Monday, July 27, 2020

#2 Battle - Neo-Babylonians vs. Median Empire

Orders of battle and initial deployment

I didn't do the proper pre-battle-setup; something for me to learn another day! I put some arbitrary terrain on the table to make it look interesting, then diced for who would deploy on which side. After deployment, and taking account of how things now looked, I invented a number of plausible plans for each side and threw dice to decide which would be used.

Babylon: 3500 points

Reserve (Commander-in-Chief: Competent Professional)
 
Chaldean cav  x2  Cavalry,FormedLoose,Average,Protected,ShtSpear,ExperiencedBow
Chaldean cav  x2  Cavalry,FormedLoose,Average,Protected,ShtSpear,ExperiencedBow
Chaldean cav  x2  Cavalry,FormedLoose,Average,Protected,ShtSpear,ExperiencedBow
 
Levy  x2  Infantry,TribalLoose,Poor,Unprotected,ShtSpear
Levy  x2  Infantry,TribalLoose,Poor,Unprotected,ShtSpear

Left (Sub-Commander: Competent Professional)
 
Long shields  x2  Infantry,FormedLoose,Average,Unprotected,ShtSpear,ExperiencedBow,Pavise
Long shields  x2  Infantry,FormedLoose,Average,Unprotected,ShtSpear,ExperiencedBow,Pavise
Long shields  x2  Infantry,FormedLoose,Average,Unprotected,ShtSpear,ExperiencedBow,Pavise
Long shields  x2  Infantry,FormedLoose,Average,Unprotected,ShtSpear,ExperiencedBow,Pavise
Long shields  x2  Infantry,FormedLoose,Average,Unprotected,ShtSpear,ExperiencedBow,Pavise

Centre (Sub-Commander: Competent Professional)
 
Chariots  x1  Chariot,DrilledLoose,Superior,Protected,ShtSpear,ExpBow,MeleeExpt+Shoot&Chg
Chariots  x1  Chariot,DrilledLoose,Superior,Protected,ShtSpear,ExpBow,MeleeExpt+Shoot&Chg
Chariots  x1  Chariot,DrilledLoose,Superior,Protected,ShtSpear,ExpBow,MeleeExpt+Shoot&Chg

Right (Sub-Commander: Competent Professional)
 
Archers  x2  Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Archers  x2  Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Archers  x2  Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Archers  x2  Infantry,TribalLoose,Average,Unprotected,ExperiencedBow

Media: 3500 points

Reserve (Commander-in-Chief: Competent Instinctive)
 
Armoured cav  x2  Cavalry,FormedLoose,Average,Protected,ExperiencedBow
Armoured cav  x2  Cavalry,FormedLoose,Average,Protected,ExperiencedBow
 
Spearmen  x2  Infantry,TribalClose,Average,Protected,ShtSpear
Spearmen  x2  Infantry,TribalClose,Average,Protected,ShtSpear
Spearmen  x2  Infantry,TribalClose,Average,Protected,ShtSpear

Left (Sub-Commander: Competent Instinctive)
 
Cavalry  x2  Cavalry,FormedFlex,Average,Unprotected,ExperiencedBow
Cavalry  x2  Cavalry,FormedFlex,Average,Unprotected,ExperiencedBow
 
Light archers  x2  Skirmish,Average,Unprotected,ExperiencedBow,CombatShy
Light archers  x2  Skirmish,Average,Unprotected,ExperiencedBow,CombatShy 

Centre (Sub-Commander: Competent Instinctive)
 
Spearmen  x2  Infantry,TribalClose,Average,Protected,ShtSpear
Spearmen  x2  Infantry,TribalClose,Average,Protected,ShtSpear
Spearmen  x2  Infantry,TribalClose,Average,Protected,ShtSpear
 
Archers  x2  Infantry,TribalLoose,Average,Unprotected,ExperiencedBow,CombatShy 
Archers  x2  Infantry,TribalLoose,Average,Unprotected,ExperiencedBow,CombatShy 
 
Right (Sub-Commander: Competent Instinctive)
 
Cavalry  x2  Cavalry,FormedFlex,Average,Unprotected,ExperiencedBow
Cavalry  x2  Cavalry,FormedFlex,Average,Unprotected,ExperiencedBow
Cavalry  x2  Cavalry,FormedFlex,Average,Unprotected,ExperiencedBow 
 
Archers  x2  Infantry,TribalLoose,Average,Unprotected,ExperiencedBow,CombatShy
Archers  x2  Infantry,TribalLoose,Average,Unprotected,ExperiencedBow,CombatShy  
 



Apologies for the non-representative troops. The Babylonian generals are legit, apart from their generals which are in fact Hittite chariot generals - I need to get back to painting my Babylonians at some point. But chariots are hard! The "Medians" on the other hard are a hot mess: Byzantines, Huns, Hittites, Goths. It makes me realise I don't actually have reasonable opponents for either of my Chariot armies. Another (bigger) project for the future.

Babylonian plan: contest the gap between rough and hill with long shields, other long shields attack the hill, chariots attack straight ahead towards the spearmen, and reserve cavalry thus need to flex out to the right to deal with the Median left wing cavalry.

Median plan: not so imaginative...infantry to advance more or less straight ahead and cavalry skirmish to protect the flanks.

 

Turns 1-2


Median right wing cavalry quickly advance and eye up the gap between hill and rough – although the option of a double move right into the gap is dismissed as too risky.

Median archers follow up by pressing forward on the hill, although they are nervous about facing the long shields even with the advantage of the higher ground (which doesn’t help so much when you are getting outshot!).

Median spearmen are slow to get moving. Of the forward group only one unit advances (and wheels to close the gap with the archers advancing on the hill). The reserve group advance, some of them may be needed to plug gaps which develop going forward.

Median left wing cavalry boldly push forward past the front edge of the village, seeing the chariots as a worthwhile and potentially vulnerable early target. One unit of the armoured cavalry comes up beside them in support, the other remains behind to keep an eye on their flank which is now looking rather bare, although with only the Babylonian archers in the village to potentially exploit it.

The Median skirmishing infantry may turn out to be totally irrelevant, as the sides are deployed. They resolve to rush boldly across the open ground and try to at least distract the Babylonian archers in the village for a time.

The Babylonian left wing has a bit of a command-and-control calamity (not great cards on the first turn; triple black on the second!). It is considered urgent to get the long shields wheeled and marching forward, initially to guard the gap and keep the Median cavalry from coming through, and then to contest the Median archers now at the forward edge of the hill. This requires the C-in-C to spend cards.

This then means that the Babylonian cavalry reserve remains firmly rooted to the spot for the moment, not ideal when it has the furthest to go to fulfill its part of the overall plan. The C-in-C spends his remaining card moving one of the levy forward in the rough, somewhat continuing the line of the long shields to their right.

The Babylonian archers grind through the village, two units getting to the front edge and the other two slightly behind their right flank. (On reflection, the deployment here was overly defensive, the village being difficult ground which the Medians do not have anything suited to exploit.)

The Babylonian chariots find themselves with a dilemma. Their commander is full of beans and keen to do something (some very good cards), but with the reserve cavalry having failed to move it is too risky for the chariots to advance significantly. They resolve to wait for the support to come up on their right before they wheel and approach the spearmen, but the Median cavalry’s approach calls their inaction into question. They respond to the provocation by wheeling and closing, ready to chase the cavalry away. This does however mean the plan is somewhat in disarray, and the cavalry might have to support on the left instead. If they ever get manage to get caught up!





Turn 3


The Babylonian chariots think about charging, but decide not to – they might find themselves a bit exposed with the reserve cavalry too far back; and they figure that although personally disadvantaged due to being single rank, with greater numbers (i.e. files in range) and including the assistance of a unit of archers from the village they may be able to win a shooting competition.

Shooting happens… a wound each for one unit of Babylonian chariots and one unit of Median cavalry. (These are both removed at end of turn, so nothing achieved other than mutual offsetting card drain.)

The chariots edge forward to get within 1BW and gain shooting advantage against the unprotected cavalry next turn.

Another unit of Babylonian archers moves up towards the front of the village. The Median light archers may have something to think about next turn.

Another unit of Median archers moves to the front side of the hill.

The lagging Babylonian long shields move up into line with their colleagues. Some long shields and some Median archers are now in shooting range of one another, although it remains to be seen whether the long shields will wish to move aggressively onto the hill.

Median right wing cavalry move up to extend the line (and angle forward a bit) of their archers. Not in shooting range yet but may be able to offer support if there is a charge.

The left-most Babylonian archer unit in the village turns left on the spot, threatening the flank of the Median cavalry. With hindsight I am not sure this was wise. They could shoot at the cavalry anyway. If the cavalry withdraw / skirmish / run away the archers will not be able to shoot. And scenarios in which they charge out of the village, rather than the chariots charging, seem a little unlikely.

Median spearmen move up in the centre, those in front angling along the flank of the hill, those behind remaining facing forward ready to extend the line to their left.

The Babylonian reserve cavalry belatedly start moving, but do not have the cards to do the double move they would really like. The plan has definitely changed now – they are aiming to plug the gap opening up in the centre as the chariots move rightwards and the long shields move leftwards.





Turn 4


Around the hill, the Medians slightly win the shooting despite the Babylonian pavises – two wounds to one. (But the Babylonians will clear their wounds, the Medians do not clear their one.)

Babylonian long shields and Median cavalry shuffle forward; nobody fancies a charge, everybody is getting ready to shoot. The long shield s might have to watch their left flank, despite the presence of rough ground; they could do with the levy coming up in support.

Median spearmen continue to trundle awkwardly forward in the centre, one unit from the reserve extending the line to the left.

One unit of the Babylonian cavalry reserve advances into the central gap, hoping to prevent it becoming critical. The other cavalry units remain back.

The Median cavalry pull back beyond the line of the village edge, feeling a bit too exposed where they were. The chariots follow up to remain within 1BW and advantaged shooting range. The rotated archers in the village are still in arc to fire, the cavalry haven’t been able to fall back enough to avoid them yet.

Babylonian archers continue to form up at the village edge, whilst the Median forward light archers fall back to keep out of trouble.




Turn 5


No charges. The Babylonians still fancy they have an edge in shooting power.

The Babylonians suffer a wound to one of their chariots, putting it on a knife edge. But in return they cause a wound to a left wing Median cavalry, and kill a base thereby breaking the archer unit on the hill that was already carrying a wound.

Median spearmen continue to shuffle forward in a piecemeal fashion. They are ready to charge the long shields, along the flank of the hill.

Babylonian reserve cavalry advance to form a line again. They are in position to shoot at / charge the spearmen ahead of them. The skirmishing left wing Median cavalry fall back again. The armoured cavalry behind them are a potential problem; they turn on the spot and prepare to move out of the way.

A unit of Median spearmen continue to advance, to prevent the chariots from being able to charge the cavalry en masse.

The Babylonian archers all line up at the front edge of the village. They may be ready to be brave and come out in the near future, to support a further advance by the chariots.

Wound recovery – the Babylonian chariot; the Median left wing cavalry. Nobody left carrying one.





Turn 6


The Babylonian chariot commander seems to be getting a bit sleepy. The C-in-C gifts him a card to enable a block charge.

Charges:

Babylonian Chariots crash into the spearman unit at one end of the front line. He may regret taking up a blocking position to protect the currently entangled cavalry! Supported by two units of cavalry who angle left and charge into the middle of the line of spearmen. Babylonian C-in-C elects to fight with the cavalry. Do or die is the thinking!

The Median spearman unit at the other end charges the long shields in front.

Wounds to both end spearmen units from shooting (chariots’ shoot and charge = nice!).

The right end spearmen lose a base to the long shields and break, but do cause a shove. That counteracts the effect of the Babylonian general. Cavalry and chariot combats are bloodless.

A unit of Median archers lose a base and a unit of (engaged) Median spearmen suffer a wound as result of the break test, however. The Babylonian long shields wheel and pursue into the gap.

Other shooting:

A base of Babylonian long shields at the left end of their line is lost, and a wound suffered elsewhere. In return, a wound to a Median cavalry and a Median archer unit. The ability to concentrate fire from outside 1BW may prove hairy for the Babylonians here, they could do with closing. (Note: I forgot 1BW is half of an actual base width in Pacto mode, so the concentration should not have been quite so effective!)

Movement:

Left wing Median cavalry switch from flexible to loose, ready to stand up to the chariots if necessary.

Babylonian cavalry align vs. the spearmen.

Median right wing cavalry move up to restrict the ability of the long shields to target the wounded archers on the hill.

Median reserve cavalry move forward, so as no longer blocking a retreat by the left wing cavalry.

Melee:

Babylonian cavalry come off slightly worse against spearmen (even with the C-in-C in the fight!), suffering a wound. One of the chariots also suffers a wound and is thus on the edge of breaking. But it and the neighbouring chariot break the opposing spearmen, who in turn cause a wound (and base removal) on the next door spearmen, and a full base removal on the armoured cavalry behind.

Wound removal:

One from Median right wing cavalry, one from Babylonian long shields. Not enough cards/quality for the Medes to shore up the shaky spearmen in the middle.






Turn 7


The Babylonian long shields in the gap turn into the flank of the next spearmen. They take a wound from the archers on the hill shooting in support, but break the spearmen. The knock on effects of this are the hill archers breaking, the next spearmen breaking, and a base being removed from the armoured cavalry behind. Which is painful since they find themselves sitting somewhat exposed in front of two celebrating chariots who will be ready to shoot in a moment or two! This also removes the Babylonian C-in-C and his accompanying unit from combat, handy for command and control purposes and wound removal.

The leftmost Babylonian long shields break under shooting, and the next 2 units along take a wound each. Not pleasant!

In return shooting, one of the Median archer units on the hill is broken, and in turn removes bases from a cavalry unit and the remaining archer unit. Not pleasant either!

The single-base Median right wing cavalry advances through the gap and faces the flank of the long shields, but one of the levy units in the rough ground (only just within command range of the C-in-C) moves up to plug the gap, pushing the cavalry (in skirmishing formation) back. Another Median cavalry moves up ready to shoot at the levy next turn.

The third Babylonian chariot lines up with his colleagues, in position to co-ordinate fire against the single-base Median armoured cavalry.

The Median non-armoured cavalry move up in support of the armoured cavalry, to block some of the fire.

Two units of Babylonian archers advance out of the village to support their chariots against the opposing cavalry. One of the Median light archer units moves over to interpose, and then a third Babylonian archer unit comes forward, the skirmishers looking rather overmatched suddenly.

The other Median armoured cavalry unit turns left and comes up on the other side of the single-base armoured cavalry. One of the reserve spearmen comes up on their flank too. Something resembling a line of defence is forming.

A unit of Babylonian long shields gets onto the flank of the sole remaining base of Median archers on the hill. The general of this Median command continues running and goes to hide behind the reserve spearmen.

The Babylonians remove 3 wounds – a long shield, a cavalry, a chariot. This does mean that the other Babylonian cavalry are too busy popping pills to push up through the gap and support their fellows yet. A balancing act of risks.






Turn 8


The battle for the hill is over. The Babylonian long shields charge the flank of the remaining Median archer base, and...kaput!

The Babylonian levy take a wound from shooting, but otherwise the Medians achieve nothing.

The Babylonians however remove a base of Median right wing cavalry, and inflict wounds on one armoured and two non-armoured Median left wing cavalry.

Babylonian archers rush forward, wheeling slightly left, and pressuring the flank of the Median cavalry. The Median light archers attempt to intervene but get pushed back.

The long shields on the hill and to its left advance on the Media right wing cavalry, one unit of which withdraw slightly to lessen the shooting effect.

Lots of stuff on both sides lines up neatly in the middle, ready to shoot at close range and also guarding against enemy initiating a fight with overlaps.

Some wounds get removed on both sides – only one remains (on Median cavalry) in the central area, and two on the left side for the Babylonians.

The Medians are one more broken unit away from defeat, so shoring up the central situation was important, but even so there is still a very good chance their right wing will give way imminently.






Turn 9


And it’s all over! The Babylonians go for the knockout punch in the centre, three chariots and one cavalry charging in en masse. The Medians are not clear on whether to shoot or not...I will have to work out the odds involved at some point...but decide to do so on the basis that rolling dice is fun and rolling more dice must be even more fun! A wound on the Babylonian cavalry and one of the chariots is the result, and the Medians receive a wound in return from the chariots’ shoot and charge capability, then smack! Impact removes a couple of bases, morale checks are taken, and three more Media units are no more.






Conclusions


3rd game of MeG, all solo, gradually getting on top of more and more of the rules but there are still a number of fairly fundamental questions I haven’t resolved. That’s the trouble with not learning from an expert! Hopefully I didn’t do anything too wrong which severely impacted the outcome.

The Medians certainly didn’t have the best of the terrain, and even the favourably positioned hill didn’t help them that much because they didn’t have anything suitable for holding it or stopping the enemy approaching it. Which all suggests that disadvantaged as they were, the plan was in any case wrong!

Perhaps they should have kept the spearmen well clear of terrain in the middle, put the archers in rough as some sort of lure to divert enemy resources (and maybe do something useful if the enemy chooses to leave them alone), use the light archers to screen against shooting, and try to achieve something skirmishing as far forward as possible with all of the cavalry. And hope their shooting can achieve more than an equal (or greater!) amount of enemy shooting.

With skirmishers it seems to be useful generally to keep command cards back, and move the skirmishers after the opponent has moved in that region of the board. The skirmishers want to keep >1BW to avoid the unprotected penalty, so they want to be the reactor rather than the reactee. This runs counter to my earlier idea that skirmisher-heavy armies need fewer / less capable generals because they are more forgiving on the movement difficulty, and faster troops can recover from missed movement opportunities better.

But – achieving anything with shooty cav armies does not look to be trivial, especially when they have a fair proportion of non-mobile troops that make a good target for the enemy. Perhaps not a good army composition?

I was quite timid with the Babylonian chariots, but I think it was justified caution in the circumstances. They are fragile in a single rank, and putting themselves into a bag of skirmishing cavalry without close support seems like it is likely to end badly.

Having shoot & charge with your shock troops turns out to be a nice bonus – it takes away the calculation of whether it is worth getting into combat at the cost of missing a shooting opportunity. Being in one rank however makes the shooting less effective, so maybe shoot and charge is less compelling? Hard to say. They certainly managed to inflict some useful wounds with it in this game. I’m now looking at it more positively, and for use with other troops too, having been through the thought process of using it constructively.

Making sure generals are handy to remove any wounds quickly on single base units seems quite important, if you want to use them aggressively as impact troops.