Campaign 2006
Having entered the Richard the Lionheart period at Campaign
I was faced with the choice of army from
Anglo-Norman, Futile French, Sicilian, Syrian, Later Crusader, Ayyubid or
Futile English. Figures available narrowed the choice to Syrian or Ayyubid and
as I couldn’t come up with an Ayyubid list I liked I went for the Syrians as
I’d used them before although I had to swap the Cilician Armenian ally for a
Later Crusader one.
The army was:
Damascus C-in-C: Irr Cv(O) gen, 2 Reg Cv(S), 3 Irr Cv(O), 6
Irr LH(S), 3 Irr LH(O), 6 Irr Ps(O), 1 IRr Hd(O);
Aleppo Ally: Irr Cv(O) gen, 1 Reg Cv(S), 2 Irr Cv(O), 6 Irr
LH(S), 8 Irr Ax(O), 2 Irr Ps(O), 2 Irr Hd(O);
Homs Ally: Irr Cv(O) gen, 3 Irr Cv(O), 5 Irr LH(O), 2 Irr
Ps(O), 5 Irr Hd(O);
Crusader Ally: Irr Kn(O) gen, 5 Irr Kn(O), 8 Irr Sp(I), 2
Irr Bw(O);
First game matched us against the Reigate
team and I get to play Mr Briggs and his Ayyubids. I defend and there is a
strong wind blowing from the direction of Hammy’s game :-) Between us we
scatter scrub around the table with patches landing in my left and right
sectors and then a couple of dunes on the table edges. I deployed the C-in-C on
the right, then Homs,
the Crusaders and finally Aleppo.
Graham has a few Cv and a load of LH and Ps facing my right, but the Ps are
hiding at the back, Cv and Ax in the centre and Cv and Bw on my left. Fairly
quickly – bound 1 in fact – I find I have cocked up as I have left enough space
in front of the Crusaders for Graham to send a lone LH into the Kn in order to
break them up and get them sponno; shows my infrequent use of sponno troops I
guess :-0 Plus side I have no unreliable allies.
Well Graham does break up the Kn for the loss of his LH and
they surge forward some sponno and some still under control – in fact the
command has good PIPs all game with just one “1” thrown. This sucks my Cv from
the other 3 commands into following and supporting them and Grahams Cv also
gravitate to the centre of the table in anticipation. On my right I push the LH
from the right hand commands forward to push back Graham’s due to weight of
numbers. We have an amusing side act here where one of my LH(S) elements chases
one of Graham’s practically to the base edge, 3 of the moves cost 2 PIPs for
being out of command range, and then dies to a 5-1 in combat. On my left
Graham’s Bw advance and face off my Ax who are single ranked in RGo. Neither
side wanted to advance and close too quickly here. I managed to wriggle a
couple of elements round the side and get a Hd(F) and LH that were the Ayyubid
flank guard which pulled a couple of Cv. Graham then decided to advance the Bw
and start shooting even though the wind was still a disadvantage.
In the centre the Kn hit Cv and pushing and shoving ensued
and my Cv joined in the fun – both sides had files of double ranked Cv(O) here
as well as single ranked Cv(S) – and I brought up the Crusader Sp to try and
push past a flank. Elements were exchanged here and there and the Crusaders
started to look a touch fragile and were finished off when a file of Sp were
destroyed by their recoil being prevented when I couldn’t cover the flank. Ah,
well but they are only expendable Christians so who cares :-) On the left I’ve
contacted the Bw after being a bit disrupted and have some early success soon
bringing Graham’s C-in-C’s command to 1 element from breaking which would make
the game 7-3 to me. With the end of his line uncovered I have 2 bounds of 3-1
combats with no recoil to Graham for the command and I miss both times. In the
last bound I have a 3-2 and a 3-3 the latter again with no recoil and again
miss them and so I go down 13-19 (4-6) muttering about Graham being Mr Spawny.
I rather think I should have got that 7-3.
The second game matched us with the Terrapins team and I got
to play Jer Morgan and his (well borrowed) Futile French. Once again the peace
loving Syrians are invaded and I scatter small patches of scrub and dune around
the table which create a channel in the centre and on my left down which the
French may advance. Jer adds 3 small steep hills which with a dune effectively
block off my right from his advance. I deploy the C-in-C on the right, again,
then Homs, Aleppo and then the
Crusaders on the left (a bit of a risk but I feel he may have lighter mounted
on the flank). Jer deploys 2 commands with a total of 17 Kn(S) in the centre
with Pk(I) blocking off any chance of me scurrying around on my right and Sp(I)
and an Art(O) covering the Kn’s right. Jer’s right is his ally with Cv, Ax(X)
and Bw – so my gamble with the Crusaders has paid off (ish).
Quite correctly Jer placed his faith in the Kn and advanced
them boldly down the table whilst keeping his ally back – but sending out a Cv
to slow down my Crusader Kn’s advance a bit. My LH fall back in front of the
oncoming wall o’ death and the Cv move round to be in a position to (hopefully)
get onto the flank of the Kn – we really don’t want to fight them frontally.
Additionally I push my Ax into RGo on my left. Inevitably at inconvenient
moments Jer’s two Kn commands roll “1” and some sponno moves ensue including
some into the Ps in the RGo – mind you these are destroyed for no loss of Kn …
I have one particularly successful bound where I have thrown LH into the Kn and
kill 5 or 6 including one in a single combat with LH(O) – however, I actually
wanted to recoil from this one as I would have hit Jer’s subbie and destroyed
him :-0
We now have something of a swirling Kn Vs LH and Cv fight
with the Kn forcing back the Syrians but losing the odd element here and there
to whittle away at the commands. However, my smallest command is having to do a
lot of fighting and looks vulnerable. Meanwhile my Crusaders have reached Jer’s
ally command and kill a couple of elements and can flank the general who
promptly dies – but the command survives the dice roll and I have to keep
plugging away which I do, including surviving a possible recoil one of my Kn
into my ally general to kill him. The result of the swirling fight in the
middle is that my small command breaks when Jer gets his C-in-C into my Hd –
although they’ve mugged one Kn(S) already – and my rather overburdened Homs command breaks. Time
is called with all of Jers commands about 2EE off breaking and I’ve lost 14-18
(4-6 again). I feel for the second game in a row I’ve just missed out on a few
dice rolls. Woulda, coulda, shoulda :-)
Last game on the Saturday brings the Derby team and I play Mark Birch’s Ayyubids
who invade Syria
with a risk of rain – which appears only once late on in the game to no real
effect. Once again I choose scrub and dunes of which 3 of the former land on my
left and are the only pieces to have any effect on the game. I deploy Aleppo on the right with
his Ax 1 deep in the RGo to tempt Mark in, Crusaders next to them, C-in-C and Homs on the right. Mark
deployed an Ax, Wb and Ps command opposite the scrub a Bw and Cv centre and a
small er Cv and LH right flank.
Homs
is sulking after doing too much fighting against Jer and is initially
unreliable but comes back on side in bound 2 and so doesn’t really affect the
game. Mark pushes aggressively at Aleppo
and quickly creates gaps in my line which look rather worrying. I push as best
I can on my right and the Crusaders are left in the unusual role of sitting
still and holding ground whilst we see how things pan out – it being a team
comp I may be required to hold onto as many points as I can so no sense in
getting stuck in too quickly even if it looks a bit dodgy.
Well after an initial run of bad dice on my right (I was 5
elements down to Mark’s 2.5EE) we had one of those luck swings and it all goes
my way for a bound or two and I break Mark’s command, although Aleppo is 1 off
breaking and so not in a good position to exploit. However, Mark has some LH(S)
from his central command on the extreme flank and despite being out of command
range they attack some of mine and with a luck swing back to him Aleppo is broken. To be
honest it is only fair with the dice going the way they did. I finally get to
put in a good attack on my left, however, with the Homs general unable to kill LH when 4-0 up I
was unable to open up a significant gap. The game finished with a desultory Cv
fight in the centre with a few of my Kn joining in but there really wasn’t time
for anything to come of it. A straight 16-16 (5-5).
Sunday morning saw Richard the Lionheart in the shape of Darrell
Pearce invading Damascus
on behalf of the Milton Keynes team. They
invaded down a Rd and a couple of steep hills effectively cut the field in two.
I added some scrub the only useful piece of which fell on my left but in
Darrells half of the table. With the Crusader baggage being to the left of the
hills I assumed that is where we would fight and so put my C-in-C on the right,
then the Crusaders, Aleppo and Homs on the left again. Darrell had a centre of
Sp and Bw(X) with wings of 4 Kn, (S) on my right, with SP and Bw supporting on
my right and mainly Bw supporting on my left including more Bw(X).
Darrell played a cautious game aiming to pivot on the hill
on his left and push me out of the way with his tougher troops and deny me any
chance of flanks. A quick team talk decided that the early period game would
definitely get a result but it could be either way, Hammy had a shot at a win
but it may be risky and so I should play safe for a while and have pop at the
end if the team needed it. So I danced around a bit and moved a few expendable
Cv to my left to have a longish shot at Darrell’s Bw to see if anything could
be created. What it created was a few dead Cv and LH for no gain. Ah well. On
my right I spend most of my Pips moving Ps onto the steep hill guarding
Darrell’s flank to see if any pressure could be brought there. Once again the
Crusaders job was to occupy space and once again the PIPs allowed them to do
so.
So after a relatively quiet couple of hours we see that MK
have won the early period game 10-0 and Hammy’s attack whilst coming very close
has petered out and he is 3-7 down. So it was now time for me to have throw of
the dice and see if any points could be grabbed with a few long shots whilst
making sure I didn’t go down any worse than 4-6. The Crusaders were sent into a
block of Sp(I) with useful overlaps and I assaulted Darrell’s Bw on my left
with LH from 2 commands to spread potential losses. I also wangled my Ps on the
right into the flank of some Bw(I) thanks to good PIPs for my command and also
into the flank of some Cv in the open. The Crusaders decide that killing fellow
Christians on a Sunday is not the done thing but that being killed by them is,
however, their general survived so the command is OK. The Ps get a couple of
elements but luck is not with them. It is, however, with the LH who ride down
many Bw, including the odd Bw(X), frontally and break Darrell’s right to get me
a 19-13 (6-4). I seem to have picked up some of the luck I needed on Saturday.
The final game is against the Warlords and I play Eric Doman
back on the scene after period of illness – importantly he hasn’t played much
recently so I may have a chance :-0 Eric is using Sicilian and despite their
aggression of 3 I invade with a risk of rain – although it never turns up (or
we forgot and it didn’t matter). Eric places a large BUA on my left and then 3
pieces of RGo which all fall around it so I decline to place any more terrain.
With his baggage near the BUA I assume Eric’s army will be somewhat over that
side and so I decide to send Homs
off on a flank march on my left to see if they can do anything – but being the
smallest command will not be missed too much if it is a wrong choice. I then
deploy the C-in-C on the left, then the Crusaders and Aleppo on the right. Eric surprises me by
deploying mostly out from the BUA with 2 Kn, Ax and Bw commands on my left and
his infantry command of Bw, Sp and Ax on my right going close to the table
edge. However, this allows me to deploy the Aleppo Ax opposite his Bw.
Eric typically launches an attack straight away and with my
deployment being somewhat to my right is assuming my flank march is on my right
and so he needs to get stuck in or it will cause problems. Aleppo is unreliable on my right but Homs rolls to arrive in
the first bound – Eric is a touch surprised that it is on my left which means
his right is safer but knows the BUA and baggage are in danger. Eric continues
his advance and decides he still needs to push hard and so brings his Bw to
shoot at the Aleppo Ax hoping to break them up and cause casualties even though
it will make them reliable. Unfortunately for Eric despite his Bw doing just
that Aleppo has great PIPs from then on and can close to contact rapidly and
destroy 4 Bw on contact leaving rather nasty holes in the Sicilian line.
Meanwhile Homs’
Ps have taken the BUA and Cv get into the Bg and eat them up pretty quickly for
16EE towards army break.
The writing is now on the wall and Eric goes for everything
he can. I make a mistake with the Crusader Kn – I work out where they will go
sponno wrong when deciding how to deal with the 1 they roll for PIPs – and with
a death in the line next to the Crusader general it looks a bit dodgy,
especially if a line of Kn Eric has sent into Cv and LH can do something as well.
I’m lucky and the Crusader general survives (his loss would have taken 4
elements down for a total of 5 from the command) and with a big PIP score I can
clear a recoil for him to buy another move. Another big PIP for the C-in-C
allows me to ensure my left is safe and on the right Aleppo cleans up the elements needed to break
Eric’s right hand command. Despite this being the smallest command (21.5EE)
with the other 16EE the Sicilian army breaks and I get a 30-2 (10-0).
Overall 92 points (29/50) and 5 most enjoyable games. Once
again thanks to all the players and the MKWS for arranging it. Hopefully we
will be back next year if the date is OK.