Today’s game was my third
round game in the Essex Warriors Annual DBM Tournament.
I had elected to use Low
Countries because it was a new army, I had not used it in anger before this
year and I wanted something totally out of my comfort zone to test my skills
and ability.
After my second round
defeat I was drawn against Paul Brady’s Feudal English.
Our armies are unchanged
from the first round games as the tournament follows the usual BHGS format of
four rounds but fought over the course of the year rather than over a weekend.
This allows players to make full use of the all day Sunday we have to play and
means they get to play in a tournament which otherwise most of them would not
have the chance to.
Paul’s army consisted of four
commands organised thus:
C1 = 20 E/18.5 EE/6.5 D
[25% = 5 EE] CinC
C2 = 15 E/17 EE/6 D [25% =
4.5 EE] Sub general
C3 = 20 E/17.5 EE/6 D [25%
= 4.5 EE] Sub general
C4 = 14 E/13 EE/4.5 D [25%
= 3.5 EE] Welsh Ally general
Army 69 E/66 EE/33 B
My army was as before:
The Low Countries have an
Aggression of 0 compared to the the Feudal English Ag 3 with both armies being
in a Cold Climate. We both elected to invade in the Summer.
I rolled Ag 0 + 6 = 6
which made me think I was going to be the invader. Paul then rolled a 1 to
confirm this. The difference on the roll was a 5 which luckily meant there were
no weather effects as it was 07.00 hours and I was the invader. Because of the
way DBM terrain works based on available options on the defenders army list I
decided to place a Rd and 2 x 1.5 FE of entirely steep hills to break up the
table and give me something to try and anchor my line on. Paul then placed 3 x
0.5 FE Marsh and a single 0.5 FE bare gentle hill. Being a mainly infantry army
I was seriously worried about ending up being outflanked on both sides because
of the superior number of mounted Paul had access to in his list.
The terrain fell
reasonably for me and allowed me to give some thought to a plan of
attack. Paul placed his baggage and then I placed mine along with the TF
fortifications in three separate groups As the list checker I knew what each opponents
army list consists of so I always make sure they have a copy of my list as soon
as we have arranged to play our game.
We then wrote out our
command deployments. I deployed my CinC’s command across my front to take
advantage or its ability to occupy the TF and the steep hills and deployed my
two infantry commands slightly to the rear either side of the centre of my
position.
Here are the armies as
deployed before we started the first move.
I pushed forward as fast as possible with the aim of taking out his isolated commands in detail before Paul had a chance to moved his left flank commands knights forward around my open flank.
My knights were in the way so I had to push them over to the centre with a view of trying to take his Welsh ally in the flank but Paul was also advancing forward with his his foot
archers against Guildsmen knights in my centre so I decided to dismount the knights
as Reg Bd S are much more resistant to bowfire than Reg Kn I are.
I had a pair of mounted crossbowmen with were able to interfere with Paul's advance and allowed me to slow them down as I withdraw them into the gap between my left flank artillery redoubt and the pikemen.
I had a pair of mounted crossbowmen with were able to interfere with Paul's advance and allowed me to slow them down as I withdraw them into the gap between my left flank artillery redoubt and the pikemen.
It was at this time Paul
rolled a 1 on his right flank command which meant that he could not hold it and
because it was less than a move away from my infantry he could not move his
full move. He elected to move his three right most knights forward their full
move and let the other two go impetuous [this included his sub general for that
command in the second rank.] He also moved over a single Cv element from his
CinC command to try and protect his exposed flank.
This allowed me to push
forward and contact the leading knight in my next turn with my Planconmen in
two ranks supported by my Guildsmen pikes. I then killed the leading knight and
this also destroyed the sub-generals element behind. I had already killed
another knight which meant this command had now lost three elements including
his general so Paul had a 50% chance of saving it on his next PIP roll. Paul
then rolled a 1 which meant the command immediately broke and had to flee
towards his baseline. This unlucky result meant Paul had lost a total of 17 EE
in this command plus a couple more for the other commands out of the 33 I
needed to break his army. [see below]
I then pushed forward with
my other pike command into his small Welsh ally. The Welsh spearmen are tougher
than I realised because of being Irr Ax X which meant they fought three deep
but counted as Inferior to my pikemen. I eventually took out two elements from
this command before he managed to turn my exposed flank with his Welsh ally
general who then recoiled away from me.
Paul then let his CinC
knights go impetuous and burst through his own archers who immediately fled to
the rear and hit my pikemen frontally. I recoiled all of his knights and
advanced to close against his remaining archers and using my superior combat
factors and PIP swapping between commands started to peel off some of the
archers and knights each turn. In a
couple of turns I had taken out sufficient elements to break his CinC’s command
and with it the army.
One funny thing that
happened, as far as I was concerned was that over on Paul's far left flank he
advanced his Flemish Mercenary knights across the front of a pair of my
artillery in the TF and I ended up firing at the rear element from behind its
flank and rear with two Reg Art I which meant the CF was 4 v 2. This meant all I needed to do was beat the knight elemeent to force it to turn round and then recoil itself into the rear of the knight that had been leading it in the column and doing this resulted in my taking out two elements of knights.
It was a hard fought game
and Paul had his fair share of bad luck and poor PIP dice which allowed me to
take advantage of some of his minor deployment and combat errors. Had he been
luckier with his combat rolling in the struggle between my pikes and his Welsh
it could have easily turned into a defeat. We played for about four hours and I
won 10 -0. We are using the BHGS scoring system which converted to a 31-1
Victory. I lost a total of 4 EE in the army and destroyed 14 of Paul's EE due to a combination of close combat and distance shooting.
I learnt a lot more about
how to use this army and I am looking forward to fighting Andy’s Teutonic’s in
the final round.
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