Egypt Saved from Sea People Menace
Posted: Thu Jan 18, 2007 9:50 pm
Hi,
Clive Vaughan and I played a game list night, Sea People vs NKE, using a modest raiding force of 500 AP. The terrain, using the quick system, blocked out the extreme flanks but left the centre open, which suited my Sea People.
On my left I had 1x10 MI Warriors (impact, sword, protected, avge) and 1x6 skirmishers (jav, unprotected, avge). In the centre I had 1x10 HI Warriors and 1x8 MI Warriors and 4 LCh in reserve. The right mirrored the left, plus a mob nominally tasked with protecting the camp. My plan was, err, to run forward with all my infantry and see what happened.
Clive had LCh and 1x6 MI bow plus 1x4 chariot runners on each wing. His centre consisted of 1x8 Egyptian HI close fighters and 1x10 hairy Libyan MI warrior impact swordsmen. Clive planned to make use of his combined arms to defeat my ASBO warriors.
I used my skirmishers to mask off the NKE bowmen and generally charged in across the line. My HI warriors were facing Clive's Libyans, so to bolster them Clive fed his CinC into the front rank. I though this was a mistake but in the end it tipped the balance in the impact phase in Clive's favour (due to quality rerolls as a result of the raised status and better CT odds). As a result my HI warriors became disordered and then fregmented and eventually broke.
My warriors broke Clive's right wing, but my left wing collaped under the combined assult of chariots and bowmen. With my centre gone the game ended with a clear victory to the Egyptians.
General comments on the game: The game felt okay and we had a reasonable understanding of the rules for the first game (we'd both had read through them carefully several times before the game). It seemed a little dull at times, although perhaps no more so than a DBM NKE vs Sea People game. Its also possible that I'm just not yet aware of which are the buttock clenching combats as I'm not yet familar enough with the rules to recognise the critical combats.
Some specifics on the game:
1) Skirmishers seem to be able to outshoot MI bow. 1x6 MI bow (unprotected) in 2 ranks shoots with 4 dice at -ve POA. 1x6 jav Sk shoot with 3 dice at +ve POA.
2) If the turn sequence is in the pursuers favour then you get a sequence where a unit breaks in the melee, routers and pursuers pursue in the interbond, variable dice meant the pursuers fell behind by 1 MU. The ex-pursuers can seem to be able to immediately declare a fresh charge on the routers and catch them, despite being outpaced in the initial pursuit.
3) The mechanism for the retire move for a FRG unit is not explained (p55), apart from stating that a player can choose to retire a FRG unit.
Other comments;
1) You need to define Armour Class (or Armour Type) in the glossary. I can't see where you define what "better armour" means in the Melee table except by implication. Quality class, for example, is clearly defined in the glossary (p91)
2) Its not clear who can voluntarily break off from combats (p36 only talks about compulsory break offs but the CMT talks about voluntary breaks offs).
3) p39 Shooting ranges should really state "Slings, mounted bows or MOUNTED crossbows" - the implication is clear but someone will argue otherwise at some stage.
4) The restricted zone is 1 base width, but the ZOI is defined in MUs. Why not use the same definition of ZOI for restricted zone? It just simplifies things (or just go for the 2 MU infantry ZOI for the restricted zone).
5) Slides seem too generous. And you seem to be able to shift if in a ZOI (but possibly not if in the Restriced Zone).
6) Shock Troops and the CMT roll not to charge - I'd question the removal of the quality reroll in this instance. My view is that it's more likely that more inexperienced "average" troops are more likely to charge than hard bitten verterans. It also adds complexity. The crusaders put the experienced military orders at the head and tail of a marching column precicesly because they were less likely to charge. You can argue that the drilled allowance would cover this, but I'm not convinced this is sufficient.
7) Add foot Bw need to CMT to charge/intercept to charge to the CMT table. Also add foot trying not to pursue mounted to the CMT table.
Oh, and as Clive pointed out, the rules make no allowance for the Pharoh needing to be represented by a 54mm figure, as is clearly depicted in the historical evidence.
Regards
Neil
Clive Vaughan and I played a game list night, Sea People vs NKE, using a modest raiding force of 500 AP. The terrain, using the quick system, blocked out the extreme flanks but left the centre open, which suited my Sea People.
On my left I had 1x10 MI Warriors (impact, sword, protected, avge) and 1x6 skirmishers (jav, unprotected, avge). In the centre I had 1x10 HI Warriors and 1x8 MI Warriors and 4 LCh in reserve. The right mirrored the left, plus a mob nominally tasked with protecting the camp. My plan was, err, to run forward with all my infantry and see what happened.
Clive had LCh and 1x6 MI bow plus 1x4 chariot runners on each wing. His centre consisted of 1x8 Egyptian HI close fighters and 1x10 hairy Libyan MI warrior impact swordsmen. Clive planned to make use of his combined arms to defeat my ASBO warriors.
I used my skirmishers to mask off the NKE bowmen and generally charged in across the line. My HI warriors were facing Clive's Libyans, so to bolster them Clive fed his CinC into the front rank. I though this was a mistake but in the end it tipped the balance in the impact phase in Clive's favour (due to quality rerolls as a result of the raised status and better CT odds). As a result my HI warriors became disordered and then fregmented and eventually broke.
My warriors broke Clive's right wing, but my left wing collaped under the combined assult of chariots and bowmen. With my centre gone the game ended with a clear victory to the Egyptians.
General comments on the game: The game felt okay and we had a reasonable understanding of the rules for the first game (we'd both had read through them carefully several times before the game). It seemed a little dull at times, although perhaps no more so than a DBM NKE vs Sea People game. Its also possible that I'm just not yet aware of which are the buttock clenching combats as I'm not yet familar enough with the rules to recognise the critical combats.
Some specifics on the game:
1) Skirmishers seem to be able to outshoot MI bow. 1x6 MI bow (unprotected) in 2 ranks shoots with 4 dice at -ve POA. 1x6 jav Sk shoot with 3 dice at +ve POA.
2) If the turn sequence is in the pursuers favour then you get a sequence where a unit breaks in the melee, routers and pursuers pursue in the interbond, variable dice meant the pursuers fell behind by 1 MU. The ex-pursuers can seem to be able to immediately declare a fresh charge on the routers and catch them, despite being outpaced in the initial pursuit.
3) The mechanism for the retire move for a FRG unit is not explained (p55), apart from stating that a player can choose to retire a FRG unit.
Other comments;
1) You need to define Armour Class (or Armour Type) in the glossary. I can't see where you define what "better armour" means in the Melee table except by implication. Quality class, for example, is clearly defined in the glossary (p91)
2) Its not clear who can voluntarily break off from combats (p36 only talks about compulsory break offs but the CMT talks about voluntary breaks offs).
3) p39 Shooting ranges should really state "Slings, mounted bows or MOUNTED crossbows" - the implication is clear but someone will argue otherwise at some stage.
4) The restricted zone is 1 base width, but the ZOI is defined in MUs. Why not use the same definition of ZOI for restricted zone? It just simplifies things (or just go for the 2 MU infantry ZOI for the restricted zone).
5) Slides seem too generous. And you seem to be able to shift if in a ZOI (but possibly not if in the Restriced Zone).
6) Shock Troops and the CMT roll not to charge - I'd question the removal of the quality reroll in this instance. My view is that it's more likely that more inexperienced "average" troops are more likely to charge than hard bitten verterans. It also adds complexity. The crusaders put the experienced military orders at the head and tail of a marching column precicesly because they were less likely to charge. You can argue that the drilled allowance would cover this, but I'm not convinced this is sufficient.
7) Add foot Bw need to CMT to charge/intercept to charge to the CMT table. Also add foot trying not to pursue mounted to the CMT table.
Oh, and as Clive pointed out, the rules make no allowance for the Pharoh needing to be represented by a 54mm figure, as is clearly depicted in the historical evidence.
Regards
Neil