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Urartians vs Early Achaemenid

Page history last edited by Rob Brennan 13 years, 8 months ago

Lists - roughly. Duncan Head vs myself. The Urartians invaded, and terrain ended up bordering on either flank, or on the baseline, so no real effect.

Persians:
Right flank :SG 8 x DBE Bow X Immortals, 3 x Cv O, 4 a Ps S, Cv O Gen (Middle pips0
Centre: Sparabara 16 x DBE Irr Bw X, 8 x Irr Bw O, 2 Lh F, Cv O Gen (Lowset pip)
Left: 7 x Cv O + Cv O Gen, LH F x 6, Ax O x 6 (Highest pip)
Camp with palisades.

Urartians as below:
               Qty     ME
CinC            1       4
Chariots        3       6          My left vs Immortals (Highest)
Prov kall       1       1
Mount Sc        2       2
Roy Foot        8       8
Roy Bw          1       0.5

Baggage         4

SG              1       4                My right vs Sparabara and Cv
Chariots        3       6                (Middle)
Roy Kall        4       4
Roy Foot        4       4
Roy Bow         1       0.5
Baggage         4

SG              1       4                 Behind SG (Lowest)
Roy Kall        2       2
Reserves        10      5
Roy Foot        1       1
Roy Bow         1       0.5
Baggage         4
 Train Command                            Behind CinC
Sheep           6       12
Mtn Scouts      1       0.5

AG              1       4                 Centre
Guard Ch (KN S) 1       2
Cavalry         1       1
Spears          5       2.5
Bows            6       3
Slings          1       0.5
Baggage         2       2

As we fought on a plain, the battle unfolded withme advancing on both flanks - trying to get the Kn into the Cv command, with their flanks defended by the 2 Cv and chariot general. I had used Exaggerated Army to make it look as if there were more than 4 Ax S in the Sg command - not that that stopped Duncan advancing towards them.
I haven't had time to check yet, but when a column turns back into a line, how many pips does it cost? I said 2, Duncan said 1, and I couldn't, in the heat of battle, find anything to contradict what Duncan had said.
Also - the Gen extra is something that does encourage more risk taking - my SG led the charge against Duncan's Cv, and helped remove most of the front line as a result, though he was in one or two hairy overlap situations after that. My 2 commands on to one swung it just - I was able to hit the end of the LH F, before Duncan could get round my flank.
In the centre I danced really - the Neo-Hittite chariots took a few shots from the massed Bw, but stayed alive. Some Ax S got shot on 6-1's, but the low pip with Irr foot meant that Duncan didn't get to swing into my Kn command flank. I realised early on that the Kn s had to move through the Bw I, who would have been destroyed easily otherwise.
On the left and centre left, I managed to get around the Sparabara flank. The Immortals having had to counter my CinC's mounted, who were moving around that flank - including one LH I element who took 3 rounds of shooting before finally giving in. The Ax S Cv S fight that developed with me having the higher pips was again an advantage, as I got to flank some Cv, and get an Ax S into the flank of the centre command.
The Neo-Hittite mounted eventually got to charge in with overlaps, and that with flanked Sp I got me enough to win the game by breaking the centre . The shooting losses for my CinC's meant that command was disheartened, as the Immortals eventually got their range.

A good game - Duncan's luck was bad on the Cv flank, which swung it for me - the Kn QK is effective if your opponent rolls 1's. Otherwise it felt about right - avoid the Immortals, pick on the weaker close combat troops, and/or flank them. If the mounted combat had gone the other way, then the Persians would have won.
Having four dice to three made a real difference, and what's the problem with General pluses when you are in a chariot? Seems perfectly fair to me, as someone who prefers Bk 1!

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