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Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts

Sunday, December 22, 2013

A Close Run Thing - Maurice AAR

Under a setting sun, the infidel invaders withdraw from the battlefield.  The carnage and cries of the wounded are terrible to behold.  Black tempered, the Sultan has retired to his tent and few are of a mind to recount the Battle of Alt Hahnfeld.

Lord Abercrombie of Brittanica is a great commander, of that, there is no doubt.  He caught our Anatolian army as it was making its way inland.  The Sultan was eager to give battle and send the infidels fleeing but Abercrombie chose the battlefield well. Our left flank was crowded by a swollen stream. Our center was dominated by forest to the left and right. Plowed fields choked our right. Because of the disrupting terrain, the Sultan was limited to attacking through narrow channels in the center, right or left. The Sultan chose to deploy most the army in march column and wait for his irregulars to seize the woods and drive the enemy back.
It seemed like a good plan on the drawing board. 
The morning hours were dominated by the sound of sporadic gunfire as the Anatolian irregulars harassed and pressed the enemy irregulars.  Despite a 2 to 1 advantage, we had great difficulty driving the enemy back or opening up the center.  They would give no ground and soon, Nazim's sharpshooters came streaming to the rear.  Neither shouts nor swords could stem their shameful rout.  Seeing an opportunity, the enemy cavalry put their stirrups in and rushed our stalled columns.  In confusion, our Mad Head irregular cavalry prematurely charged out of the woods into the path of the enemy. To protect the Sultan's columns of foot, they chose to stand their ground rather than flee.
Dead men walking!

It took the enemy two charges to run them down and slay them to the man.  In that time, the Sultan moved his infantry columns out of the path of the enemy charge.  Well, most of his infantry.  The Sultan was shocked to see the 24th Blues stuck in column formation in the path of the enemy charge. They'd gotten into a bit of terrain and were no longer a part of the main force.  As a result they never received the order to advance. The redcoats made short work of them as well. Finally, our cavalry mustered into a battle line and countercharged. They sent the winded enemy flying.  But not before losses were inflicted and the Sultan's battle plans upset.  
Columns just before changing formation to lines.
It fell to the Sultan's Red Guards to save the day. After moving up in column, they fell into a battle line and went straight at the enemy.  At the point of attack, they swept all before them. With both armies nearing the breaking point, an enemy officer cried "All in boys, all in!" and bravely charged our Red Guards. The Sultan's best were able to stand firm against two consecutive charges.  Failing to break our lines, the enemy lost heart and began to flee. Lord Abercrombie asked for terms and the Sultan quickly granted them.
The redcoats charge the Sultan's Red Guards
After two charges, only the Red Guards remain standing.
As the Sultan, I did a poor job of maintaining force integrity and had units tripping over one another trying to advance through a narrow clearing in the center of the board.  One of my favorite things about Maurice is how you're generally limited to activating a single force in a turn.  If you split up your forces, you'll find you can't worry about the single unit of infantry or cavalry left behind.  Fortunately, this was a problem for my opponent Mark as well since we're both rusty at Maurice. Maison du Roi was a key National Advantage as my 2 Guard units did the heavy lifting in the game.

Mark did a great job with terrain deployment.  Dropping terrain in the middle to jam me out the gate was a trick I've not seen before. Sending cavalry in is always a risk in this game but with my foot strung out in march column, it was a great call.  The heroics of my irregular cavalry slowed him down for 2 turns and also nicked him up a bit so it was as they say, a close run thing.

Too late for Sofie's Paint Blog and her Saturday Paint Table post, I've got a shot at what's on my table.  It's a SAGA/Dux Brit commish with the always wonderful Gripping Beast figures. After a long run of 15mm, it's good to be back to 28s.  
Here's hoping Santa puts a few new warbands in my stocking for Christmas, and yours too if that's what you want.  If I paint 10 SAGA factions, I believe the 11th is free!  Perhaps I should go back and read the fine print at the Gripping Beast website. 

Wednesday, November 27, 2013

Whiskey in the morning -a SAGA AAR

I met up with my buddies Brent and Jack for a game of SAGA over breakfast. They ran the Irish against my new Anglo Danish warband in the Clash of the Warlords scenario.  This is a straightforward match where killing the enemy warlord wins you the game. Barring that, the game ends after 6 turns and the two sides count casualties to determine a winner.  Fast and furious, just the way we like it.

Brent won the setup and made sure the Irish had loads of terrain to hide in & shoot out of. To avoid the Irish ability "Sons of Daina," where rough terrain come alive with missile fire, I squeezed my troops into the open ground.  It almost looks like they're forming square.  There was hardly room enough to swing a Danish axe!
The Irish opened with a double move into the woods with the wolfhounds, hearthguard, 2 Irish heroes and the warlord. Two flavors of breakfast whiskey appeared and soon, everything seemed a bit funnier. One of the great things about SAGA is you can tip a bit and still play.  I don't normally drink whiskey, or this early, but it was the weekend and I was playing a new warband.  Reason enough to celebrate!
The first 4 turns of the game were slow played by both sides. The Irish wouldn't come out of the woods or move into charge range.  I wouldn't move within 4" of the woods. I used the Danish ability Trapped to stack fatigue on 3 Irish units a turn every time I could.  With no obvious target, I waited for an opportunity.
Then Brent and Jack had a stroke of luck. Rolling well, they turned 6 SAGA dice into 8 on their battleboard and maxed out their 3 shooting abilities.  They stacked all 3 of the abilities on a unit of Irish hearthguard, who wiped out my hearthguard in single volley despite my Shieldwall defensive ability.  This was stunning blow and one I calculated would cost me the game.  I hit back in my turn but I was way behind with only 2 turns to pull a rabbit out of an Irish hat. Smelling blood, the Irish went all in on their next turn, destroying a unit of warriors and shredding my levy slingers. The loss of units reduced my SAGA dice from 6 to 4.

Insult to injury, they unleashed the Irish wolfhounds as well!  The dogs were the only combat I won in the turn.  Look closely at the shot  below to spot a narrow path to victory for the Danes. Deep in the woods stands the Irish warlord and his champion.
I can see your warlord from here! 
Barring my way were wolfhounds and a champion.  To have a chance, I needed to throw the equivalent of consecutive 6s to turn my 4 SAGA dice into more dice for activation and abilities.  My rolling was red hot and I turned 4 dice into 8. I went from "I don't have a prayer" to "I can do this!"  After loading up my battleboard, I sent my warriors in. They made it through the wolfhounds, through the hero and to the warlord.  They lost and bounced back exhausted. My hearth guard followed in their wake and took the Irish warlord down, earning my very first win against the Irish.  And to think, I almost conceded the game!
Never did get a shot of me from the front, you idiot!
My gaming opportunities increased greatly after my son went off to college.  SAGA, Maurice, Dux Britanniarum, Field of Glory and even Lord of the Rings have all been on the menu of late. As we head into the Thanksgiving holiday here in the US, I have many things to be thankful for.  One is that I get to see and participate in the Golden Age of Gaming.   These are the days, my friend! 

Sunday, November 11, 2012

Sertorius Shines! FoG 2 AAR

After seeing my Spanish army convincingly whipped the first time I put them on the table, I had some nagging doubts.  I suppressed these by working up a Sertorius' Lusitanians list. This ancient Spanish army allows you two Legionaries and an Inspired Commander. Most importantly, you can take your Medium Foot as drilled.

My Lusitanians were facing Klay's Early Carthaginians.  Sertorius proved his worth in the early game with a +2 to my initiative roll.  I won initiative and chose Hilly terrain as it suits my Medium and Light Foot army.  Most of the terrain landed on Klay's side, forcing him into an unorthodox deployment.  His chariots formed on his left wing as that was the only large clearing.  His center was composed of Medium Foot in the brush and Heavy Foot deployed in a narrow clearing.

I was very concerned about the heavy chariots with bow.  I put a unit of cavalry in a single rank so they could evade and a unit of legionaries to stand the chariots up.  To their right, I put scutarii in difficult terrain, where chariots can't operate.  If the legionaries could stand, I'd do a 90 degree turn with the scutarii and take the chariots in the flank.  Of course, that only works if the legionaries stand!
In the early game, Klay sent his cavalry to threatening my flank.  I had no cavalry on my left flank to counter this move so I was sweating.  I sent the bulk of my foot straight at the Carthaginians while taking my other legionaries out of the line to respond to the flanking cavalry.  As I pushed forward, Sertorius  paid dividends with his ability to command a battle line of 6 battlegroups. And I had exactly 6.  On the double, men!
At this point, I charged his skirmishers with mine.  If Klay stood to meet my charge, our melee would block his troops and allow my main battle line to hit him before he cleared the terrain.  If his skirmishers evaded, I'd get 2 turns of missile fire to soften him up before I charged home.  Klay chose to evade one unit of skirmishers but stand with a unit of Balearic slingers.  This cleverly tied up 2 of my skirmishers, where he could walk up medium and heavy troops into combat.  My charge was looking like a mistake.

It was to prove an act of genius as my skirmishers somehow stood firm for 2 full turns of melee against heavy foot, allowing my main line to come up and hit the Carthaginians before they cleared the rough terrain.  That meant the Sacred Band was stuck in the rear.

On the other flank, the chariots were having a hard go. My skirmishers were giving a good account against his chariot bowmen, managing to reduce a unit by a base.  Klay had me overmatched to his front but he could see my forces waiting on the flanks to beat him should he charge.

Sertorius lead from the front and my Spaniards gave a good account of themselves.  They hit and broke a unit of African Spearmen, the Sardinians behind them and finally the traitorous scutarii mercenaries in the Carthaginian 3rd line.  The Sacred Band and the flanking cavalry never got into battle.


With the game slipping away, the chariots make a series of charges.  Our lines hold up and down the line.  When one of the chariots breaks, Carthage hits their army break point.  Sertorius wins!
Key to the game was the terrain, which forced the Carthaginians into an unconventional deployment.  The heroic stand of the caetrati and slingers in the early game allowed me to hit the Carthaginians before they redeployed beyond the rough terrain. After every game, Klay gives a debriefing and today, he agreed the Sertorius' Lusitanians list is a keeper.

Sunday, April 29, 2012

The Black Army Stumbles

I'd planned to do loads of yardwork Saturday but rain and cold weather gave me an excuse to put off until tomorrow what I could have done today!  Then Brandt asked if I was up for a game of Field of Glory. Perfect! I was a bit down about missing Little Wars in Chicago this weekend due to family commitments. In the alternate, we did a Littlest Little Wars convention in my basement featuring Later Ottoman Turk vs. Later Hungarians.  My Turks and Hungarians haven't seen a tabletop in 2012 and this was a historical mash-up I've wanted to try for some time.

At the start of the game, I got initiative and Brandt got almost no helpful terrain to go with the Turks. Undaunted, he came out swinging.



Early action saw Brandt jamming me with his light horse and skirmishers.  Everything in the Turkish army can shoot and I was shedding bases to his bow fire.  My 2 units of Serbian Hussars each lost a base and went disrupted, limiting their effectiveness the rest of the game. The upside was that 3 battlegroups of his Akinjis  light horse got way out in front of his army with no clear retreat path.  If I could charge them quickly, they'd be forced to either stand in place and melee or evade through his supporting line and disrupt units. I was salivating at both prospects.

Saturday, January 21, 2012

The Black Army takes the field

Today saw my Later Hungarian army on the tabletop for the very first time.  Brandt promised to bring down an army to "help" me field test my army and he did not disappoint.  

My Later Hungarian Army:
Hungarian Nobles (Knights) x 2

Szeklers x 3
Serbian Hussars x2
Hungarian Light Horse Archers x2
Clipeati & Armati x 2
Handgunners x 2
Foot Archers x1
Troop commanders x 4


Brandt's Mamluk Egyptian army:
Mamluks x2
Halqa x3
Sultans own mamluks x2:  Armored Elite drilled bow swordsmen!
Turkoman x2 
Bedouin  x 1
Field commander x1, Troop commanders x 2

His list was a rude awakening for me because it was all mounted with mostly armored, superior, drilled, bow, swordsman and four units of Lancers!  Unit for unit, his cavalry generally outclassed mine except for my Knights.  I had a lot of foot troops and I realized my Defensive Spearmen were going to have trouble getting into a game with mounted troops.Brandt's quality army versus Monty's quantity. As they say in Canada, who will win out, eh?

The first twist of the game was that of the 10 pieces of terrain, 8 ended up on Brandt's side. Since I lost initiative and had the first move, I decided to try to jam Brandt's army as moved up and out the terrain on his half of the board. There was a vineyard in the middle of the table which counts as difficult terrain and it basically cut the battlefield in two. I stacked my Knights on the right side of the battlefield and planned to conduct a delaying action on the left side against Brandt's best troops, The Sultan's Own Mamluks.   


I paired each Hungarian light horse with Serbian hussars and sent them on double moves to delay on the far left and right flanks. The downside to this strategy was that my Hussars took a great deal of bow fire and each ended up disrupted, neutralizing them.  The upside was that they did slow the Egyptians out of the gates and made a nuisance of themselves.
On my right flank, my Knights made good progress, although one battle group almost got sucked into a trap due to its impetuousness and a charge without orders.  One more inch of pursuit and they would have been in trouble from the start.  As luck would have it, they ended up just short of offering a flank to the Halqua and their lances. My second unit of Knights got extremely lucky and was able to catch an evading unit of Halqua from behind.  In short order, the Halqua were broken from the field.  The saving grace for the Egyptians was that the pursuit phase put my Knights far away from the critical action on my right flank.

In what would turn out to be the critical match up of the game, 2 units of Halqua charged a single Knight unit.  Against all odds, this matchup would grind on for 4 or 5 turns. Brandt's dicing was insane at times, with him rolling a 12, a 12, and 11 for morale checks in 3 consecutive turns.  Whichever side broke first would open up a hole which the other side could exploit and win the day.  
On my left, the 2 units of Sultan's Own Mamluks each got in a charge against Szelker Cavalry.  I knew I had to hold these guys up if I wanted to have a chance so I threw my commanders into the front lines in each of the melees.  In one  turn, Brandt killed 2 of my 4 commanders!  Ahhh!  Fortuna was starting to frown on me.  How could I make her smile instead?  The game teetered on a knife's edge!  Could my Szelkers hold long enough for my Knights to win on the right? Things were so desperate that I did the unthinkable and threw my King into the front lines to rally the weary Knights.  Brandt Kingslayer salivated at the chance to collect the head of Matthias Corvinus.
Finally, my superior numbers kicked in. I was able to sneak foot archers through a vineyard and up into the Egyptian camp for a quick 2 points. I threw a unit of Szeklers into the all-important scrum with my Knights and King, giving me extra to dice for melee. And I was able to bring my 2nd unit of Knights in with a rear charge on the enemy, putting Brandt over the break point as I myself went fragmented. Game goes to the Black Army!  And the King lived!  Long live the King!
This was a close run thing.  I was mentally exhausted at the end of this 5 1/2 hour marathon match. Medieval match-ups tend to be quicker than ancient games in Field of Glory but this was the exception!  Plus, I have to say that Brandt is one of the toughest match-ups in our club and proof is that this is was the very first time I've beaten him.  Great game, fascinating match-ups and both Brandt and I plan to tweak our lists just a bit.

Lastly, let the record to show that the Mountain Dew vending machine was broke today and I was unable to sustain myself with the sweet nectar of the gods as is normally my practice when I get tired. In the alternate, I tried a can of Red Bull and wow, does that taste bad!  Plans for a Red Bull sponsorship for my Hungarian army in Field of Glory tournaments are definitely off!