Saturday 30 March 2019

Mortem et Gloriam - Game 27 - 2019/03/30

Hello!

There was not much time to rest after CanCon as there was another tournament coming in one month. Those who considered participating needed a bit of practice again, if only to get back to the armies at 10,000 points. Trimming down the existing forces by 500 points seemed to be a dilemma for all of us. 

It was thus great that Paul was ready to play early. What is more, he needed an immediate rematch after our game at CanCon when we got to play each other in the last round.

Paul brought Imperial Romans again, with a few changes:

Imperial Roman - Army List

Commanders

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


Camp

Camp - Poor, Fortified
TuGs

6 Legions Auxilia, Infantry, Drilled Flexible, Average, Protected, Short Spear, Unskilled Javelin, Shoot & Charge, Melee Expert
6 Legions Auxilia, Infantry, Drilled Flexible, Average, Protected, Short Spear, Unskilled Javelin, Shoot & Charge, Melee Expert
6 Legions Auxilia, Infantry, Drilled Flexible, Average, Protected, Short Spear, Unskilled Javelin, Shoot & Charge, Melee Expert
6 Legions Auxilia, Infantry, Drilled Flexible, Average, Protected, Short Spear, Unskilled Javelin, Shoot & Charge, Melee Expert
6 Legions Auxilia, Infantry, Drilled Flexible, Average, Protected, Short Spear, Unskilled Javelin, Shoot & Charge, Melee Expert

4 Guard Legionairies, Infantry, Drilled Flexible, Exceptional, Protected, Impact Weapon, Shield Cover, Melee Expert
4 Guard Legionairies, Infantry, Drilled Flexible, Exceptional, Protected, Impact Weapon, Shield Cover, Melee Expert

4 Equites, Cavalry, Drilled Loose, Average Protected. Short Spear, Unskilled, Javelin, Melee Expert
4 Equites, Cavalry, Drilled Loose, Average Protected. Short Spear, Unskilled, Javelin, Melee Expert
4 Equites, Cavalry, Drilled Loose, Average Protected. Short Spear, Unskilled, Javelin, Melee Expert
4 Equites, Cavalry, Drilled Loose, Average Protected. Short Spear, Unskilled, Javelin, Melee Expert

SuGs

6 Equites Sagittarii, Cavalry, Skirmisher, Average, Unprotected, Experienced, Bow, Combat Shy
6 Equites Sagittarii, Cavalry, Skirmisher, Average, Unprotected, Experienced, Bow, Combat Shy


In comparison to our previous game, this army looked like a more consolidated force. What I mean by that is that there were fewer types of units but with more redundancy when these types are duplicated. 

Perhaps the most important change was increasing the number of Praetorians, despite their less than spectacular performance last time. I think it was a good idea and one should not dismiss the units simply because of a singular case. I would definitely need to watch these guys. 

I tried to keep my own army as similar to a previous version as possible. I managed to do that by downgrading the Army Commander to Competent and adding Combat Shy to the Horse Archers. I was definitely concerned with the Army Commander and because he has only 3 cards, I decided to give him personal command over some units rather than keep him as a floating general.


Early Seleucids - Army List

Commanders

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

 
Camp

Camp - Poor, Flexible
TuGs

8 Guard 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
6 Thracians - Infantry, Formed Loose, Average, Protected, Devastating Charger, Melee Expert

4 Companions - Cavalry, Drilled Loose, Superior, Protected, Charging Lancer, 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 Tarentine Cavalry - Cavalry, Skirmisher, Average, Protected, Javelin, Experienced, Cantabrian
6 Horse Archers - Cavalry, Skirmisher, Average, Unprotected, Bow, Experienced, Combat Shy
9 Cretan Archers - Infantry, Skirmisher, Average, Unproteced, Bow, Skilled, Combat Shy

Pre-Battle

After 5 days pre-battle maneuvers we ended up with mountains as a secure flank and woods (dark green) as well as forests (light green), mainly in the middle of the battle field. That divided it into two halves and looked like a good idea to deploy the Phalanx in the narrow corridor on the right hand side.

Deployment

Early Seleucids vs Imperial Roman

Deployment of the Armies

I quickly realized that just because I may favor narrow corridor on the right, it does not meal Paul may want to meet me head on with his own infantry. After all, Auxilia will be at a disadvantage in a straight fight against the Phalanx. 

However, I have already deployed my infantry there and I had to stick to the initial plan to march forward and simply wheel towards the center around the woods. It is far from perfect but at least would give me the chance to engage some enemies. 

In order to be able to engage faster cavalry I also deployed my own horsemen there and deployed Cretan Archers to protect the flank. As well as chase off the enemy mounted skirmishers.

Thracians had the usual role of getting into the rough terrain to stop enemies from advancing through it. This task would not be easy as all infantry units of the enemy would be able to get into Flexible formations. The plan was to deny them the easy passage through.

Seeing all infantry being deployed on the left rather than on the right, I decided to use my remaining mounted skirmishers and cavalry to slow them down. Fortunately for me, Roman cavalry was initially deployed behind the infantry, so there was a chance to slow them down a bit as well.

The plan was to move as fast as possible on the right, especially with the infantry. In order to do it I wanted to use cavalry to chase off the enemy and allow phalangites to move at a double. At the same time, the mounted units on the left would try to slow down numerically superior forces.

Seleucids - Turn 1

Turn 1 - Sequence of Actions

Advance on the right flank.

The infantry of both armies advanced towards their enemies. Seleucid Phalangites moved at a double to be able to navigate around difficult terrain soon. The advance was spearheaded by the cavalry, trying to catch already withdrawing Roman Equites.

At the same time, Roman Auxilia units advanced slowly and were already met by the Seleucid horsemen.

Initial maneuvers
Romans - Turn 2

Turn 2 - Sequence of Actions.

First attempt to catch the enemy fails.

The battle lines started to break down into smaller groups of the units. Roman infantry had to do it in order to make gaps for the cavalry to move in between and take care of the Seleucid mounted units. 

The Phalangites slowed down a bit due to the proximity of the enemy troops. First attempts to engage Roman Equites failed and Line Cavalry was in a difficult position now, facing the attack of two enemy units.

Battle lines split into smaller groups

Seleucids - Turn 3

Turn 3 - Sequence of Actions.

Roman Cavalry is moving to the front line.

The first engagements broke out and two Seleucid Line Cavalry units charged their enemies. On the left, in order to stop the advance of the Roman infantry. The cavalry fought briefly and disengaged. However, it was not possible to completely avoid the enemy and Seleucid horsemen prepared for the next round.

On the right, only one Equites unit got into melee. The blows were exchanged but without any side gaining any significant advantage.

The fight continues.

Romans - Turn 4

Turn 4 - Sequence of Actions

Battle in full swing.

A few more units engaged in melee and unfortunately for Seleucids, their Line Cavalry was overwhelmed by the Roman infantry. It meant that some of the Roman Auxilia were now diverted towards the center. The cavalry on the left flank would deal with the enemy horsemen.

Seleucid Companions also charged the Equites and cavalry battle over the dominance on that flank begun.

Romans pushing hard on the left

Seleucids - Turn 5

Turn 5 - Sequence of Actions

Quite a scrum!

Seleucid Light Horse tried as they could to slow down their enemies but it was clear they cannot do it any longer. On the other hand, on the opposite flank of the battle field, Praetorians engaged with the Phalangites and this time the Romans were slowly but purposefully gaining an advantage over their adversaries.

The Seleucid cavalry had to break through enemy ranks fast in order to help the phalangites!

The battle shifts almost entirely to the right flank.

Romans - Turn 6

Turn 6 - Sequence of Actions

Companions broke through!

Finally the cavalry battle on the right flank came to the conclusion. Line Cavalry and Equites done so much mutual damage that both units disengaged and were no longer combat worthy. Only Companions managed to break through their enemy. However, that put them in a dangerous position, with the flank exposed to the Roman Auxilia. 

However, that was the last act of the battle and two armies were forced to disengage without either gaining upper hand.

Final positioning of the units in both armies.

After-battle

Many thanks to Paul for another great game! He did great with his initial deployment, significantly reducing the potential of the Phalanx and letting it engage only the units he wanted to. In fact, one of the Phalangites TuG's was just one point of damage away from breaking!

In the end we both lot two TuG's each. I made a mistake of marking my horse archers as killed too early. However, if we continued for one more turn they would be running away off the table for sure.

It seems then that the fact that we run out of time saved me and a draw, 6:6, is not a true reflection of the battle. 

I often find it quite challenging to deploy Phalangites well. Due to their narrow frontage and the fact they are rather slow, it is very important to position them in the right spot. However, unless I significantly out-scout the enemy, it may not be easy to anticipate where and how the enemy forces are going to deploy.

One element I need to improve to help with it is the ability to read the terrain better. I should have anticipated that Paul would not risk such a fight in a narrow corridor. In particular taking into account our previous battles.

Perhaps another possibility is to deploy a bit further from the deployment edge and a bit in the center so that I can still move towards left or right, depending on the circumstances. In this game I would probably be better off with two TuGs of Phalanx on both sides of the woods with Cretan Archers and Thracians in the middle. The flanks can be then well protected by the cavalry.

Speaking of cavalry, I did make a mistake with the Line Cavalry on the left. For some reason I thought I can break off the enemy and move more than 3 Base Widths, thus avoiding being attacked the next turn. As the break off move is only up to 3 BW, I should have kept more of a distance instead.

Last but not least the fact I had Army Commander as Competent only did not help either. I often found the cards I got insufficient. With him leading his own group of units, it was hardly possible to give the cards elsewhere, he needed all of them to move his units. And even if I could give something, it was never enough to really help. Hence the slower advance of the Phalanx on the right flank, where they simply could not be given the order of double green moves. I need to rethink the composition or perhaps floating general is the answer here.

Thanks for reading!

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