Well, my latest game involved me taking on Duncan?s Romanian Franks with my Late Imperial Romans.
For those who don?t remember my list, it goes like this:
Command 1
Brilliant General
8 Bd
8 Ps
2 LH (O)
Command 2
Sub
2 Kn (F)
2 Cv
2 LH (O)
3 Irr LH (S)
4 Ax (S)
4 Ps
Command 3
Sub
4 Cv
4 LH (O)
4 Ax (S)
4 Ps
Command 4
6 Bg (fortified)
Stratagems
Flank Attack
Change Deployment
Duncan?s army was organised something like this:
Command A
General
6 Kn (S)
2 Cv (O)
8 Bw (I)
6 Ax (O)
4 Ps (I)
2 Bg (I)
Command B
Sub
6 Kn (S)
2 LH (S)
4 Ps (O)
2 Bg (I)
Command C
Epirote Byzantine Ally
2 Kn (O/I) DBE wedge
2 Cv (I)
4 LH (S)
4 Ps (O)
2 Bg (I)
Command D
Venetian Ally
1 Reg Kn (O)
4 Bw (O)
Duncan was the invader, and selected two pieces of RG. I chose two GH, a large vineyard, and a paved road. The vineyard sat on my left flank, the two pieces of RG sat opposite the vineyard, on Duncan?s right, while the two hills sat in my centre and right flank, perfect for my infantry to cower on. The road played no part in the battle. Weather and time of day also played no part in the game.
I deployed first, with Command 1 in the centre, the legionaries on the hill. Command 2 went on my right, with the Ax on the hill, the LH on the hill?s right, and the Cv/Kn on its left. Command 3 was on the left, with the Ax in column in the vineyard, and the mounted in column beside them. Duncan deployed Command C in the centre, with A on his right and B on his left. The Venetians skulked in the rear as a mobile reserve.
My plan was to be aggressive on the flanks and defensive in the centre, while doing what I could to avoid his Kn (S). I considered using a Brilliant Stroke to swap Commands 1 and 2, but Command 1 wouldn?t fit in 2?s rectangle, so I had to abandon that idea. Instead, I gave the highest PIP dice to Command 2 on my right, and the next highest to Command 3, the third highest to Command 1 in the centre.
On my right, the LH streamed out towards his baggage, while the other mounted headed for the 2 LH covering Command B?s flank. Duncan responded by sending the Venetian knights forward to support the LH, and the Bw to protect the baggage. Over the course of a couple of bounds, I destroyed first the LH and then the Venetian knights, breaking the Venetians. My irregular LH failed in a couple of attacks on the Venetian Bw, but did eventually get into the baggage. Duncan advanced his Kn, detaching a couple to threaten my mounted. I took a chance, and attacked them with my Cv (including a sub) and LH overlaps, killing one.
In the centre, the legionaries sat on the hill, and I used the command?s PIPs to send the LH over to help command 2.
On my left, the Ax marched out of the vineyard and past the Bw towards the Romanian Ax. The Cv followed behind.. But the LH couldn?t get past the vineyard before the Kn of Command A cut off the route. The LH instead kept clear of the Kn and took on the LH of the Byzantine command, killing a couple.
With Command 2 all but victorious on its flank, I used a Brilliant Stroke to change my PIP allocation, giving the highest to Command 3 on my left, the second highest to Command 1 in the centre, and the third highest to command 2. What a mistake to make!
In his next turn, a lone Kn in Command B on Duncan?s left killed Command 2?s sub, disheartening the command. Command B?s baggage also 6-1ed the LH attacking it, though another LH killed one baggage element, then was recoiled by the other baggage element. Suddenly, with a disheartened command, no general and the lowest PIP dice, Command 2 was seriously hamstrung. Duncan made things even hairier by charging a Kn uphill onto a supported Ax element, but the Auxilia Palatina bravely fought off the Kn. In my following turn, one of my Kn killed a Ps, while Command 1?s LH killed a Kn, these losses being sufficient to break Command B. The bulk of that command?s Kn were about 20 paces from the legionaries on the hill?
In the centre, the Byzantines? lone Kn wedge advanced on my legionaries too. I used PIPs to double ranks and hope for the best. But Duncan was able to grind through the front rank.
On my left, the Ax eventually formed up on the flank of Command A?s Ax, and charged in. Duncan?s Bw shot down one of my Cv, but a Kn missed a chance at killing another Cv with a flank hit. I used PIPs to get the remaining Cv out of the way.
At this point we agreed to end the game, due to time limits. Duncan?s army was about 3 ME from breaking. I?d lost 4.5 ME from Command 3, 1 or 2 ME from Command 1, and 7 ME from Command 2. That made it 15-10 to me. Thanks to Duncan for another entertaining game.
Had the game gone on, the Kn from Command 2 were heading for the Byzantine baggage, and the LH from Command 1 were heading for the Byzantine Cv (I). On the other hand, I suspect the Byzantine wedge might have knocked over a few more elements. On my left, my Ax were likely to beat Duncan?s, but there?d be a couple more turns of fighting there.
Conclusions: once again having a regular command structure helped me a lot. I was able to keep clear of the Kn (S), except on my terms, though I was a bit scared to charge Cv into them ? overlaps gave me a bit of courage there. The ability to use a Brilliant Stroke to change PIP allocations was very handy, though it was annoying to lose Command 2?s sub-general right after giving that command the lowest PIP dice. Apart from that debacle, I generally didn?t run out of PIPs, and was occasionally able to use excess PIPs to brute-force some moves. If the game had gone on, I might?ve used my second BS to change PIP allocations again, to get Command 2 going again. Or I might?ve got Stilicho to charge into the Byzantine Cv. Anyway, this is a fun army to use, and now I?m wondering whether to take it to Cancon.
I?m considering swapping the Flank Attack stratagem for something else ? this army is so small I?m not confident of having a third of it off-table, even for short periods of time. Maybe Concealed Command?