Roll Call 2003
Game 1
vs Early Libyans and Sea Peoples
PsI |
28 |
PsI |
17 |
PsI |
9 |
Sea People |
|
BwI |
20 |
WbF |
12 |
Axi |
BdF |
11 |
|
Gen WbF |
1 |
BwI |
12 |
WbF |
21 |
CvO Ally |
1 |
CvO |
1 |
Gen CvO |
1 |
BwI |
10 |
PsI |
7 |
36 |
33.5 |
Gen WbF |
1 |
15.5 |
|||
36.5 |
My lord this was big – and I had been lazy and not even looked at the list of the Sea People and so was surprised to find that they were Bd (F) – even worse!
My plan was to try and narrow the frontage of the game to basically mess about on one flank with my main Bd/Bw command whilst using my Wb and Cv (S) commands to take on the Libyans frontally, where hopefully the Cv (S) would prove decisive. This was to be achieved by use of the WW as defender plus a fortunately placed enclosed field which fell in my forward central sector.
What actually happened was that the Cv (S) blew up almost immediately, causing great panic and consternation, whilst the Wb (F) fought manfully, and the Bd/Bw command had to deal with lots and lots of Bd (F) attempting to expand out onto them. From what I remember both sides hung on for a 5-5 draw, with a command down each.
Game 2
BtsS |
2 |
WbF |
16 |
BwI |
10 |
PsO Gen |
1 |
LhF |
1 |
PsO |
2 |
BdF |
10 |
CvS |
6 |
PsO Gen |
1 |
Irr BdF |
4 |
PsO |
2 |
AxI |
5 |
PsI |
8 |
PsO Gen |
1 |
PsO Gen |
1 |
PsO |
8 |
AxI Irr |
1 |
21.5 |
21.5 |
Rg Ax O |
3 |
||
PsO |
2 |
18.5 |
|||||
Irr Bdf |
2 |
||||||
12.5 |
On paper this looked like a good matchup – I had my Wb command facing off his and the tiddler with the boats and had the opportunity to redeploy partially so as to also hit the Bw (I) command in his centre. My major Bw/Bd command was also wading straight into the Bw/Bd command (who had deployed their Bw (I) 1 deep) and then I was able to throw my Cv/Bw command plus my pip-dump against the final command. All these things happened according to plan, however the combat dice did not. Combined with the Enemy NKE winning the naval battle and surprising me by actually having something decent on the boats (2 Sherden, who then immediately chopped up the padding in my Wb command) the tide was turning against me.
Finally my over-stretched Wb command, severely hamstrung by the loss of 4 Bw (I) collapsed, at pretty much the same time as my massive mounted and bow assault finally caught the last remaining NKE chariot to take back a command. With nothing decisive happening in the middle we were condemned to a 6-4 defeat!
Game 3
AxO |
6 |
KnO |
4 |
KnO |
4 |
CvS Gen |
1 |
|
LhF |
1 |
BdF |
4 |
BdF |
4 |
AxI |
6 |
|
PsO |
9 |
LhF |
1 |
AxO |
4 |
CvS |
4 |
|
CvS |
6 |
AxI |
3 |
AxI |
11 |
PsO |
3 |
|
CvS Gen |
1 |
PsI |
7 |
24 |
12.5 |
|||
18.5 |
CvS |
2 |
||||||
CvS Gen |
1 |
|||||||
18.5 |
Another game fought on a narrow frontage saw two columns of Ugaritic Kn chariotry, initially deployed in a reserve attempting to force their way through a gap between two areas of rough ground before my Wb could make the dash to the relative safety of fighting the Ugaritic foot who controlled one of the patches.
The decisive part of the game was played by the lone LH (F) element from the NKE pip-dump command, who managed to steal a initial 6 to then wiggle his way round the flanks of the Ugaritics in turn 1. This caused delay and then disruption for the second column of knights as they detached the CinC to deal with the lone scout, and then lost control of the over-eager knights. A desperate struggle ensued as knights and blades and warband all fought in an enclosed space, exchanging casualties evenly whilst alone and ignored, the LH (F) continued sneaking up on the padding guarding the baggage.
With pips being sucked up by the main battle, the Ugaritic Nobility sent the ancient Sumerian equivalent of postcards conveying their good wishes to the baggage guards, but little in the way of pips or reinforcements. Finally the scouts caught an open flank to turn, and then kill 4 Ax (I), demoralising the command and breaking the back of the Ugaritic advance just as they killed the Wb command, but before they could nail the Bw/Bd combo.
Out in the open the Ugaritic cavalry had come out to play, but had come unstuck against a concerted Bw/Bd/Cv (S) formation (with regular pips) and they also went down – an 8-2 win.
PsI |
12 |
WbF |
14 |
PsO Gen |
1 |
Reg Bd F |
5 |
AxO |
2 |
PsO Gen |
1 |
Reg Bd F |
5 |
PsO |
4 |
PsO Gen |
1 |
Irr Bd F |
7 |
AxO |
2 |
BwO |
6 |
LhF |
1 |
21.5 |
CvS |
3 |
AxO |
2 |
|
9.5 |
BwI |
6 |
Ps GEN |
1 |
|||
PsO |
4 |
CvS |
3 |
||||
18.5 |
PsI |
1 |
|||||
19 |
So, 17 points out of 30, only 1 win and here I was on table 2 fighting for a place – what an odd competition!
This game saw my Bw/Bd command facing off the Wb and tiddler for the enemy NKE – who fortunately rolled fairly poor initial pips, and had expended most of them sending the Lh (F) to investigate a gully in my deployment area.. to quickly find that a/ it was occupied by my tiddler and b/ they were now dead.
In the center my Wb command made a mad dash for the Rgo where the 3rd command was sitting, whilst my mixed command attempted to delay the encircling 4th enemy command whilst also quickly redeploying their chariotry across the table to help fight the enemy warband.
First blood came to me as the surprised Bw (I) were almost immediately to resort to line kinking to avoid being steamrollered by my Wb. This gave them but a temporary reprieve however and eventually they crumbled – taking the exuberant Wb command with them after thay died. This then left the game to be decided in the struggle between the enemy Wb/Bd command and my block of Bw/Bd, supported on both flanks by Cv (S) as the 4th Egyptian command struggled to get into the game after their long march.
After the usual set of Cv (S) implosions things were swinging the way of the enemy NKE – until in a last-gasp frenzy the Bw/Bd went on the rampage. Coinciding as it did with a trio of 6-1 dice rolls this assault knocked the Wb/Bd command back on its heels, bringing them – and their army - to within a hairs-breadth of defeat!
One more turn ensued – the Wb command cracked, but with one final shot one of my troops also died, tipping the army over the magic 50% mark and finally both exhausted and battered armies expired. 5-5.