This is a turn-by-turn report of a 400AP game between
Libyian Egyptians (book 1 list 38) and Later Hoplite Greeks (book 2, list 5)
between Dirk Heinsius and Josh Barton on the 12/12/2020.
The armies
The Egyptian list was from 712BC, and consisted of three
commands, with one being an allied command (which is compulsory). The troops
are a mixture of regular cavalry chariots (Cav(S)), regular bowmen (Bw(I)) and
Irregular warband (Wb(S)).
The Libyian Egyptian army list
As Dirk’s neat list shows, the army has a large amount of ME
at 90, and all three commands are roughly of the same size, with the allied
command (D) being smaller in ME but larger in elements, making it a pain to
break, and making it a good stalling command.
The Greeks were Thebans from ~350BC and similarly consisted
of three commands, all of them regular sub-generals. The troops were mostly
regular spearmen (Sp(O)), and regular psiloi (a mixture of Ps(S) and (O)), with
a small group of regular cavalry (Cv(O)).
The Greek army list
As Josh’s list shows the hoplites and psiloi were split in
two commands, with both having a small number of superior spearmen (the Theban
sacred band) and a small command of Cavalry supported by the Hammippoi (Reg
Ps(S) that can provide +1 to the combat resolution of cavalry in some
circumstances). The Greek army is smaller than the Egyptian one with only
83.5ME. However in theory the Greek troops are superior to the Egyptians. The
army was structured to maximise the number of ME that needed to be lost for a
command to break, but it does have a small, relatively fragile command in the
cavalry.
Set up
Having chosen their armies the players chose their preferred
invasion season (spring for the Greeks, summer for the Egyptians), and rolled
off to see who was the invader. The Egyptians have aggression 2, meaning that
they add 2 to their dice, compared to the Greek’s 1, making them more likely to
be the invader. The first dice roll was a draw after these modifiers were taken
into account, moving the invasion back one season, and the Egyptians won the
second roll, meaning that the Egyptians were invading Greece in Autumn.
Both players then selected their terrain – the Egyptians, as the invader chose first and selected a road (0 FE), a vineyard (1 FE) and an open field (1 FE) for a total of 2 feature equivalents. The Greeks chose 2 difficult hills (1/2 FE each), a lake (2FE) and a rocky flat (1FE) for a total of 4 FE. Josh then nominated his back edge as ‘5’ on the deployment dice, and Dirk nominated his left flank as ‘6’. The terrain was then deployed according to the rules on page 21 of the rulebook. They then both drew a map of the terrain and the approximate deployment of their commands.
Josh's deployment map
Josh’s deployment map including the side numbers and
terrain. He mentioned to Dirk that he’d crossed out his initial deployment and
changed the orders of his commands before Dirk had finished (but this is
usually good faith!).
The players then rolled off for a second time to see who
deployed first and whether there was any weather. Josh rolled 2, and Dirk
rolled 6, meaning that Dirk doubled Josh and so would deployed first. The
difference of 4 meant that there was no relevant weather (just a light breeze),
and the battle started at 8am, so avoided a night battle.
Deployment
Dirk then deployed all of his army according to his map,
followed by Josh
Dirk Deploys his army
Dirk deployed his allied
command on his right, behind one of the difficult hills and flanked by the
lake. His cavalry and bow were deployed on the opposite flank and the fearsome
meshwesh (warband S) with Pharaoh in the middle.
The deployed Greek line (with wargamers in the
background)
Getting to deploy second the Greeks were able to
counter-deploy the Libyians somewhat, placing their cavalry opposite the
meshwesh, and the hoplites on either flank – moving the cavalry to the middle
was the change the Greek player made, hence why he checked it with his
opponent! Josh elected to not deploy a command along the road, something that
may come back to haunt him!
Both players then wrote down which commands would be getting
which dice, with the Greeks giving their right the high dice, the cavalry
getting the middle dice and the left getting the low dice. The Egyptians gave
pharaoh the high dice and the sub-general the low dice. The Libyan ally gets
his own dice separate from the other two.
The Battle
Turn 1 Egyptians (pip die 4/3 and ally 2)
Having deployed first, Dirk got the first turn and began by
rolling pip die and getting 4 and 3 for the regular generals and 2 for the ally
– sighing in relief that it wasn’t a 1 which would make the ally unreliable.
There wasn’t much action in the first turn, the chariots
began moving out wide and the bowmen moving forward to free up space for the
meshwesh. In the middle command, Dirk used pharaoh’s pip (c-in-c’s dice) and 2
pips to turn the meshwesh 90 degrees into a column facing his left flank. The
Libyians moved up the hill for 2 pips.
The Libyans take the hill, the meshwesh are
about to turn into a column facing their left
Turn 1 Greeks (pip die 6/4/3)
Josh then rolled massive pip die, getting 6, 4 and 3, but
didn’t use most of them, deciding to advance as fast as he could to engage the
Egyptians before the meshwesh could reform this was one pip from each command.
An additional two pips were used from the cavalry command to turn the psiloi
into a column (only 1 pip for being regulars) and then moving the column 200
paces.
The Greeks advance on the reforming meshwesh
End of turn 1
Turn 2 Egyptian (6/4 and 3 for the ally)
Dirk was a bit nervous about his pips – low pips now would
prevent the meshwesh from getting out of a column (2 pips plus the generals!),
luckily though he rolled a 6 and a 4 for his regular commands and a 3 for the
ally. This allowed him to march the meshwesh forward for one pip and then
reform them from a column into a group facing the Greeks for three pips. He
also used 2 pips to move his chariots further out wide on the left, and 2 to
reform the archers into a wider group (using two individual element moves). 2
pips were also needed to hold the impetuous Libyan warband.
The meshwesh reform, this was
the biggest danger for the Egyptians, next turn the Greeks would be within 400
paces and would stop them from marching!
End of Egyptian turn 2 -
everything is now in position!
Turn 2 Greeks (6/5/1)
The Greeks yet again got excellent pips but couldn’t make
use of most of them, simply moving forward. The column of psiloi continued its
reform but found itself within 400 paces of the Egyptians, meaning that they
were limited to one move. The advance put the spear in range of the bw(I), but
after several shots only 2 spearmen were pushed back – bow are +3 vs foot and
get +1 if they have a second rank, while spear always add +4 (with no back rank
against shooting) meaning that they need to roll a 6 when spear roll a 1 to
double the spear and kill them.
The Greek line advances - two
of the spear would recoil to the archers, but the line would hold
Turn 3 Egyptian (5/3 ally 3)
Dirk again got decent dice, and used a massive 4 pips in the
c-in-c’s command to perform 4 individual element moves to further stretch out
his archers’ line. His remaining pip was used to move the meshwesh forward up
to the archer line. He also used another 2 pips on the sub-general’s command to
move two elements of his archers. The shooting again only got a couple of
pushed back, with the archers mostly 1 rank deep they cannot actually kill
spear (with +3 the most they can get is ‘9’ to the spear’s lowest of ‘5’).
Turn 3 Greek (5/4/2)
Again pips were no problem for the Greeks! The large number
of pips allowed him to use 2 pips from the cavalry command to reposition 2 of
his cavalry in-front of the meshwesh, and 2 pips from the high-pip command to
move four elements of hoplites (in 2 columns) in-front of the gap left by the
cavalry. The remaining pips were used to reform the spear-line that was pushed
back by the bow. The low pip command also used one of its two pips to turn the
entire phalanx into a column, however with the Libyans within 400 paces they
could not make a march move.
The shooting was again ineffective.
The Greeks reform to place
their cavalry in-front of the meshwesh
Turn 4 Egyptian (4/3 and ally 1)
The Egyptian pip die were not perfect this turn. The 1 for
the ally meant that Dirk could not hold the Libyan warband, causing them to
rush forward and make contact with the Greek cavalry. The pips in the middle
allowed him one last turn of reforming before the Greek line hit. He used two
pips from the general’s command to make two individual element moves with his
bowmen to move them in-front of the Greek cavalry, with the last pip used to
hold only the two columns of meshwesh in-front of the cavalry. Dirk had wanted
to move more bowmen but they were within 80 paces of the hoplites, preventing
them from doing anything but moving forward or backwards.
Not holding the remaining 4 columns of meshwesh caused them
to go impetuous, charging forward through the Egyptian bowmen (who recoiled behind
the meshwesh) and make contact with the Greek hoplites.
Combat began with the Libyan warband beating the Greek
cavalry, causing them to flee in-front of the reforming column of Greek
hoplites behind them, but the main show was the meshwesh. Things started poorly
for them with the first result being 6 – 1 for the hoplites, resulting in a
total of 11 for the Greeks (+4+1 for back rank) to 5 for the meshwesh (3 + 1
for a back rank). However the meshwesh returned the favour winning the next two
combats. Warband get a ‘quick kill’ against spear and kill them in two ranks,
so both of these wins (although not doubles) resulted in 4 elements of spear
being killed! The Greeks regained some pride, getting a second 6 -1 in the
final combat of the round. In all cases the victorious foot pushed forward,
this let Dirk get his meshwesh in combat with the Greek general who was leading
behind the main phalanx, and also meant that the Greeks didn’t need to use pips
in their counter-attack.
The Meshwesh open up the Greek
lines
Turn 4 Greek (6/1/1)
The Greek luck with pip dice failed! 6 for the high command
was nice, but one for both the cavalry and the other hoplites was a disaster
because it meant that the Greeks needed to choose between counter-attacking the
meshwesh with the cavalry and the column of psiloi or moving the fleeing
cavalry out of the way of the Greek column. As it was the Greeks decided to use
their one pip to move the psiloi into combat and the general’s free to move the
cavalry in, meaning that the reinforcements were delayed for another turn!
With the high-pip general in combat the Greeks effectively
only had 3 moves (since it is an additional pip to do anything if the General
is in combat), which they used to move their psiloi on the far right forward
into the bow and aux(O) and to move the rest of the hoplites into combat with
the Egyptian bowmen.
Shooting finally achieved something, with the Egyptian bow
killing both a Greek cavalry and also one of the advancing psiloi on the right.
In the combats there were mostly just push-backs (neither warband or spear
quick-kill on the warband’s turn), but the Greek general was able to double the
warband they faced, getting one kill. The meshwesh also doubled one of the
newly arrived psiloi. This ‘spends’ them so they don’t count as losses until
the command is broken. It also means that the second rank of psiloi aren’t
killed either.
The Greeks are about to
counter-attack the Meshwesh, but the hoplite line looks very thin already!
Turn 5 Egyptian (6/4 and ally 4)
The Egyptians smelled blood, and got a massive number of
pips. The impetuous Libyan warband continued charging forward out of control,
nearly making contact with the stalled Greek column, elsewhere the glut of pips
allowed pharaoh’s chariots to make contact with the remaining Greek cavalry,
and the other chariots to counter-charge the Greek psiloi that had attacked the
auxiliaries.
The Libyan warband are just
short of the Greeks, in the background some psiloi are engaged by other warband
The meshwesh took the opportunity to attack wherever they
could, hoping to quickly break the Greek army…
The smattering of shooting from the unengaged bowmen again
achieved little.
The chariots charged into the Greek cavalry – this is +3 vs
+3 but with the chariots adding +2 if they win the combat, and breaking ties.
The end result of the three combats were two dead cavalry bases. Out on the far
flank, the auxilia and chariots killed 4 psiloi.
Dead Greek cavalry! The
command is now down 3 ME
Again the main show was the meshwesh, who killed four more
spearmen, including winning a 6 – 5 leading to two bases dead! The combat with
the Greek general was close, the general had no support, but has +1 for being a
general, leading to a total of +5. However he was also flanked by the meshwesh
swarm, reducing this to a +4. The meshwesh were again on +4. Both sides rolled
3s, leading to a draw, however the superiority of the meshwesh meant that they
add +1 in a tie, meaning they won, and killed the Greek General.
The loss of the General and 4 spear(O) was 8ME in total,
added to the 2 ME from the psiloi and the 4 from the already dead hoplites, the
command had lost 14 ME, leading to it breaking!
The cavalry command had lost a total of 3 cavalry and 2
psiloi for 4 ME, not enough to dishearten them. However, being within 400 paces
of a command that breaks adds 2 ME to the command’s losses for the one turn.
This was enough to also break the cavalry and, with 2 commands broken the Greek
army was forced to surrender.
Ending thoughts
In a tournament, that would have been a comfortable 25-0 win
to the Egyptians, and it was deserved. Dirk played well, taking a minor gamble
with his meshwesh, but it was a gamble that paid off, giving them the fight
they needed. He also took Josh by surprise by letting the meshwesh go impetuous
through the bowmen, this was not expected!
As for the Greek plan, deploying the left hoplites against a
difficult hill facing psiloi was bad, there is no way that spearmen will attack
psiloi up a difficult hill, so deploying them in column along the road would
have been far more advantageous. However though, it would not have made a
difference, the meshwesh charging through the bowmen won the game for the
Egyptians and without a screen of psiloi there was no chance for the hoplites to
survive (let alone win!).
The Egyptian plan was to get the Invincible Meshwesh into a position where they could break through the hoplites line, as the rest of the Egyptian army man for man were inferior to the Greeks. Deploying second put the Egyptians on the back foot so the Meshwesh were deployed slightly back to give some time to manoeuvre. Being irregulars they don’t manoeuvre well but with the Pharaoh with them and high PIP dice all went well.
ReplyDeleteThe archers were sent forward to screen the manoeuvre and to slow down the Greek advance. I think Josh was relying on one more bound to withdraw his hoplites and screen the Meshwesh with Psiloi, but my impetuous charge caught him by surprise, so the odds ended up in my favour.
On the Egyptian right I took the hill with a veritable cloud of Libyan psiloi. The Greeks facing them were superior, but not good enough to come uphill against twice their number, so a standoff ensued.
The only mistake the Greeks made was is the deployment of the second group of hoplites. If these had been on the road and had had more pips the Meshwesh would have been potentially fighting two Greek commands, and could have had their flanks exposed.