My Teutonic Orders first outing - invading Russia.
On Thursday night Treβler, Marschal and Hochmeister Vain von
Wotz lead the newly completed Teutonics* in their first battle where they
invaded proto-Russia and attempted to capture the town of Bobovgorod. Unfortunately he ended up walking home
through the snow drifts in a blizzard.
Even with plenty of foot troops to add bulk this Teutonic Army remains small by any standards. |
Bob rightly suggested that a first outing of such a
tricky (both to use and face) army should be a historical match-up and he put
together an Early Russian OoB (Order of Battle (see Glossary at the end)) with a Polish ally that required a number of
figure morphs from a few of our armies.
For reasons I don’t seem to recall (or I missed the discussion) it was
decided to use our long ignored white cloth as a winter ground cover and place
the battle in winter as both protagonists have snow bound winters. I quickly realised
that this would, in a cold climate, freeze any marsh into good going and ruin my plan*****. However
on checking the aggression factors (Teutonics=4, Russians=0) they are as wide
as possible so it was inevitable that we’d invade Russia but they had even less
terrain options than we do and I decided that a wood would function just as
well.
As it turned out Bob and Antony bought multiple wood
features and they were placed first, as defender and my large wood wouldn’t
fit so was discarded. Not that it
mattered, there were four woods on the table and the town on the Russian rear
table edge. The weather threatened a
snow storm.
My [vaguely] able Livonian Landmeister Nashonivich took the left wing of the
army with the massed levy (10 hordes) to delay anything coming around the woods
on that side of the table. We would mass
our knights and smash anything on the left of the town before turning our
attention to the rest of the table. I,
as CinC, was to hold a line up the centre of the table protecting our forces
which would initially occupy only the left side of the field.
Once the armies were deployed, the Russians were
spread across the table so their left (our right) was unopposed and there was a
huge psiloi supported spear command directly ahead of our massed knights albeit
well back toward their rear. On the left
we were a bit uncomfortable with the stronger than expected enemy cavalry
presence which if it wound its way around the woods would quickly overwhelm the
hordes/levies guarding that area. The hordes should
hold up light horse for a while but bigger number of cavalry would be a problem.
DEPLOYMENT And the Teutonics look even smaller when seen with the unused table area. |
Nash and I did discuss the option of using our regular
commands mobility to change the point of attack and charge diagonally across
the table left to right, ignoring the slow moving Russian spearmen until after
we’d dealt to the Poles and Russian cavalry on the right wing.
However, once the Russians made the first bounds
movement, I rolled out first PiP dice at 6,6,5,6 (the last being the dummy 4th
dice) which activated the snow storm and the blizzard effects on visibility,
movement, command radius and bowshots.
The blizzard lasted almost all game lifted only in the last couple of
bounds.
The first ever Teutonic PiP roll. One point off perfect - but it also started the Blizzard. |
A minor diversion to remind players (and inform
others) of the game effects of the snow storm (blizzard).
· Visibility is limited to 160p (paces) so you can’t see
the enemy as usual and this reduces the blocking of march moves and allows more
march (multiple) move options.
· Movement is limited to visibility plus 40p so the
maximum speed is now 200p which affects the cavalry and light horse of the
Russians (and the few Teutonic light horse) while the knights retain their
normal 200p. This will mitigate a bit
the danger of cavalry out flanking us.
· All troops more that visible range from their general
pay +1 PiP as if out of command range.
This changes command range from the usual 800p (2000p for light horse)
to 160p for everyone and has a huge effect by using up extra PiPs to perform
normal actions. It counteracts the
benefits of the more available march moves but also effects the irregular
Russians quite a bit more than the regular Teutonics.
· Bowmen are affected in two ways, their range is
reduced to visible range (160p) and unless the wind/snow is at their back, they
take a -1 distant combat disadvantage.
We both had crossbowmen but the storm was blowing from behind the
Teutonics.
Overall, we thought it would hinder the pagans more
than the righteous! ***
But back to the battle. With that many PiPs plus
regular generals and troops we could make 5 march moves with two commands and 4
moves with the low control PiP allocated command!! Amazing!!
And the visibility and command radius restriction was going to affect
the longer distanced and spread out Russians more than us so their counter move would be slower than usual.
The quick discussion about a massed charge was
tempered by the danger of Nash’s wing losing their flank guards in the process
(I felt he’d left his light horsemen to wide and out of range but hey, it’s his
command) and the decision was made – CHARGE into their face and see if they
could react.
So we covered almost 50% of the table in one bound. They could hear us coming through the snow storm but couldn’t see us! |
The view from the Russian side. Remember that at the bound beginning we had been on our own deployment line. Luckily they had deployed well back as the knights had passed the Russian deployment line. |
Bob’s commands with nothing to fight formed columns
and set off into the snow storm to find and outflank the Teutonics right. While holding the impetuous spearmen in place
and out of trouble Anthony suffered from a PiP shortage with the cavalry and
struggled to turn them to engage with the rapid massed Teutonic knights advance rather than
the original plan of marching all the way around the wood.
Consternation among the Russian General Staff!! (l) New recruit to the group Anthony, (r) Tzar Bob |
A quick about face was all that was possible
but at this point Nash spotted an opportunity and turned the lefthand wedge
formed knight element outward and caught the enemy general at the head of his
column*** of cavalry, killed him (factors were even so a good dice roll was needed
to have the instant Kn vs Cv kill kick in) and thus causing even more blizzard
bound control issues for that command.
Hunting Enemy Generals |
Rule Error Warning:-
Yes, the more astute playing readers will note the error, that knights
in wedge formation are excluded from the general principle that knights instantly
(QK/Quick Kill) cavalry. Inexperience
with wedges cause a universal memory failure on this point and we erred in our
outcome. While a significant error, it
was a game of ‘what if’ points so it’s actual effect will never be known. [Besides we were beaten anyway!!]
A degree of retribution was extracted in the next
bound or two, as the knights hit the spear line that DBE element was mugged
flank and rear by some unchallenged spearmen and was destroyed. Here we learned that any player to actual
achieve the destruction of a superior knight wedge was entitled to a generous
shot of real vodka from Bob’s personal stock.
By the end of the night the debt remained unsettled. :-) It was not only the first wedge to be
destroyed but proved to also be the only one on the night.
This left the SBE knights with a harder task, and their
flanks now exposed, while breaking into the spear line. Initially they bounced but the arrival of my
small command after clearing some delaying psiloi into the other end of the
spearmen saw the Russians start to waver.
Stumbling around in the blizzard - look what we found! |
Bob’s cavalry column stumbled out of the snow at
reduced visibility into my CinC’s command and was caught with hard flanks as he
never had time to redeploy and the only element of inferior ‘guest’ knights in
my OoB had a remarkable run, assisted by our brotherhood spearmen, in doing
quite a bit of damage to the Russian cavalry.
But it wasn’t a neat set of combats, more a swirl and the Marschal
joined the fray as a flank attack causing more Russian casualties. Then, unfortunately, the Polish
knights
arrived with plenty of PiPs to use and in return front and flank attacked the
Teutonic CinC. I rolled a combat dice of
“1” so he was tossed from his horse into the snow drifts. Not fatally obviously as his command fought
on for many bound but eventually disheartening and later broke.
Trying to contain the enemy column. |
The Marschal Bites The Snow!! |
On the left we were fighting in a dangerously exposed mass with both sides taking casualties although our superior knights were more resilient than the Russians. We disheartened, then broke, the enemy spear command. The breaking command moral effect (the knock-on effect) left us 2½ ME from breaking the Russian army so that wasn’t to be. However it did disheartened the right side Russian cavalry command - and the Poles - and, but for 20mm distance shortage or alternatively a less than 10mm line of sight blocked by the BuA, would have also disheartened the 4th Russian command also. A functional army without an undisheartened command would have been a very rare site to see – but that wasn’t to be either. At this point the snow storm ceased.
Two centres of action both with very open flanks. However remember at this time the snow storm reduced visibility, movement and consumed PiPs so exploiting flank options was a hard thing to achieve. |
So the last effective Russian command along with the
still active Polish knights, proceeded to break my CinC’s command, which by the
same knock-on effect, broke the Teutonic army.
The Teutonics are only 72ME over three commands and the knock-on can be
devastating. Without that 2ME penalty we
would have survived and won the battle in the next bound****.
An interesting game with the snow storm effects
totally changing the decision points although it probably hampering the
Russians more than the Teutonics (as generally but unscientificl expected). With normal visibility and full movement it
would have developed much differently, we wouldn’t have made the long charge (I
don’t think) and we could have controlled and maintained our flank protection
much better. Likewise the Russians would
have used significantly longer movement lengths to outflank us and would not have
been caught in columns. ‘What-ifs’ that
will remain unanswered until we get a similar battle in snow free conditions,
but there were many such potential ‘what-if’ points.
The much needed flank protecting ‘tails’***** formed to
protect the heavy massed knighthood were never able to be tried and
tested. We did effectively fall to the
required hard flank attacks on the knights so the missing protection and
‘tails’ cost us a potential victory.
This Teutonic army using plenty of wedges is going to
be trickier (and more fragile) to use than I first thought.
Next game we hope will be on a bright clear day and
that I can indeed test the predetermined battle plan. Maybe next week, maybe a week or two later.
* = If correctly named they are the Teutonic Orders (DBMM Army List Book 4/#30) but I have always referred to them, and continue to do so, as
(the) “Teutonics”. This is open to
confusion with the Teutonic tribes that moved into and settled the modern
German lands over previous millennia.
I apologise in advance if your accurate knowledge of such history causes
you any confusion.
** = Righteous but errorous and distinctly
dishonest. In effect just political
effective businessmen.
*** = He had sensibly been at the rear of the column initial but the 180deg turn placed him at the front.
**** = Three wedges of knights including two generals
was going to hit the Russian baggage camp, with factors that almost guaranteed
breaking the baggage command, for knock-on effect and army total casualties
that would have taken the Russian beyond their limit. All speculative of course, the dice gods
could be fickle as shown by wedge formed superior knight generals twice being
held to a draw by psiloi in the open during the game.
***** = A delayed blog detailing the development of the
Teutonics, which should have already appeared but hasn’t. In addition to comments on development and intended plans, it will explain the
‘tails’. Essentially they a semi linear
formations of non-knight elements trailing back towards the home table edge
designed to minimise the danger of hard flanks on the wedges and outflanking
and rear attacks on an army expected to be smaller than any opponent and thus
vulnerable to such.
Glossary of Terms
A quick list of terms for the non-players which may assist in understanding the narrative.
Aggression Factor:- A rating number allocated to each and every historical army within the rules that gives a relative measure of the likelihood of being the invading army. Range is 0 to 4.
CinC:- The Commander in Chief of the army. A singular element in each army with a few special attributes. We occasionally personalise them.
DBE:- Double Based Element. Game slang where two groups of troops a represented permanently group together and often obtain some special advantage (and disadvantage) for doing so. Some are compulsory. The term SBE (Single Based Element) is occasionally used to distinguish the normally arranged format.
Landmeister:- A regional army commander and administrator of a area under control of the Teutonic Orders. Subservient to the Order's higher hierarchy.
ME:- Moral Equivalents. A game mechanism for measuring the strength of an army, or the commands within it, in terms of their ability to overcome negative events. In short their "staying power" or morale. They are also used to indicate when an army will admit defeat and quit the field.
OoB:- Order of Battle. The list of soldiers to be used by the army, arranged into commands with factors, data and indentities as required by the rules.
PiPs (& Dice/Rolls):- Player Initiative Points. A game mechanism that determines the amount of command and control the generals have over the troops at a given point in the game/battle. Like the real life situations it's randomly variable and managing that is a game skill mirroring the skills of generalship.
Psiloi:- A group of unarmoured, agile and dispersed troops who use bows, slings & javelins to harass, annoy and slow down enemy troops. They have major disadvantages in face to face fights so avoid these.
QK/"Quick Kill":- A game slang term for the ability of some troop types to destroy other types in specific circumstances even with a slight advantage in combat outcome.
Treβler, Marschal and Hochmeister:- Treasurer, Commander of Armies, and the Supreme Master of the Teutonic Orders, usually three separate people. After all I have to pay for and paint the models, general them around the table and use the supreme powers to be allowed out after dark to play with our "little friends".