Where the end of the line was flank charged.  The Samurai fight with skill and panache, and begin to win.
4 to 16.  It doesn't get any better.  There are no surprises, you can save yourself about 2 minutes of scrolling.
Larry enters the fray, and his presents prevents another loss.
The last unit of the flank march is wiped out.
A desperate charge by Irish Nobles puts two hits on the Samurai Cavalry.  But they will surrounded next bound.
Turn 6:
At last, a clean kill of a Samurai warrior.  And billmen arrive to turn the flank, if the knights can hold out another turn.

Irish Nobles actually destroy their Samurai foes!
Bringing the score to 7 to 21

The one unit of knights holds on.  Both knights, the flower of the Irish Nobility, are at the verge of destruction.
Melee has stopped on the right, let the arrows fly!
Taking the Irish to 1 away from their break point of 23

Remember that LI that couldn't charge the camp?  If he had, he would have been killed, and the score now would be 10-23, a decisive win for the Samurai.

So Tommy is going to have to fight another round for his victory.

Turn 7:
In baseball parlance, it's called "An out at any base", any new hit or kill wins the game.  They didn't get it here.
The storm of arrows continues.  Most of Darryl's troops withdraw out of range, but another troop of nobles approaches to charge the Samurai line, but is disordered instead.
Ending the game with a Samurai win, 6 - 23.

So what went wrong?

The Flank march match ups were wrong.  I tried to cheap out with using the LI to grab the camp.  Which wound up being a "Camp too Far."  

But that doesn't give any credit to Mr. Worden.  He correctly divined the correct flank, and how slowly my left flank attackers advanced, and utilized his resources, IE Elite Cavalry commanded by a Strategist, and shifted from one side of the board to the other.  Just barely arriving in time.  If Tom had dallied just one turn, the situation would have turned out much differently.




Saturday, September 26, 2020

Mair Picts Than Ye Kin Shoogle a Stick At

A Headless Body Production

Venue: An Undisclosed Basement
Event: Live
Players: Phil Gardocki running Germans
               Steve Turn running Picts
Game System: L'Art de la Guerre, about 200 points per side.

The Forces:
The Germans, Commanders Larryious (Strategist), Darrylinius (competent) and Darrylinius (Ordinary).
12 Tribesmen, Heavy Swordsmen, impetuous, Elite
4 Small boys, Light Infantry Javelin
6 Horsemen, Medium Cavalry, Elite
Break point 22

The Picts, commanded by Angus (competent), Fergus (competent) and Brode (Ordinary).
4 Light Chariot, Elite
5 Light Cavalry, Javelin
16 Medium Spearman, Missile Support
Break point 25

Deployment:
The Picts win the initiative and elect to attack in the forest.

The Picts deploy pretty much board edge to board edge.  Their chariots ready to race around the wooded hill.

While in the meadows, hordes, supported by heroes on chariots.

Racing ower a protuberance in th' ground, mair picts.

So what is with the Scottish brogue?  The L' Art de la Guerre lists have Picts, Irish, Scots, Caledonian along with Atecotti, Saxon, Anglo-Saxon, Frisian and Jutes allies.  It's a French rule set, and while the Anglophiles know of the great differences between all these cultures, to the French, they are just Ancient Brits. 

So I picted one with a English to Scottish translator.

Just for the fun of it.

In the deep, foreboding woods, a secret is kept.

Odin's lightning reveals a massive German horde.

Stretching from almost woods to woods, they seem vastly outnumbered.

 Just two German commands.  But 3 ambushes.  Is the missing command on a flank march or hidden?

Turn 1:

Pict chariots race through the open areas.  Leaving some of their brethren in the dust.

Subtlety is never in the Scottish nature.  Race across the board it is, while they have the numbers.

Chatting on the nature of the topographical regularities. 

"Lets see whats behind the rocks."

The Germans show their aggressive nature and even though outnumbered, advance.

They know there are more of them than it appears.  More warbands charge from the forest.

Turn 2:
Another ambush is revealed.  A third was uncovered.
Ironically, the 3rd ambush marker was too well hidden.  Steve didn't notice it until I put a 4 UD stick on it.
The Picts are determined to destroy whatever is in the field.  Somd 6 warbands are dedicated to the effort.  But the main German battle is squared off against just a few chariots and light horse.

Fearless, and now outnumbered, and soon to be flanked, the Pictish left is determined to go down fighting.

The small boys in the woods have seen enough of the blue woad horror to last a lifetime.

The more seasoned warriors taunt their foes, and run off the "heros"

Their over confidence is bared for all to see.  They charge, and are repulsed by the Pict invaders.

Turn 3:

The woods are invested with Mair Picts Than Ye Kin Shoogle a Stick At


A massive horde begins their approach on the small German line.

On the Pict left, the Picts turn the German flank

Chariots may look cool, but they don't corner well.  The Germanic youth leave the woods and take a shot with their stick bows.  The picture is a bit deceptive.  The chariot the lights are next to is actually a commander, so they are not in contact with a unit.  And they are bow armed, so they could back up a pace or two.

With the chariots run off, a couple of warbands head for the exposed Pict flank.

Darrylinius (the Ordinary) arrives with his horsemen.  In coordination with Darrylinius (the Competent) they put the Picts in a vice and squeeze.

For all the goings on, you would think the score would be higher than 6 to 2.

Turn 4:
The German archers can be ignored, and so they are!  There is a camp to loot.

And warbands to overwhelm.  In L' Art de la Guerre terms, a game winning14 points if the Commander is captured!

The Pict left flank is down to 2 warbands, preparing for their final, forlorn hope.  Off in the distance, their heroes on chariots hope to slow down the mass of horsemen arriving.

German skirmishers split up.

Three warbands redress their lines to avoid flank charges, while two others chase away Pict light horse and threaten the flanks of the massive Pict horde.

Darrylinius(the ordinary) races his horse towards the Pict camp, leaving the cleanup for Darrylinius(the competent)'s warbands.

Turn 5:

The race is on, which camp will fall first?

With a fierce-some ululation, the Picts charge.  Not to be outdone, the Germans counter charge with greater ferocity.  Down the line pushing just a little bit more then they were pushed.

The great heroes of of yore, outnumbered 3 to 1 decide once again to flee from their foes.

Emboldened by their older brethren, the German archers return for another shot.

Two Pict Warbands are destroyed, the others hold on.

Desperate measures.  A Pict light horse attacks the rear of a German warband.  Oblivious to the German horse surrounding it.

Darrylinius(the competent) has naught to do but loot the bodies.

Two turns of intense action have proven very bad for the Picts.  The score is 16 to 3.

Turn 6:

The German camp is looted.  Pict Horse have wrapped up the German left flank.

Where warbands falter, horsemen can fill the gaps. Several German warbands are at the point of destruction.

An overview of the action so far.  Color coded by command.

At the top of the 6, the score is 17 of 25 for the Picts, 8 of 22 for the Germans.

One German warband cuts through his foes.  Another is taken in the flank

The Pict camp has fallen.  So to a Pict light horse unit.

Darrylinious has a choice.  Get a few of his troops into the battle, try to organize all of them and never back into the battle.  He chooses some.

However his efforts are for naught.  The Picts have had enough.  The score is 25 to 8.

Ending positions    


What went right?  The terrain selection went well for the Germans.  Even though the Picts fight better in the woods than the Germans, it slowed them down and prevented their superior numbers from coming into play.

The Germans played a good "Refused flank" stratagem.  First delaying substantial forces with lights in the woods, then with a small block of 3 warbands near the camp.

Four warbands in ambush in the right hand woods was a match for the Picts descending upon it.  Who only had to hold until the flank march arrived, and then the Picts were swept away.  In the center, the Picts distracted 3 warbands with their chariots, which also delayed the arrived German cavalry somewhat.  But in the end it was not enough.

But also, the Picts did not select their impetuous option, instead going for a bit more resistance when they lose an impact fight with "Missile Support".  An option that cost more points.  As far as this game goes, that would not have made a difference on the Pict left, because even though the Picts won the impact fights, furious charge does not count against other troops with furious charge.

In the center it would have made a difference, as the Germans won all the impacts and claimed furious charge bonus.  The Picts would have lasted longer until their numbers mattered.

The Odds:

Using the Visual Basic for Applications embedded in Excel, I have created combat simulator for L' Art de la Guerre.  It takes any two troop types and runs a thousand battles and displays the results.  It can take some situational modifiers like "Does the unit have support", and "Hits before Contact".

For this fight, the main troop types are Medium Spear vs Heavy Swordsmen, Impetuous (elite)

The Heavy Swordsmen (elite) will destroy the Medium Spear 85% of the time taking an average of 2.4 rounds to do so.  A very bad mismatch.

To be fair to Steve, I was expecting him to run impetuous troops as well.  That would cancel Furious charge (page 58) and then the odds are 75/25 in favor of the Germans and taking 3.5 rounds.  But on the ends of the battlegroups, I would expect the Picts to have an overlap advantage, wining 60% of the fights, taking 4 turns.  

Also, I did not run any of these specific cases until after the battle, and in response to a comment on the forums.