My infantry command held my left flank, the more mobile Ghulums Syrian commander the right.
As usual Kent deployed a bulwark of crusaders
My plan revolved around overwhelming the Turcopole Light Horse and wheeling round his flanks- with two of them vs three of my light cavalry it should be a doddle!
Yeah right! Two of my light cavalry were cut down by the crusader light cavalry so I sent my Ghulum archers and two of my superior light horse to assist them out- this flank became a wheeling series of melees for the remainder of the battle.
We both refused our other flanks and spent several turns ignoring each other- blue tokens denote units on opportunity.
The final remaining Turcopole feels outnumbered as the turkmen and ghulums close in for the kill.
Kent's main force wheels to present the terror on theirflanks- can I get behind them and totally disrupt his battle plan?
Impetuous knights are constrained to shoot through the rough going. Myn ghulums rain missile fire down onto them.
The turcopoles are right around the flank- and managed to evade whenever threatened.
The conflict rages vs the knights- they have a lot of stopping!
With his left wing in trouble Kent advances his infantry towards my left flank- now things are leaving to get interesting. I want to be capable to make them whilst doing enough damage on the other flank to win the game.
Steady...
At death I share with those impetuous knights.
On my left flank I throw forward a whole of city militia to try to dumb down the Crusader advance- it doesn't work.
Something I thought I'd never see- a buttock of death manoeuvre (ala DBA). Kent advanced the dismounted knights and so managed to get behind my light horse.He then threw in his footsergeants. The combat was a cast but my light horse had to split off and were cuahgt by the knights- sneaky! My on fault though, when I advance to let loose at a crossbow unit I wasn't careful enough with the direction my troops were facing- a lesson learned.
I've now got numbers on my right wing but still want to close off a few more units before my left flank implodes!
The site is decidedly perilous- I have all I can forward to try to catch the Crusaders- as has happened in each game they have fought the gaziz are quickly overwhelmed.
Cavalry charges uphill manage to do the trick destroying a pair of units of dismounted knights and sergeants.
Kent's infantry are also start to follow through the centre- both of us are now tight to breaking. Can I finally complete the job?
I get now broken Kent's command but he has till the end of the work to keep the game- several of my units are badly mauled so it will be close. Foot knights charge my Ghulum general, alone the throw of a 1 prevents him from being destroyed as he only had 2 hits left!
Kent is working out of options. He charges a Turkopole unit with some foot sergeants- if I evade I will end up straight in the way of the Crusader general so elect to fight. Neither of us causes a wound so the lighter horse have tor retreat straight into the way of the general who smashes them and so breaks my statement to save a draw!
Review
A very good game- the light horse was a really nightmare to present and Kent is ominous to add still more crossbows and bows to return them.
I felt much happier with the remainder of this effect and felt it was often more competitive. I managed to destroy 25points worth of Kent's command (just over half his 48 TVD) whilst losing 17 of my own so for once I was on the plus face of the casualties inflicted ledger.
I was too happy with the way my light cavalry and medium cavalry was combining to clean off units and so was starting to do to terms with how to meet the force- more light horse is well and in this stake they really are a worthwhile troop type.
Next time, Kent wants to morph his power into a Norman army and get on the Vikings- or something similar- it might still be time for the Norse-Irish to descend out to play.
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