Tuesday, April 30, 2013

Stooge Con 2013 - Part II

I described my army lists in Part I of this post. Now I'll give a short report on each of my games.

Game 1 vs Ming Chinese (Jim Naughton). This was my first game in a couple of weeks, and my rust really showed. It was made worse by the fact that a) the weather was mist and b) Jim really has my number. The board had some steep hills on my right flank and a small patch of rough going on my left. Jim set up his cavalry on my left flank, his gunners in the steep hills on the right, and his big gun line in the center. I set up my knights and cavalry opposite his cavalry, my spears opposite his gun line, and the Dailami opposite his gunners.

I felt pretty good about the setup. I figured that I could use the mist to screen my guys as I closed. However, I didn't realize that it would force my commands to roll pips independently. Ugh. Still, I figured that I'd be able to drive the right groups forward and delay out of range until I got some pips. Sadly, it didn't work that way. The allied command was unreliable, and, of course, the cavalry command also got 1 pip. Instead of hanging tight, I decided to press on, figuring that things would work out. Dumb, dumb move. The attack sort of stumbled forward. The allied command activated, then promptly rolled a 1. The knights ended up right next to the rough going, and a Ps ambush killed two of them. That meant that they hit the cavalry line a bit disorganized, and I lost another two, breaking the command. On the other flank, the Dailami hit the gunners and started taking casualties. His light horse then hit my bows supporting the attack and quickly disposed of them. Another couple of bad rolls and the Dailami command broke. I had lost one or two other stands by then, so the whole army broke. What a beating...

Game 2 vs Teutonic Order (Dave Shepps). Once again, the weather played a critical role in this game. I decided to go with the B List in this game, as I didn't want my Kn(F) fighting the Teutonic Kn(S)! Dave set up with the knights in the middle and bows and light horse on either flank. I put my spear in the middle, the Dailami on my right flank, and the cavalry horde on the left. As the game started, I pressed hard with the cavalry while soft pedaling with the other two commands. Several bounds into the game, it started to rain. Knowing the that bows were now at a disadvantage, I attacked aggressively with the cavalry and the Dailami. The Dailami tore into the bows, and I keep feeding them into the melee until all of the bows were dead and the command was broken. On the other flank, the Cv(S) survived one bound of ineffective bow fire and then slammed home, quickly killing them. My other cavalry and light horse attacked the opposing light horse, finally killing enough to break that command, and therefore breaking the army. Luckily, I was able to avoid direct confrontation with the knights. Those guys were scary!

The cavalry attack the Teutonic left wing...
...while the Dailami attack the right.

Game 3 vs French Ordonnance (Jim Wood). This was the first game that I played on Saturday. Jim was playing French Ordonnance. Once again, I wanted to avoid the Kn(F) vs Kn(S) matchup, so I went with the B List. There was a large woods on my left flank, but the rest of the table was wide open. I put the Dailami command near the woods, the spears in the center, and the big cavalry command on my right flank. Jim had three fairly similar commands consisting of artillery (S and I), bows (S and O), and knights (S). He deployed them on the half of the table with the woods forming a semi-circle around his camp. It was an intimidating sight, but I had a plan to attack it.

The main attack came from the cavalry wing. I used the light horse to screen the guns, then took the Cv(S) on a wide flanking move. The rest of the Cv(O) moved to 10 1/2 inches away from the guns and stopped. I was able to maneuver the Cv(S) into favorable overlaps against the Bw(S). It took several turns, but I was able to kill most of them. That freed up two units on the edge, and I was able to break the command by killing an Art(I) organ gun. There were still a few scattered units, so it would be a while before I'd be able to get into the flank of the next command.

The second part of the attack involved the Dailami. I moved the light horse from that command into a screen position while moving the Ax(S) in column through the edge of the woods towards the guns. They were able to approach without getting shot, but then Jim moved his dismounted knights (Bd(S)) to cover them. I was able to hold them off using the woods, then drive a few pairs of Dailami into the bows and guns. The Ax started to slowly grind them down, killing a Bw and Ax. But they were both S units, so it took a lot longer than I had hoped. Long enough for us to run out of time, since the cavalry was on the other side of the board, and I still needed to kill a few more units to break the command. In the end, I broke one of his commands and he broke none of mine, so it was a minor victory.

Game 4 vs New Kingdom Egyptians (Dave May). I decided to go with List A for this game, hoping to send my knights against his warband. As they say... "Be careful what you wish for!" There were some steep hills in the center of my setup area and a few rough patches in his. Otherwise, things were pretty open. I set up my three Arab commands slightly back, allowing the ally command to set up anywhere in front. The spears refused the left flank, the cavalry was in the center, and the Dailami were on the right. Dave set up all of his units in the left half (relative to me) of the board. He had a blade and bow command on the far left, followed by the warband block in the center, with an extended line of blades and bows on the right. He also had a pip dump command consisting of a general in a chariot and a bunch of Ps(I).

I was able to set up my knights across from the warbands and sent them straight in. It was a glorious attack... that completely failed! I lost a stand of knights in the first bound and two stands of light horse in the second. In retrospect, sending in the light horse to guard the flanks was a mistake. Anyways, it took a few more bounds before he was able to kill another stand and break that command. I was a bit bummed... five bounds in and I was down a command.

I sent the cavalry after the extended bow line. I used the light horse to screen, then attacked with double ranked Cv(O). It took a few bounds, but I was eventually able to grind down the bows and break them. I had been marching the Dailami like mad, and they were able to provide a bit of support in the attack. Dave attacked them with his pip dump general and managed to kill an aux stand and its supporting psiloi on my flank. I was then able to surround him with Dailami and their cavalry general and kill him. Of course, it wasn't enough to break the tiny command, as he made sure to allocate two pips to it next turn. Sigh.

The Egyptian chariots hold off the Arab cavalry.

Now we each had one broken command, and it would be a race to see who could break a second. Rather foolishly, I inched my spears forward after the knight command broke. The warband slammed into them, quickly killing two, but the attack stalled after that. I was able to delay them using the general and a light horse stand from the broken ally. In the center, I had to make my way through some broken chariots and blades. By the time I did that, a group of unbroken chariots arrived to prevent my cavalry from getting into the flanks of the warband. I think I would have been able to overwhelm them, but I had to kill way too many to break the command. In the end, neither of us were able to break the last command and the game ended in a draw.

The Dailami butcher some skirmishers, but don't make it to the camp.

Overall I went 2-1-1, so I was happy with the army's debut. Interestingly, I had better results with the three command "hammer" list than the four command "rapier" list. I do think the army is a winner, but it does so very slowly. It doesn't have any troops that can quickly kill opponents, but it is very resilient. The biggest enemy is time, so its worth working on ways to attack more efficiently. I'm definitely going to use them again in tournaments later this year.

I had a great time at the event. Thanks to Howard for running it, Legions Games for hosting it, and all of my opponents. I'm looking forward to playing them all again. (Well, except for the Ming. I hate those guys... :-)


Fisher said...

Nice write up. I was not able to make it but I do run an NKE army with a "pip sink" general and a few psilo.


David said...

Dave the NKE guy.
Nice write-up. I forgot how close our game was. Wb(F) are sure a special troop type! I'll see if I can shoe horn in 4 more.

Kevin Serafini said...

Dave, our game was really close! I think that you had a slight advantage at the end, since the spear command was only a couple of stands away from breaking.

Rich, Dave's pip dump worked rather well. I tested an Abbasid list that used a pip dump, but switched so I can have the knight ally command. As it is, the spear command works like a pip dump, since I rarely need more than one pip for it.