IC, TC, FC
3 x 4 Light Chariots, Superior Drilled Bow
2 x 6 Runners, Av Drilled Unprotected bowmen Psiloi
3 x 6 Close Fighters Av Drilled Protected Swordsmen
2 x 6 + 1 x 8 Bowmen Average Drilled Unprotected Bowmen
12 Sherden Average Undrilled Protected Impact Foot Swordsmen
8 Javelin Ps, Av Undrilled Protected Javelin + LS
Hittites
Generals - 1 x IC, 1 x FC, 1 x TC (I will do the same)
3 BGs of 4 Light Chariots - Superior Drilled with Light Spear
1 BG of 6 Heavy Chariots - Superior Drilled with Light Spear
2 BGs of 6 Psiloi Runners - Av Protected Jav & Light Spear
1 BG or 8 Auxilai - Average Drilled Protected Light Spear
2 BGs of 12 Auxilia - Average Drilled Unprotected Defensive Spearmen Spearmen
1 BG of 8 Bowmen - Poor Undrilled Unprotected Bowmen
1 BG of 10 Gasgans (Warband F), Average Undrilled Protected Impact Foot Swordsmen
(DBx Classifications to make it easier to find the troops in the box!)
Not much terrain - one prominent orchard in the hittites forward / left area.
As Egyptians, my plan was to wheel a long line of bowmen out towards the orchard (which was on my right) maneuver the Axeman and Sherden past and round it and clobber the Hittites as they tried to close in on the bowmen, whilst skirminshing with bow armed chariots on my left.
The Hittites advanced with their best foot and the heavy chariots past the orchard, with a deep mass of rubbish foot backing them up. Some JLS armed foot came straight through the orchard, behind some psiloi. The Hittite javelin armed chariots ended up facing off against my bow armed ones.
In game terms, the initial skirmish took place with two lots of protected javelin skirmishers engaging in front of the orchard - the egyptians supported by some bowmen who formed an overlap. However the Hittites got the better of the initial combat and disrupted the Egyptian psiloi, who never really recovered.
With the main lines, the Egyptains bowmen got probably a little too far forwards - or the Hittites got forwards too quickly -
and the shooting iflicted by the egyptians was derisory on both the Hittite foot and the chariots - it was hard to get in enough rounds of shooting to do any damage, and the rule (see later) about any element of a unit engaged in combat cannot shoot really hurt the Egyptians, as 2 blocks of bowmen were neutralized by one unit of Hittite foot, allowing the chariotry to attack with impunity. Even the belated arrival of some Egyp[tian axemen was not enough to stem the tide, and the hittites smashed the two bow units and then the Egyptian army imploded, with some of its best units not even getting ito the game.
Meanwhile the Hittite JLS chariotry had been forcing the egyptian bow armed ones back and eventually caught them, butchering them badly - partly through evade/pursuit rolls, and partly because there simply isnt that much table to evade across - especially with trooops who evade being unable to shoot in that turn.
This meant the game was over in about 6 turns. Definatel seemed easier - although we had set out the POAs that would apply in this game, listed by troop type, on a separate sheet so that did help. We werent checking to see what was and what wasnt a CMTs all the time
As the Egyptian player, I definately tried an over-ambitious plan, and my shooting and combat dice were poor, and the Hitties passed almost every Cohesion test. So it was going to be tough But I also struggled to see much real value in bowmen in the game given their extreme vulnerability to any sort of foot, and lack of great impact of shooting on decent sized units of chariotry. I can see there are POAs that would help against cavalry but it seems everything moves further than in DBM, but shooting is less effective and its (effective) range hasnt increased so shooters get a relatively bum deal. Whether this is right or wrong historically, I dont know, but Id put my faith in more swordsmen and less bowmen next time. The hittites used their bow as filler at the back - it never even shot, and they just led with a block of their best troops led by generals - which worked very well .
It also felt very hard to skirmish for more than a handful of turns with my skirminshing chariotry, as the loss of shooting in turns where you skirmish, and the knowledge that the hittites had a POA in combat meant even a DISR result on the Hittite light chariots from shooting would still only make them evens at impact (8 dice DISR to 6 dice, hitting on 3 for JLS, vs 8 dice hitting on 4 for the egyptians). My take - skirmishers were overpriced, because there is not enough table for them to skirmish back across !
And we are still not convinced of the value of expensive generals. They fight in combats and help out a lot there, but othewise troops are chugging forwards anyway.
Questions:
1. Why count generals for scouting ? They don't ever count as their troop type in combat or other circumstances, and so it seems to be giving a no-brainer advantage to armies who can choose if their general is heavy or light cavary (like the Hittites). It also is another aspect of the rules that makes the generals element seem more like a "real" element that is actually there on table - instead of generals being "an abstraction of the command and control influence exercised by the commanders of the army" ... which I suspect they are supposed to be in these rules. (see later for another example)
2. Do bowmen get +1 at Impact for a 2nd rank of bows, or is this restructed to "supporting psiloi" types?
3. Rear Support for Cohesion tests. Requiring it to be "better grade" seemed counter intuitive for both biblical and medieval armies, who would lead with the nobles and have the crap at the back. Should density be a better measure maybe? And does/should facing of the support troops make any difference
4. Cheese Alert ! Contracting 2 bases whilst stationary is a great way to get out of charge range of an enemy - especially as they can only charge by wheeling. Contracting within (2,3,4??) MUs maybe should be either not allowed, or a CMT for everyone at the very least...
5. Wheeling a deep formation. How do you measure move distance? Do columns get handbrake turns with the rearmost elements?
6. We had a situation when a skirmisher on skirmisher combat got bogged down into a slogging match/deadlock - which prevented the main battle lines closing. Should skirmishers be able to break off under certain circumstances?
7. Sometimes generals simply dont fit and when sitting behind a formation they can prevent others closing up gaps. There needs some clarity / explicitness as to whether they really exist as on table elements (see above as well)
8. "Contract one or two bases" in movement. We assume this is "contract a BG's frontage by.." but it needs to be clarified, or pikemen (anyone!!) may never be able to expand or contract in anyones lifetime!
9. When do troops conform - and/or expand? Or are we making this up - cant find it in the rules, so maybe its in the wrong section. Should it be after impact?
10 You cannot shoot if your BG is involved in combat. But you can be a target of shooting. This seemed incredibly unfair on wide/large bow units who are clipped at one end.
This was a situation in which the Hittite chariots (top) were able to approach and attack Egyptian bown with impunity even though the bowmen were only acting as an overlap with a frontage on 1 element.
11. Can you contract out of contact during the movement phase? (or out of an overlap position?)
12. We had a situation in which some egyptian heavy foot charged the Hittites in the bogged-down skirmisher fight . This mean t the hittites evaded (I should have just moved in in the movement phase and joined a combat I know....doh!) but the net effect was to leave a fragged egyptian skirmisher unit in front of my best two units on table. And a fragged skirmisher unit is rather hard to withdraw, so my fragged skirmishers ended up as a protective screen to the Hittite army. Shoudl disrupted skirmishers be able to withdraw to the rear of friendly troops anyway ?
13. Shooting into a melee - this can cause Cohesion tests which affect the melee, and where the generals presence doesnt count as the unit/general involved is in melee. Ouch ?
14. One of my generals made an effort to rush back and help rally a broken unit of skirmishers, just to see how this worked really. In retrospect it was a waste of time - the game simply doesnt take long enough for moving, trying to rally, failing the first time, trying again, never mind improving them from Fragged. Maybe this is the idea, as I dont actually like the idea of generals functions being to run around and act as a a backstop anyway - but almost why bother putting rallying routers in the rules at all I suspect ?



