Journeys through the Eternal Empire - Part Five

Battle Reports & After Action Reports (AAR's)

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massina_nz
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Journeys through the Eternal Empire - Part Five

Post by massina_nz »

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Three commanders for this horsey army as well– note these are *bow troops – that loose their arrows with a 1/3rd less dice.

Now I need your input. I plan on doing one more AAR on Eternal Empire. Davouthojo has challenged me to a game versus the Catalan Company or Ottoman Turks. I’ve had a look at the rest of the armies in the supplement, even tried a few against the AI, but nothing else seems to appeal to me, or seems different enough from what I’ve played before. So would anyone of you like to suggest an army for my final AAR?
TheGrayMouser
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Post by TheGrayMouser »

Poles would be good vs Ottomans, i really like the poles list as well, can take it all mounted and its still feels like it is flexible, Knights with crossbows, Szcezlies (or whatever they are)
massina_nz
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Post by massina_nz »

TheGrayMouser wrote:Poles would be good vs Ottomans, i really like the poles list as well, can take it all mounted and its still feels like it is flexible, Knights with crossbows, Szcezlies (or whatever they are)
Yes they certainly have a variety of troop types and can morph into different armies. Throw in some Bohemians for a little variety? Not really sure about War wagons tho'.
stockwellpete
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Post by stockwellpete »

Teutonic Knights versus Poles would be good. I have used the Teutonics three times now and lost each time against the Poles so I would like to see how someone else goes about it.
massina_nz
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Post by massina_nz »

stockwellpete wrote:Teutonic Knights versus Poles would be good. I have used the Teutonics three times now and lost each time against the Poles so I would like to see how someone else goes about it.
Hmmm, not surprised - a load of tin cans with licorice allsorts. Would be interesting if you could dismount the knights. Otherwise a bloodly hard army to win, no real point of competitive advantage. I might have a chance against a noob, but against an elite, not a hope. I'd have a better chance with the Poles against davouthojo.
stockwellpete
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Post by stockwellpete »

massina_nz wrote:Hmmm, not surprised - a load of tin cans with licorice allsorts. Would be interesting if you could dismount the knights. Otherwise a bloodly hard army to win, no real point of competitive advantage. I might have a chance against a noob, but against an elite, not a hope. I'd have a better chance with the Poles against davouthojo.
Yes, it is a difficult army to use successfully. The Polish knights have crossbows so the Teutons are forced to close quickly to melee. I am toying with the idea of an "inspired" leader and 5x Turkopolen to give me +3 in the initiative roll. The Teutons really need an open battlefield and then they can back their knights with HF and crossbowmen. I'm not sure if there is another way to go with them really.
TheGrayMouser
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Post by TheGrayMouser »

stockwellpete wrote:
massina_nz wrote:Hmmm, not surprised - a load of tin cans with licorice allsorts. Would be interesting if you could dismount the knights. Otherwise a bloodly hard army to win, no real point of competitive advantage. I might have a chance against a noob, but against an elite, not a hope. I'd have a better chance with the Poles against davouthojo.
Yes, it is a difficult army to use successfully. The Polish knights have crossbows so the Teutons are forced to close quickly to melee. I am toying with the idea of an "inspired" leader and 5x Turkopolen to give me +3 in the initiative roll. The Teutons really need an open battlefield and then they can back their knights with HF and crossbowmen. I'm not sure if there is another way to go with them really.
Why do you need to win the initiative with the Order vs the Poles? Both armies generally favour open maps and both have enough lightspear cavalry to do ok in rough hexes??
The mounted knight crowsbowmen only get 2 dice, mere pinpricks :)
stockwellpete
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Post by stockwellpete »

TheGrayMouser wrote:Why do you need to win the initiative with the Order vs the Poles? Both armies generally favour open maps and both have enough lightspear cavalry to do ok in rough hexes??
The mounted knight crowsbowmen only get 2 dice, mere pinpricks :)
Well, some of the "open" maps can still be difficult for an army like the Teutonics to use, so I would prefer to choose my own map really. And given that I have knights that are capable of losing 41-4 on impact I don't feel it is wise to hang about being shot at for too long! :lol:

So you would maximise light cavalry support for the Teutonic knights and have fewer foot then? That would be a second way to go with them, for sure. Cheers.
TheGrayMouser
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Post by TheGrayMouser »

stockwellpete wrote:
TheGrayMouser wrote:Why do you need to win the initiative with the Order vs the Poles? Both armies generally favour open maps and both have enough lightspear cavalry to do ok in rough hexes??
The mounted knight crowsbowmen only get 2 dice, mere pinpricks :)
Well, some of the "open" maps can still be difficult for an army like the Teutonics to use, so I would prefer to choose my own map really. And given that I have knights that are capable of losing 41-4 on impact I don't feel it is wise to hang about being shot at for too long! :lol:

So you would maximise light cavalry support for the Teutonic knights and have fewer foot then? That would be a second way to go with them, for sure. Cheers.
I just think an inspired CnC costs way to much for an army with somewhat limited troops, especially as you cant bulk up on cheapo troops. I like to take as many kniggits as possible as that is really the lists strength., as many as the spear cavalry as well.
I didnt notice but you cant dismount the knights in that list?
stockwellpete
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Post by stockwellpete »

TheGrayMouser wrote: I just think an inspired CnC costs way to much for an army with somewhat limited troops, especially as you cant bulk up on cheapo troops. I like to take as many kniggits as possible as that is really the lists strength., as many as the spear cavalry as well. I didnt notice but you cant dismount the knights in that list?
OK - two "field" commanders instead and lots of mounted support and less foot. The knights cannot dismount in this army. You have PM. :wink:
massina_nz
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Placement

Post by massina_nz »

Not knowing what enemy I’m facing I choose very crowded so as to reduce the effectiveness of any lance or spear armed enemy troops.

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Yay! Another cavalry army, none of the maps really hinder bow fire, however top left may hinder Mongols dispositions, allowing me to corner them – glad I’ve got three commanders as I may need to space out my troops.

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Break into three units, with camp on side I least expect the enemy to be.
massina_nz
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Turn One

Post by massina_nz »

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Majority of the opposing cavalry are protected only, and a sprinkling of LH, he has 26 units and I have 28. Fortunately for me the Mongol cavalry are not drilled.

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I advance on the right, and attempt to get close to river line in the centre, but hold back on the left. I’m hoping the horde will advance so I can loose my arrows at them next turn – my advantage (due to the light spears) is in the impact combat not melee combat.
massina_nz
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Turn Two

Post by massina_nz »

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On my left, the Mongols advances, but not so they can volley.

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On my right, some LH may be exposed, as I can get behind them.

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I advance and volley, only one disruption. Note how I set the two units at angles (done by mistake) to evade in case of flank attacks, also on far left, I make sure my cavalry is not adjacent to the steep hill, but it could get outflanked.

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One enemy cavalry unit evades into charge range, unlucky.

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That enemy cavalry holds up well. But by I get a rear attack now after driving away the LH, this move also covers heavy cavalry’s rear. The enemy cavalry unit disrupts on contact, but still fights well losing no cohesion, bloody tough unit that after three good odds attacks.

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Note the mixture of evades and holds depending on how the unit ends up.
massina_nz
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Turn Three

Post by massina_nz »

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Mongol withdrawal begins, maybe I can do a right hook and trap their troops in the centre.

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On the left bow fire starts, a couple of my cavalry have been disrupted. I was in two minds whether to hold my ground and wait for my troops on the right, but can I wait another turn? If I charge I will be overlapped during melee in the following turn.

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Unfortunately for the Golden horde, they were too close. I was able to charge in and some enemy units didn’t evade far away enough, so some of them got caught and some got surrounded and routed – things already look poor for the Horde.
massina_nz
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Turn Four

Post by massina_nz »

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Tartars begin to form a line again, but they aren’t drilled so they can’t turn, retreat then turn back and shoot.

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Have to be careful of the river, no sense in charging in head long, but also need to keep the pressure up.

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Chance of a rear attack, and I can place a unit to cover my potential attacking unit’s rear, however, that means the enemy could lock me in with slope advantage next turn. So I forgo that opportunity.

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A couple of tartar units are routed by rear attacks, and the Lithuanians push on, note on the left, my units that are placed in streams are set to evade, I don’t wan tht\em to fight at a disadvantage.
massina_nz
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Turn Five

Post by massina_nz »

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So the Mongol unit on the far left looks safe – well watch these steps, first get rid of the two cavalry on the right.

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Then this

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Then this

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Finally

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End in this

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I change the orders of these three units (I can do this anytime), because they are all in vulnerable positions.

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The horde is running out of room – but one of my units is exposed, I’ve changed its order, but it’s unlikely to escape, but to cut off it’s escape the Mongls will have to expose themselves.
massina_nz
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Turn Six

Post by massina_nz »

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Something to avoid mixing cavalry units, when they evade they will disrupt any other unit they interpenetrate (wow old WRG term!)

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Because you end up like this!
massina_nz
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Turn Seven

Post by massina_nz »

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The end arrives and the Mongols are put out of their misery
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