Saturday, 20 April 2019

Early Imperial Roman vs Pergamon - ADLG 28mm

Pergamon rebels against the cruel dominion of Rome! Ancients ADLG in 28mm.


Roman left wing  - Cataphracti, Cavalry and Numidian Light Horse under an Ally general.

Roman centre, Elite Legionnaires under a Strategist General, and some skirmishers.

Roman right wing - Auxiliaries and bowmen.



In lower half of photo below, Pergamon army from left to right, Heavy Spearmen, Pike,  Mercenary Galatians (6 of the 8 units being under the command of an Ally General), and then Lancers and Light Horse.  The Roman left cavalry wing (right in photo), is unreliable and won't advance, so my Pergamon army advances to crush the remainder of the Roman army while they hesitate.

The Lines close.

With Roman Cavalry still not committing, my CinC charges the weak point of the Roman line in heroic Alexandrian fashion!

Legionary on the end of the line waving a Galatian head around re-thinks his life choices.

Last survivors of a bloody skirmisher battle between the lines!

But then with perfect timing (and threats from the Roman CinC) the Roman cavalry suddenly decides to commit to the battle, flanking my cavalry charge! Just in time to save the Legion.

And on my left, the Roman Auxiliaries have managed to flank my spearmen too.

Legionnaires now feeling more confident, having tempted in my cavalry!



The lines crash.

And carnage ensues! The Legionnaires with their Strategist General rallying them to renewed effort time and again, cut through the Galatians and only lose one unit.

On my left my spear is decimated by the flanking attack, but manages to rout the bowmen. 

I had spent my points on more troops rather than good generals! I can neither rally my troops nor send in reserves - especially with my generals all fighting in combat and distracted! The Pergamon army breaks, but the Roman army is also only one unit off breaking. A close run thing indeed.

(Incidentally, yes there was some terrain, some rough ground left flank that both sides ignored!)

Tuesday, 9 April 2019

Cannon, Cross and Crescent - Renaissance Naval

Something a bit different, some Renaissance naval combat tonight.


Andrew has made many beautiful models of Renaissance era galleys, lasercut for the most part, and with pretty painting, banners, rigging etc.


We lined up a Turkish vs Venetian fleet.


We played using this fast play set of rules, which produce a very fast game. They have some loosely DBX inspired mechanics.

In addition to some limited but still useful gunnery, boarding is the main way of disabling enemy ships.

Victory to the Turks in this game, with the Venetians being somewhat outmatched. Incredibly brutal with masses of wrecked and tangled ships everywhere blocking movement and fire, which seems pretty historical. We will give the rules a try again next week.

Thursday, 15 November 2018

ADLG: Kassite Babylonian vs Elamite 1100 BC

A game using Andrew's 'ancient' Ancient figures. Babylonians vs Elamites in this clash of chariots, about 1100 BC.

Below is set up with me invading. Note fields on left and plantation on right, each of which has an ambush marker. I have my chariots in the centre (mix of ordinary and elite), and infantry on wings (spearmen and mediocre archers), Andrew's composition is the opposite with chariots on the wings (ordinary and elite again), and ordinary class archers in his centre.

Elamite chariots and archers.

My chariots.

Andrew's archers in the centre.

Andrew's chariots.

Game


I launch the attack advancing most of the line, with some chariots held back as a reserve, and sliding across towards the flanks to counter any ambush.

Andrew responds by moving forward his archers to release a volley at my chariots, hitting one of them. 

But I charge the archers with most of my chariots. Some light archers in the fields on my left which have been lying down in ambush stand up and fire, and my archers back at them.

The chariot charge is mostly successful, with three blocks of archers taking 2 out of 3 hits and likely to be finished off next turn.

Next round Andrew sensing his centre is about to collapse, reveals more light archers on my right, and advances his chariots, inflicting shooting casualties on my force but also taking them in return.

My chariots break through the centre of the Elamite line, though Andrew has a second line waiting to reinforce.

Andrew's chariots and light archers disrupt my left flank infantry with shooting.

Casualties accumulate rapidly on both sides with practically everything able to shoot and little armour available to stop arrows!  Elamite chariots run down some infantry on my left and right but others are shot down, and my chariots continue to wreck the Elamite centre.

Elamite light infantry on the flanks is chopped down by spearmen (only just on the left where they had taken heavy casulaties before charging), and more Elamite chariots are lost. The Elamite army breaks with over 25/25 units lost. Victory to the Babylonians, though their break point is at 16/22!

Conclusion

A quick and deadly game with everything light armoured mediums (3 hits each) or lights (2 hits), and lots of dangerous shooting.  The Elamite archers exposed themselves by advancing too far forward of their line, and without their flanks supports were run down by the elite Babylonian chariots.  This early disadvantage led to the battle of archery and melee attrition tipping towards the Babylonians, and the Elamite counterattack was unable to swing the tide! Keen to try a couple more 'ancient' Ancient armies soon.