Monday, 20 August 2018

Mortem et Gloriam - Game 7 - 2018/08/20

Greetings!

It's been a while since I posted about Mortem et Gloriam battles but it was not due to lack of games. Quite the contrary! I focused on painting so that I had a bit more proper sized models for the (back then) upcoming WinterCon 2018 and I quickly found out with more games to write than time for it! What a fantastic situation! :)  

However, the games should not be neglected for too long as even with the photos taken as a documentary, memory fades and details tend to be forgotten. I quickly realized that when writing the report for this battle so I apologize in advance for some inaccuracies or moves that seem to be out of sequence. 

After a blood encounter with Imperial Romans, Paul agreed to have a re-match but this time he fielded an army of Mid-Republican Romans. Excellent! A perfect historical match! Here are the details of the force he brought (at least as I remember them).

Mid-Republican Roman

Commanders

Army Commander - Talented Professional
Subordinate General 1 - Competent Professional
Subordinate General 2 - Competent Professional
Subordinate General 3 - Mediocre Professional

Camp

Camp - Fortified, Average

TuG's

Legion I
4 Hastati & Principes, Infantry, Drilled Close, Average, Protected, Impact Weapons, Shield Cover, Melee Expert
4 Hastati & Principes, Infantry, Drilled Close, Average, Protected, Impact Weapons, Shield Cover, Melee Expert
2 Triari, Infantry, Drilled Close, Averate, Long Spear, Shove, Shield Cover

Legion II

4 Hastati & Principes, Infantry, Drilled Close, Average, Protected, Impact Weapons, Shield Cover, Melee Expert
4 Hastati & Principes, Infantry, Drilled Close, Average, Protected, Impact Weapons, Shield Cover, Melee Expert
2 Triari, Infantry, Drilled Close, Averate, Long Spear, Shove, Shield Cover

Legion III 
4 Hastati & Principes, Infantry, Drilled Close, Average, Protected, Impact Weapons, Shield Cover, Melee Expert
4 Hastati & Principes, Infantry, Drilled Close, Average, Protected, Impact Weapons, Shield Cover, Melee Expert
2 Triari, Infantry, Drilled Close, Averate, Long Spear, Shove, Shield Cover

6 Italian Infantry, Drilled Flexible, Average, Protected, Unskilled, Javelin, Short Spear
6 Spanish Scutari, Formed Loose, Average, Protected, Impact Weapons
2 Elephants, Elephants, Tribal Loose, Average, Protected
4 Cavalry, Cavalry, Formed Loose, Average, Protected, Unskilled, Javelin, Short Spear, Melee Expert
4 Cavalry, Cavalry, Formed Loose, Average, Protected, Unskilled, Javelin, Short Spear, Melee Expert

SuG's

4 Numidian Cavalry, Cavalry, Skirmisher, Average, Unprotected, Skilled, Javelin
4 Numidian Cavalry, Cavalry, Skirmisher, Average, Unprotected, Skilled, Javelin
6 Leves, Infantry, Skirmisher, Average, Unprotected, Experienced, Javelin, Combat Shy
6 Leves, Infantry, Skirmisher, Average, Unprotected, Experienced, Javelin, Combat Shy
6 Leves, Infantry, Skirmisher, Average, Unprotected, Experienced, Javelin, Combat Shy

Very nice and flexible army based on the fact that Paul fields a mixture of different unit types. What is more, I was very curious about these small elements of Hastati & Principes accompanied by super small TuG's of Triari. On one hand quite vulnerable on paper, on the other - probably very maneuverable and something I would like to field myself!

Not to mention Paul also had Elephants! I kind of felt as if I was reenacting Battle of Cynoscephalae :) Hopefully not with the historical result!

With many smaller units fielded against my army and much higher break point for the army I thought that perhaps if I could slow down one wing while pushing hard on the opposite, I may have a chance to break that side. If successful, I should have a chance to even out the number of units and then try and go for attrition with bigger elements, in particular Phalangites.

Here are the details of the army I had: 

Seleucids - Army List

Commanders

Army Commander - Talented Professional
Subordinate General 1 - Competent Professional
Subordinate General 2 - Competent Professional
Camp

Camp - Average, Protected
TuGs

8 Argyraspides - Infantry, Drilled Close, Superior, Protected, Pike, Shove
8 Phalangites - Infantry, Drilled Close, Average, Protected, Pike, Shove
8 Phalangites - Infantry, Drilled Close, Average, Protected, Pike, Shove
8 Phalangites - Infantry, Drilled Close, Average, Protected, Pike, Shove
8 Phalangites - Infantry, Drilled Close, Average, Protected, Pike, Shove
9 Thracians - Infantry, Formed Loose, Average, Protected, Devastating Charger, Melee Expert
4 Line Cavalry - Cavalry, Drilled Loose, Average, Protected, Charging Lancer, Melee Expert
4 Line Cavalry - Cavalry, Drilled Loose, Average, Protected, Charging Lancer, Melee Expert
SuG's

6 Javelinmen - Infantry, Skirmisher, Poor, Unprotected, Javelin, Experienced, Combat Shy
6 Javelinmen - Infantry, Skirmisher, Poor, Unprotected, Javelin, Experienced, Combat Shy
6 Tarentine Cavalry - Cavalry, Skirmisher, Average, Protected, Javelin, Experienced, Cantabrian
9 Cretan Archers - Infantry, Skirmisher, Average, Unproteced, Bow, Skilled, Combat Shy

Pre-Battle

I thought that I should aim for coastal battle field because that allows me to narrow it a little. Always a good thing for Phalanx I am told! I managed to achieve that goal!

At this moment I cannot recall if I outscouted the enemy or was it Paul who won it. However, even if I did, I felt I could not try to out-deploy this army. However, it seemed to me that Paul had a good plan to use his larger number of units to the advantage. Namely, to be able to position his Elephants across my Cavalry.

Deployment

Phalanx versus Legion - Republican Edition.
Deployment of the Armies.
 
Even during the deployment phase, there were some successes and some things that were not as planned. I was happy I got coastal battle field, further narrowed by some rough terrain. At least Legionaries would not be able to go there.

I placed Thracians on the left to help the Phalangites and work as a slowing force for the enemy army. More Phalanx in the middle to be able to shift towards any flank if necessary and Argyraspides leading the attack on the right. I had Cretan Archers there to guard against enemy skirmishers but in general the plan here was to move at a double and engage Legion III positioned there.

The problem was that Paul positioned the Elephants across my Line Cavalry and that was a challenge. If I approached, he could attack. If I didn't then he would intercept Phalangites on the right.

I clearly should have waited with Javelins and position them accordingly. I decided I will go with the initial plan, I just need to use my Line Cavalry to try and break his mounted troops before I get hit by the Elephants.

Pauls was the invader:

Romans - Turn 1

Turn 1 - Sequence of Actions.

Armies both advanced in an aggressive manner. Romans used their superior numbers to send skirmishers in the outflanking maneuvers. Seleucids attempted to shift the Line Cavalry in order to charge enemy mounted troops before the Elephants could engage. However, these advanced forward at a double and it was clear they would try to intercept Seleucid cavalry.

Elephants running forward at a double.

Armies are in the striking distance now.

Seleucids - Turn 2

Turn 2 - Sequence of Actions.

Seleucid Line Cavalry attacked Roman horsemen but their charge did not break the enemy. That was really bad news for Seleucids as they fell right into a trap. Now the Elephants were closing.

One of the Phalangites blocks moved towards the Elephants while the other one blocked Legion II from attacking. However, small unit of Triari still threatened the flank and intercept. What would Seleucids do?

That didn't go according to the plan.

The fight in the center is escalating.

  Romans - Turn 3

Turn 3 - Sequence of Actions.

The fight in the center escalated as Elephants joined the melee and went on rampage. Seleucids lost entire heavy cavalry in quick succession. It was quite a mystery why Phalangites did not intercept the beasts and attacked Triari instead.

The units on the left started surrounding Thracians from a few directions at the same time, the advantage of larger number of small but more maneuverable units clearly visible. 

Argyraspides ready to engage

Romans gained an advantage.

Seleucids - Turn 4

Turn 4 - Sequence of Actions.

More and more units committed to the melee as Seleucids needed to press hard to swing the balance back into their favor. Argyraspides led the attack against Legion III and the grind match begun. Would the Legionaries hold long enough for the cavalry to bring help?

On the opposite flank Thracians intercepted Hastati & Principes that allowed Phalangites to join the fight in the center and break Legion II! Thracians went berserk but Italian Infantry also inflicted horrendous casualties to their enemies and all engaged units were on the edge of breaking.

Quite a scrum in the middle.

Mutual break through the center.

Romans - Turn 5

Turn 5 - Sequence of Actions.

The Romans attacked Thracians with even more units and this time they broke. Seleucids had to hold on tight as they were very close to the break point of the whole army!
 
Argyraspides fought hard but stubborn Legion III kept them in place and it was clear that the Elephants and cavalry would have a chance to charge.
 
At the same time, the Phalangites in the center maneuvered to aid their companions on both flanks and prepare for last attack.

Elephants on their way!
Just before the final push.
Seleucids - Turn 6

Turn 6 - Sequence of Actions.

It was now or never for the Seleucids and they attacked where they could. But they also had to hold against Elehpants and miracle happened as Phalangites held! That allowed the Seleucids a bit more time for final attack and they managed to break the Roman army just before it broke them!


Phalangites hold the line!


After-Battle

First of all, many thanks to Paul for a great game! I really appreciate that he agreed to bring Mid-Republican Romans list where he would normally play with the Imperial version. I really like his army as I think it is very flexible if a bit fragile. On the other hand these Legionaries are really tough to break sometimes!

As I mentioned before, there are some inconsistencies in the report and I apologize for these. Hopefully, we did not make too many rookie mistakes where the rules should have been played differently. However, if you do spot something, please let us know. We are both new to Mortem et Gloriam and we would love to know if there is something we should have done better.

I also feel bad because I think Paul played better in this game to be denied the victory in the end. It was that situation where whoever inflicted that one more wound would have broken the enemy. It just happened I managed to do it. However, Paul had better deployment, lured me into a trap and simply needed a slightly better roll here and there to carry the day.

Speaking of mistakes, the first one was not to wait with Javelins to see where Elephants are and not deploying them together. As a result I could not them into position where they were needed, either because they were too slow or because I had to use cards for more desperate maneuvers.

I still don't know why I didn't not charge with Phalangites versus Elephants. I had a good advantage by attacking from rear and event if Triari intercepted, I would most likely have one file still reaching the Elehpants. It would have been a mutliple unit fight but I had a chance to hurt the beasts and perhaps even safe one unit of cavalry. At the very least, Argyraspides would not have had to worry about their unprotected backs. 

Despite the mistakes made I really enjoyed the game. I like how units maneuver as blocks at the beginning and then all things start moving unit by unit. I think it was a good example where the micro-moves and the sequence of them created quite an interesting dynamics. 

I hope you enjoyed the report and thanks for reading!

















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