Tuesday, 7 May 2019

DBMM 200 - Recent Events Thailand


Below are two (2) reports for single day four game DBMM informal competitions that we have run.

Afraid there are no pictures in this edition.  Hopefully they will be in a following updated edition.



After Action Report (ARR)

Feb 19 2019 – Bucha Beachhead Game Day – Jontiem Beach)

#78/III - Scots Islesmen & Highlanders
4x 2hr games, 200AP + 10AP Stratagem, 15mm on 120x90cm

The Islesmen are a solid heavy foot army, almost entirely iBdO, big enough to cover the whole width of the table, mostly two deep, across the central deployment area.  They have with them a few Highland iBwO although the army specifications then require them to take matching numbers of iHdF rabble.  My army has a third ally command, Orkney Vikings, the commander of which counts as a sub-general.

With any common enemy that quick kill the BdO/I we get a rear rank support bonus in the enemy bound and with a combat factor of +4 we can grind wins in most frontal battles.  The bow group can move in the initial bounds to block one flank’s outer and non-deployment areas to prevent outflanking while the other flank, if terrain is favourable, is blocked by a compulsory (in defence) Sea.

The disadvantages of the army is that it’s all irregular heavy foot which cost 2PiPs for any move not straight ahead which makes the Islesmen very unmanoeuvrable in general, in danger of being surrounded and also quite defenceless against flank marches, another reason to use the S(ea) as much as possible.  There is a sole count of 2 Ps for engaging in terrain actions, effectively the Islesmen have no terrain capacity.  And our real fear is warband!!

The tactics are to line-up and push the opponents off the rear of the table.  We don’t fear KnF because we can take initial damage from them but our retaliation on their subsequent overlapped positions and the F effect is usually enough to double them and destroy them soon enough.

The army has only ever had three outings previously, all in 400AP formation, and their results have been poor to date, although arguably the battles were much closer than the scores indicate.  Time to prove their worth.  I was hoping to fight Gary’s Tibetans that were rumoured to be ready to deploy.

Game One – Anthony with #6/IV – Syrians
Nothing to fear here providing they didn’t get into my rear and/or flanks especially with a flank march.  On the other hand if Anthony avoided combat I’d find it almost impossible to catch him and thus have no way to force a victory.

The S was on my left, a GH more in the centre but to the Syrian side and on the sea edge a BuA was place back into the Syrian deployment area.

I shortened my line to give it more depth at deployment and to allow me to pass the BuA as I pressed forward all across the table.  Anthony deployed with part of his army clearly missing but I decided I had no choice but to press ahead hoping it was a late arriving flank march or a delayed command that would still be stuck behind his lines.

In my first bound my two Ps approached the BuA as my battle line’s flank protection.  Here they discovered Anthony’s very clever ploy of using a Concealed Command from within a BuA and I had a problem as he would immediately be able to advance around my left flank into my rear and I had almost no way to stop him.  Well done, that man, I was caught out.

In my centre I continued forward to push his units off the hill while expanding to the right to prevent Lh from getting around my right.  As expected I was winning the centre fights and with the Syrians using LhS against my Bw it was a tougher fight on the far right but we traded casualties and my line held.

The Viking command on my left, now out flanked, then had two bounds with a single PiP in each bound which compounded their problems and prevented them from covering the flank of the central command.  The Syrians exploited the gaps and the Islesmen had no response other than dice their way out of trouble in the combats but with factors almost even most of the time, this couldn’t be sustained and two commands were broken and the battle lost.  Deserved defeat of 0-25.  Ouch!!

Game Two – Chris with #75/III – Islamic Berber
The Islesmen were probably the worst opponent for the Berbers as my Bd quick kill the opposing Sp line which is the mainstay of the Berber army and as mentioned I don’t fear their iKnF, plus we’d happily engage any of their other troops.

Chris took, I suspect, some good advice on choosing the terrain layout and troop deployment.  Certainly he made the best of the situation and I couldn’t see an easy path to victory.  The Sea was on my left again but then there were two DH on the centre line with the axis parallel to the flank edges, spaced apart to create 3 corridors between the opposing armies.  The Berbers deployed well back with massed Ps defending the DH.  So if I wanted a victory I was going to have to get through the corridors while having Ps attack my flanks.  In the circumstances, Chris did an excellent job of frustrating the enemy with sound terrain and deployment options.

The Vikings pushed through the left corridor beside the sea but once passed the DH were effectively held in place by massed LhO they weren’t prepared to be surrounded by.  The right hand corridor was too far to travel around so wasn’t pursued while the centre corridor required the hills to be secured first.  So the lone two Highland Ps when up the left hand hill with very PiP intensive Bd support while the impetuous HdF rabble were released to clear the right had hill of a line of Berber Ps. 

Due to being out-numbered, neither hill was cleared.  In the meantime the Berber KnF had impetuously charged down the central corridor into the much longer and reinforced Islemen line where there were all martyred in a single bound (maybe quicker than the rules said due to some bound confusion – which I shouldn’t have missed but did). 

So at that point with no further progress coming any time soon, the time expired.  A draw at 14-11 with all credit to Chris for making the best of this very poor match-up for him.

So at half way I had only 14VP out of 50, not a happy place to be.  L

Game Three – Brian with #16/III – Khazar
As a high contender in my J19 army choice I know this army well having experimented with it at 400AP.  If it had the KnF included then it could be a tough fight but I was confident that my size would help out, and their other troops weren’t such a worry although as mounted, like against the Syrians, if they didn’t want to fight I’d have trouble catching them.

But I didn’t need to worry, Brian’s plan was to use his knights to punch through my line so he lined up to charge en-mass after I’d deployed a double ranked line right across the table.  Being so much wider than the Khazars, if I had PiPs I was going around and into his flank.  It was going to be a short game whatever the outcome.

The Khazars charged, the lines hit, but few casualties.  My retaliation came up empty, the Khazars re-charged, again with limited effect, likewise my return strike.  Third charge and my damage was mounting and I wasn’t sure my “receive charge then counter” plan was going to work as I expected it to.  BUT then it did, a bound of strong combat dice plus the F effect, destroyed the enemy’s Kn command and in subsequent bounds I exploited gaps to increase the damage.

With my right wing having successfully turned inward, chasing off the Khazar Lh protection the end was nigh, and despite the Vikings having been disheartened, a resounding victory 22-3 was achieved.  Great, fun, simple battle but with moments of despair for both of us as our plans failed to materialise, albeit mine came through in the end.

Game Four – Peter with #32/II – Later Carthaginians
Late gathered intelligent (Peter commented on it) that the Cathies had warband – damn – this was going to be a tough game then.

Despite invading, I rolled “time of day” at double so had to deploy first, so I had no idea where the feared warband were going to be.  The sea was on the right this time and only one Wd in my left deployment zone added to the terrain.  I deployed “lines apart” in several groups, well back from the centre hoping to be able to respond to the expected warband onslaught.  The shape of the sea gave me a small outflanking option if the Cathies rushed forward so I used it for my Ps with a number of Bd.

Cathies deployed with AxS to the left (mine), plus Cv and Sp in a sub general led command with the CnC on the right with a large group of Wb and then some Cv & Lh up against the sea.

Initially the Cathies sent the AxS forward to my left to try and out flank me around the Wd.  To counter this I had to use the HdF rabble on auto-pilot to run interference, which were caught in column, provided n funny but one-way casualty stream for the rest of the game, but they did their job as they steadily, but not continuously, died.

The Cv advanced in support of the AxS but the Sp stayed back, in fear I assume of my Bd’s quick killing skills.  The Cv general got into range of my Bw, and was bounced back.  However, he also stayed put in support of his troops flank still within range and the next bound of bowshots saw his death.  That was to severely limit that wing’s effectiveness even though they had the high PiP allocation.

On my right I’d pushed the Bd & Ps along the beach to engage the Lh & Cv and cause a danger of outflanking to the Wb if they advanced.  The low PiPs for the Cathie CnC were mostly spent on controlling the Wb so my manoeuvres were not challenged much and I had got the best possible formation I could think of to receive the Wb when they finally came at me.  But I wasn’t comfortable.

Eventually Peter, with continued low PiPs, let the Wb go impetuously so he could defend the beach area threat.  This allowed me to get the first hit on the Wb and to limit their return charge possibilities.  With QKs both ways in alternative bounds, the casualties mounted, although my combat dice were stronger than Peter’s and my engineered position a little better with the possibilities of hard flanks present.  Having locked up the rest of the Cathies line to prevent them supporting the advancing Wb, the Wb got into more dangerous positions and the Islemen started to surround them.  I risked two general Bd in the combat area, not to fight but to make hard flanks with only 1PiP as otherwise there was not enough PiPs ever to maximise damage on the Wb.

The risk paid off, they both survived, my combat dice, mostly 1 factor up on the Cathies by now remained strong so the victory was obtained,  23-2.  I was very lucky that the random death of the Cathie sub-general had such a negative effect on them and that my back-side clenching engagement of Wb with Bd came out in my favour, nothing was certain until it was all over.

So, two afternoon victories boosted my dismal morning’s efforts to a respectable finish.

I had forgotten to use my Exaggerated Size stratagem in 3 of the 4 games and I don’t think Anthony noticed it anyway when I did. 

Of course I must say thanks to all my opponents, all played in excellent spirit and it was fun even when I wasn’t doing well.  And a special note to Nash & Gary for organising and hosting, nothing would done without you guys – thanks to you all.

I was surprised how much I enjoyed the 200AP format.  I had approached the day as simply a method of testing the location as a suitable venue for J19 without expecting much from the games themselves.  But it proved that the format was so much more fun than I’d ever imagined – I hope we do it again in the future.
Thanks all, Wayne.



After Action Report (ARR)
May 05 2019 – Chester Watts Testimonial Game Day – Bangkok

#39/IV – Navarrese Company (in Greece)
4x 2hr games, 200AP + 10AP Stratagem, 15mm on 120x90cm

After 16 months of ‘engaging’ (polite words, I must be nice) with the NZ government regarding my wife’s visa status, suddenly, after a complaint or two well up the chain of command, a burst of action at a most un-bureaucratic speed, saw the whole long ‘discussion’ (still being polite), where we missed a parent’s funeral & another’s 80th, was wrapped up in less than four days!!  Add in a few other family items including the 11 year absence, and the decision was made to head back in short order for an indeterminate number of months. 

Nash, supported by the rest of the ‘BKK’ gang, most kindly stepped up and organised a “going away” gaming day based on our previous February 200AP fun day with Brian generously offering to host the event at his home where there is available dedicated gaming space and as it turned out, spectacular catering as well!!

The Chester Watts Testimonial game day was named after my embarrassing habit of finishing tournaments with no wins and no losses, or in Nash’s 2016 words – “a chest of draws!!”

In honour of the event name I eventually decided to take the origin ‘chester’ army, the Navarrese Company in Greece, which, as I wanted the Condottieri regular knights and the Gascon BdS dismounted knights meant I’d need 3 commands including 2 allies.  That would make it small and prone to unreliability.  The positives were some highly manoeuvrable Kn, which at 200AP I saw as a very good option and overall the rest would be very tough defensively, again a good point as the enemy would need to be aggressive to win in the shorter time frame.  Fairly classic tactics, use a difficult terrain piece to anchor a defensive line, while the other flank uses manoeuvre to create advantageous and winning positions and matchups, with a late battle general press forward to soak up enemy PiPs.  Well, that’s the general idea anyway.

I like this army a lot at 400AP because it’s generally strong and flexible in most areas although it can suffer the difficulties of an irregular command structure and, as its results show, it annoys the combat dice gods often as its biggest failing is rolling low combat numbers too regularly!!

  

Game One – Anthony with #52/III – West Frankish – William the bastard AD1066
Interesting outlier choice (again) from Anthony who often gets away from the common options and finds strong alternatives.  I should have quickly checked the list before deploying as I’d have seen the possibility of both Cv & BdO and would have deployed differently.

A ½ DH was on my left, a road attached BuA in the right-ish centre with other small terrain pieces irrelevant on the enemy rear edge.  I deployed in line, with the Kn mounted and light troops holding the DGo on the flanks.  I intended to charge through the enemy using the damage of their F rating to make headway while the Condottieri when around the left DH and came at the enemy flank.

All ruined by the Gascon command being unreliable.  So I had to wait for them to be bribed or the enemy closing up on them (they’d need to for a victory) and spent time getting the Condottieri into position.  Anthony had Breton Cv which tried to run around the BuA, the long way around, to get into my rear (I only had a single Bg) so I was forced to counter them with AxS which was a PiP waste.   

Eventually the Norman irregular Kn got enough out of control that they had to advance and engage or go spono in full.  But by now time was running down, and while a few casualties occurred on both sides, the bell rang without any command breaking although one of mine, they are small, had disheartened.

So 13-12 to Anthony.  A game of jockeying for position rather than a combat ridden encounter, and no clear advantage had appeared by the time limit.


Game Two – Nash with #79/II – Northern & Southern Dynasties Chinese
The BuA secured my left, the DH on the far outside on the right, other terrain irrelevant.  I deployed from the DH leftward, the light troops to advance over the hill and into flanks if possible and the Condottieri on the left flank where they had room to manoeuvre.

Disaster – both Gascons & Condottieri were unreliable!!  The CnC command on the right had next to nothing to fight, Nash having deployed towards my left, with two WWgO covering his flank on my right.

Nash spent the game trying to get some Ps & AxS(?) around the unreliable Condottieri while I spent all the time trying to get enough “entirely away from enemy” moves for my regular Kn to prevent him getting into the rear and to be able to respond when he finally closed to strike.  No combats occurred on the left flank but I won the game of manoeuvre with an unreliable command!!

In the centre, I tried several times to get the Gascons back in the action, finally achieving it the same bound that a Chinese element recoiled off a flank contact into activation range anyway.  Mostly my light troops battled with no headway against a Chinese WWgO and his Ps friends while the 2nd WWg tried to move across the centre blocking my Kn and BdS combo from closing up with favourable matchups.

I did initiate a few combats eventually and Nash returned the effort but it was too small a frontage and too late to get a result.  When time expired we’d lost a Kn & a Ps each, with no prospect of a result even on the horizon.  Result recorded as Nash 13-12 Wayne, in an interesting game with limited combats.


Game Three – Bob with #62/III – Sung Chinese
We know Bob’s Sung army for its massed artillery power so there had to be a change in tactics here, as surely that wouldn’t work in a 2 hour 200AP game.  So sure enough, his composition had just one ArtS and plenty of Bd, both O & I, some mounted mixture of CvS & KnF and some Bw.

WW on my left, extended by a March (where I put an illegally placed invader’s ambush) and on my right was also a useful Marsh while Bob got the benefit of a GH behind one of the Marshes to place his ArtS.  As I was okay with the match ups I effective lined up with Kn dismounted as BdS to oppose the enemy BdI although they did have support from some BgS drummers in the centre.

Pressed forward to force a fight, immediately attracting Art shots on my few still mounted Kn including the CnC so I had to re arrange that side a bit to keep him alive.  In the centre the +1 from the drummers made the fights tougher than expected but the BdS eventually did the job against Bob’s lower graded Bd. 

In an effort to speed up the grind into a victory I took a risk and pushed the Gascon KnO general through my line into a gap in Bob’s to challenge a CvS that was looking to fill the gap next bound.  Although I was giving up first strike I hoped to use my QK the following bound as it would potentially be a game changer because Bob’s flank wouldn’t last much longer with such a hole in it so I took the risk.  Bob, I suspect, seeing his weakness on that flank took his own risk and charged my general.  Of course I rolled a 1, and the S effect then caused my general’s destruction, disheartening the command.  Another bound, another loss and the Gascons broke.

Luckily I had enough subsequent PiPs to hold enough elements to maintain my line until the danger passed while further to my left, using Kn & AxS with overlaps we broke a Chinese command also.

As the clock ran down I still had a way to go to victory but was happy with my position, the score was in my favour 14-11.

Game Four – Brian with #16/III – Khazar
I had encountered Brian’s Khazars in our February game day, it’s CvS generals, plus a mix of KnF, CvS & CvO.  If I dismounted, he basically couldn’t touch me but I couldn’t win either as I’d never be able to catch him and even if I did, it would then require a grinding series of combats to get anywhere.

So the plan was to stay mounted, use Kn QFs on the Cv & trust the F effect worked to my advantage and that the regular Kn could work a flank well plus I’d use the terrain to close the table down.  The terrain plan work out perfectly with the table width halved and a DH anchor provided for my AxS to operate from, in fact it worked so well I only just had enough deployment space left.

Brian decided his best option was to meet the charge but with a staggered line, keeping as far left (mine) as possible into the wider deployment zone allowed to CvO thereby being outside my Condottieri Kn who’d need to realign, but it also left my two right hand Kn overlapping his line although these were countered by a few deeper deployed Lh.

Two of Brian’s Lh did go far wide on my right looking to cross DH & BuA to annoying get into my rear but these encountered a (legally) deployed ambush, recoiled off it and returned to the main fight.

In the main clash I worked out that the Condottieri could just match the enemy line’s length on the left by realigning and with a couple of generals joining the line so I advanced as fast as possible to contact.  Because Brian’s line had a stagger in it and my realignment had slowed down part of my line, we didn’t hit neatly but it was enough for my QK to take casualties off the Khazars, including a general, with a 2nd general thereafter almost permanently locked in combat.  We fought on another bound until the S effect from the Khazar CvS hit me big time and I had 3 gaps in my line.

And the Condottieri then had only 1 PiP!!  With careful use of generals and another free Kn I was just able to cover all the break-through dangers, although lost several options of QK combats in the process, except I couldn’t prevent the very outside enemy CvO hardflanking the last on the left condottieri Kn next bound.  We exchanged casualties.

In the Khazar bound casualties hurt both armies – but – the outside condottieri won his combat and remained in place along with a Gascon Kn who had pushed so far through the line he’d been rear attacked, also surviving!!  So it was now the NavCo’s turn to hit back.  I took a few risks, leaving some element rears potentially open to future attack, but I need not have worried, the flanks engineered and QKs devastated the Khazars and they only lasted another bound before fleeing the table. 

However my own casualties were high too, leaving only a 17-8 victory.  A really fun, stand up fight type game that went back and forth until the very end.

  

So a final placing at 3rd, only a single point above Nash at 4th and also a single point behind Brian in 2nd.
The day’s bragging rights go to Anthony with a well handled unexpected style of army.  Well done.

Thanks one & all for a great day.
Especially Brian for the location and truly outstanding self prepared catering – amazingly good.
And for Nash of course, for organising.

Four excellent games, all in different styles, but most importantly the NavCo’s chester voodoo was finally broken!!
Thanks again, Wayne.

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