Briton was a great weekend and not just the gaming side. The Pub Quiz
was a laugh, nicking (and wearing) Nialls 'Britcon leader' T-Shirt
was an even bigger one. Accomodation was okay and the food excellent
both in the Halls and the University itself. Might even go back next
year!
Before the competition started it was suggested the Burgundians were
a super army. I thought they would be a good option but not as good
as some people were making out. I had used them a couple of years ago
with an Inert C-in-C and decided they were boring. Since then though
the baggage/train command rules had been introduced. I had a couple
of practice games with them. Two knight commands who averaged the top
two dice, Charles with the Bw(X) got the next and artillery park the
fourth. I took a Yorkist Ally with Bd(S). Both games I put the foot
commands in the middle and the knights on the flank. I wasn't too
succesful as the knights were often outflanked and had to manouver to
avoid being destroyed which left the bows by thmselves to try and
inflict the killing blow. In the second game the Yorkist became
unreliable. Incredible good dice allowed me to change my orders, have
enough PIPs to try and make them relaible and a good nough dice to
get the Yorkists back on board just as a column of knights was trying
to snaek through some rough. However, it was a much better
combination than the first game without the train command.
Off to Manchester for six games with Charles! I wanted to try and get
a nice open battlefield so I allocated my dice to the same sector of
the table as my opponant, hoping to get as much terrain as possible
discarded and I only selected good going(gentle hills and fields). I
also change my set up slightly. The two knight commands in the center
and the two bow commands on the flank. Charles got the highest dice
and the knights averaged the next two.
I decided to storm forward as quickly as possible and the free move
for the sub general and the highest dice for Charles meant I really
could! The idea is that the big disadvantage of an Inert General is
its lack of PIPs and lack of speed in responding to changing
cicumstances. If I can minimise this by charging forward in a
straight line and not allow my opponent to manouvre I have minimised
the disadvantage of being Inert and have an extra 75 points to face
him.
This tactic (devised as I deployed!) worked wonderfully. The bows
were able to keep troops away from the flanks and the knights just
got stuck in with Bow support. I used this tactic for the first five
games and no-one ever managed to outflank my infantry. There just
wasn't time. Once combat had started one way or another the game was
going to be over so any troops trying to outflank just weren't going
to turn up in time. Giving Charles the highest dice made the Inert
Generals command the most manouverable. This caught a few people out.
The knight commands just didn't need high dice. They marched forward
as a block, sometimes just using the generals free move and
discarding the dice!
The final game was very different. The Romans placed rough going and
put Aux (S) in it. They had an Inert C-in-C so had an extra 75 points
too. They deployed at an angle anchored on the board. My usual
tactics were not going to work. If I advanced I would be exposing
both my flanks to the Aux. I sent the English command against the
three Aux on a scrubby hill to try and clear so I could then advanced
and wheel over the hill.
It then became apparent that Chris had earlier sacrificed a goat to
his one true master. I rolled two succesive 1's with the Yorkists and
couldn't move and there then followed some really bizarre dice
scores. On one occassion I only had three PIPS for five commands!
Chris then counter attacked against my partially deployed knights. I
ended up using all 3 feigned flights to get out of the way. I was
breaking the golden rule with using Inert Generals. I was trying to
manouvre. Eventually the Roman elephant made contact with me and I
had to turn my knights round and attack the legions. Not the way I
wanted it to happn. The game went to the last minute whereas all my
previous games had ended in under two hours.
Okay. So how to beat Charles the Bold? In the games I played everyone
seemed to deploy as close to the center as they could making it easy
for me to minimise the disadvantage of being Inert. Deploy near the
base edge except for a a few elements that can pin the knights and
slow the advancce. This will allow you to out flank the army. The
army I took only had two Psiloi who could deploy in the flanks. If
you have troops that can deploy in the flank sector then you should.
If the Burgundians then advance they have outflanked themselves. If
they wheel towards you they are manouvering! The beginning of the
end. Maximise rough and difficult going. Charles has nothing to go in
it if he takes the Bow(X) option.
Don't let Charles move straight forward. Make him manouvere then pick
his elements off piecemeal.
After six games with Charles he is now going into retirement so no
one will be able try anything against me!
For the record I felt I had average or maybe slightly above average
dice during the whole tournament. The Yorkists were always relaible.
I always invaded but ended up deploying first twice.
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