"On a hiding to nothing..."
As readers of this blog may remember, we DBMM’s
in Bangkok have played out three mini campaigns over the last few years and the
battle reports were posted for all to critique.
(See reports from February 2012 to September 2014).
Miraculously, I have come out the victor in
all three previous events (okay, the first two had only win or lose options!)
and with a few more potential but inexperienced players joining the next
mini-campaign it would be a bit embarrassing to make it four in a row. In addition, having played the last two
events as Parthians, it was frowned upon to use them once more.
So in a move of unexplained (and out of
character) sportsmanship I suggested playing the toothless Arabo-Aramaeans [Bk
2/22] as the only non-Parthian alternative army I possessed that fitted into
the 1st century BC Syrian area campaign that was proposed. As an army it is singularly without any
attacking virtues and reliant on using it’s very low aggression and terrain
options to absorb enemy attacks and counter-attack at the weakened enemy.
As it turned out the campaign rules
subsequently went through some modifications, the number of players dropped to
four and the selected armies became possibly the worst conceivable combination
to face as each contained significant numbers of my natural enemies. Furthermore, the re-arranged campaign rules
for selecting allies*, while clever in themselves, further played against my
army as it increased the number of my natural enemy elements in play while my
own high minimums restricted my ability to use the stronger/more expensive
allies.
However, we encourage cunningness and
deviousness so that became the path I would have to follow, with unusual
terrain layouts using uncommon terrain selects to try an cause the enemy to
engage on my terms so that I could then strike back at their weakened areas.
I had to make a choice on the sub-list
restrictions so chose the Nabataean city of Petra. This gave me a mostly irregular army with
regular generals and the option to switch the few non-LhF (light horse archers)
mounted troops between fast Knights or Cavalry on a game by game basis. I gave up the option of cataphracts (iKnX)
because I saw no benefits in fighting any of the three known enemy armies with these
type of knights. I did, however, think
the rare ability to bring significant ‘dry stone walls’ (TF-temporary
fortifications) with this choice of city as being another unusual weapon in the
arsenal.
However we also had a campaign structure that
had the campaign won (or lost) on the “top table” while other preparatory games
had other benefits but not directly able to win the campaign. Because of the draw I was to engage in two
preparatory games prior to a chance at the “top table”. My tricks and ploys would be saved for the
top table battles, earlier games being used to test other options.
By some devious date setting I got onto the
bottom of the table of players so would be the last to challenge on the “top
table” and had the two “side/preparatory” games to experiment in, the first against
Bob’s Ptolemies and the second against the loser of the first top table game.
So for this campaign I am Wanazab the Ay-Rab,
Emir of Military Affairs for the Nabataean city of Petra, assisted by the other
Petrashop Boys, Sal-Ah-Noyz (as audibly
enabled as his later more famous descendant) and Ali Sheap Bleet (of the past
flying carpets merchant fame family). We
really just want to guard our cities peace and regulated market places and our
trade routes but the faceless council of greedy elders have decreed that we
should be expanding vigorously. This can
only end in tears.
First Game
In a build up game Petra, for reasons unknown
but most likely to do with disrupted trade, headed south to chastise the muscle
flexing Ptolemies. We meet on the banks
of the upstream Nile in a battle where the centres didn’t engage and the
artist-scribes were scared from the field very early (that is we didn’t take
photos).
The tactic to be tested here was an
unexpectedly large light horse command, big enough to look normal with 8
elements also in ambush. The Aramaeans
are not expected to field the LhF in large numbers due to the high numbers of
compulsory bow and to do both, plus a couple of decent stretches of stone walls
I gave up taking an ally at all. The
idea was that the Ptolemies being a mostly pike and expensive foot army would
be vulnerable to the 18 LhF sweeping around and behind them. I was also gambling the their compulsory
terrain (S or WW or Rv) wouldn’t be chosen as a river as either the sea or
waterway would secure a flank and draw them to deploy in that direction giving
scope to go wide on the opposite flank.
Besides the pike block the enemy would bring knights in a light wedge
formation (rKnFsbw) which while deadly against foot in the open, doesn’t
allow them the normal knightly destruction of cavalry (QK = quick kill effect)
so my heavier mounted were classed (equipped) as cavalry not knights as a
blocking agent. To protect my foot I
planned to use stone walls in their front, very effect against all that the Ptolemies
could bring, with camel and psiloi infested dunes on their flanks. My mounted would be in reserve or sent to win
by outflanking the enemy.
Actually not a very strong plan in an
aggressive sense but should be sound defensively. Unfortunately, games aren’t won on the
defensive, an issue I would have all campaign.
In the game the terrain fell well for the
defensive approach although I would have to advance into a dune area in the
centre of the table a small distance (two base widths) from the waterway to
secure my left flank. Unfortunately my
cavalry was on the wrong flank to engage the enemy knights, a matter made worse
when Bob unexpectedly decided to push the knights between the waterway and sand
dunes which if successful would create havoc behind my lines. I rushed a large group of light horse into
the area where he would emerge from the gap but held them in station to threaten to
envelop the knights rather than take them head on. My camel riding scouts (LhI) and psiloi in the
area immediately pushed into the dunes, with the triple purpose of avoiding the
knights, threatening their flanks and also threatening the flanks of the pike
block should they actually charge the troops defending the wall.
An additional surprise was Bob’s entry into the
dunes with six superior auxilia (plus two psiloi) in two columns with a clear
intention of clearing it of threats. I
expected my camels to be up to the task as they had plenty of psiloi support
themselves but once combat was engaged the factors weren’t as clearly in my
favour as I expected. In the end, even
against the poor odds that came as a surprise to me, after some hard fighting
(and Bob’s unfortunate dice) we still finished the battle in possession of the
dunes if only due to some luck.
However it became clear that this flank was the
focus of Bob’s attack so I shifted, at great PiP cost, the cavalry from my
right flank to the left. The knights
came out of the gap to fight and while I took a number of light horse
casualties the “L” shape defence I used allowed the light horse to slip in a
couple of rear attacks and in the end all knights but the general were
destroyed and the enemy command broken.
But my right flank was now weak and the small
number of light horse trying to delay the remainder of Bob’s mounted from
outflanking us were eventually caught and then collapsed quickly (and broken due
to the casualties inflicted on the command by the knights on the other side of
the table) leaving the wall defensive position out-flanked. A sterling effort was put up by the defenders
but it wasn’t long enough to allow the cavalry to again transverse the table to
the rescue, and with mounted in front, flanking and behind them they took
enough damage to break. Game over 6-19.
So having been caught out by Bob’s attack on my
left where it wasn’t expected and needing the light horse to deal with the
threat I never got to try the massed light horse outflank idea I had originally
planned. Maybe next time.
Second Game
Anthony had tried to use the Parthians in an
uncharacteristic way on the top table and had (to the surprise of a couple of
people) nearly pulled it off. But in the
end, after mutual CinC destruction, Nash’s woeman’s had secured a narrow
victory so Anthony picked up the lowest spot on the table and got a ‘side’ game
against Petra’s finest. In the
non-standard invade/defend rules the campaign utilises Anthony chose to invade
(a “Dry” enemy) in the summer!! I
couldn’t work out why.
My pre-game planning involved swapping the
cavalry into (regular) knights to prevent them becoming cataphracts fodder and
maybe even give the cataphracts a fright themselves. Give the invasion in the summer a thirst
event was on the cards so I decided I must have a BuA (Built up area) and in
fact took a two element square fortified BuA on a difficult hill I’d custom
built for the previous campaign (where it failed to have positive effects) from
which I could ambush six light horse. Its
placement was still a bit random but it was to go where it would cause the
maximum discomfort for Anthony’s deployment and be manned by bowmen to keep it
influence real. Otherwise the list
remained much the same as the previous game.
On the day the terrain fell favourably and
deployment was quite straight forward. The
weather didn’t throw up the hoped for (against all odds of course) “thirst”
condition. Anthony appeared with only
two commands on table, one with such an oversupply of cataphracts that it had
to be an exaggerated sized command and he also actioned a delayed battle stratagem
which I was less than familiar with and it didn’t register that it meant a
flanking (or delayed) command. His other
surprise was the use of his Galatian ally, massed warband with a few cavalry
which while needing to cover a lot of ground had a juicy bow and blade target
directly ahead in my line.
Battle on, and I moved the warband targets, plus
CinC, out off in-front of the warband but these were on low PiPs and while they
got away didn’t do much else in the game.
I filled the gap they created with my few regular fast knights to receive
the warband and pushed the camel scouts into the dunes in the centre of
Anthony’s deployment area where he had no answer to them (instead he used
troops and PiPs all game to keep them there rather than have the camels catch
him in the rear). Lastly, I send the
large group of light horse (with high PiPs) wide around the left flank to
threaten the cataphracts flank and rear and to burst their bogus numbers. This move Anthony countered with three light
horse of his own which we meet on a gentle hill and expected to use our numbers
to sweep them aside but his dice held up very well and we were stalled until he
had time to get the cataphracts into play piecemeal.
About this time Anthony’s masterplan became
evident, flank marches on both flanks and I fell for it. I released the ambush from the hill fort to
run wide and into the Parthian’s rear but got the march move mechanisms wrong
and the Galatian cavalry, still hanging back due to lack of PiPs, was able to
nullify it’s effect and I was also surprised how ineffective my knights were in
dealing with the massed warband, even though we match the frontage and had
secure flanks, as the knightly quick kill was uncommon due to the combat
factors being so even. So we bogged down
and eventually the “F” effect cost us an element and the line was breached. By that time we had Parthians in the rear
over 40% of our line and we were well beaten,
2-23.
Anthony came with a total plan, executed it
well and as a result out played me completely.
Well done!!
Now I must face Bob’s Ptolemies on the “top
table” next, having also previously lost to them and confidence is not
high. Thus queue – bizarre plans!!
* = List allies are ignored (unavailable) while
a local area list of eight allies (those we had enough figures for!) were
available to all but are ranked by player so that through a couple of campaign
rules we have a sub-game where it is possible to manoeuvre allies away from your
opponents and into your own camp.
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