Hungarians v Medieval French
Posted: Tue Apr 03, 2007 9:54 am
I used Later Hungarian v Medieval French
Medieval French
FC, 3 TC's
4*4 Knights, Superior, Undrilled, Lance, Swordsmen
2*6 Crossbowmen, Med Foot, Average, Undrilled, Protected, Crossbow
1*4, Longbowmen, Medium Foot, Poor, Longbow
1*4 Archers, Light Foot, Average, Longbow
2*6 Mob, poor
Scots Allies
1*4 Heavy Foot, Heavily Armoured, Heavy Weapon
2*6 Longbowmen, Medium Foot, Longbow, Protected, Swordsmen
Later Hungarian
IC, 3 TC's
1*4 Royal Banderium, Elite, Drilled, Lance, Swordsmen
1*4 Hungarian Knights, Superior, Undrilled, Lance, Swordsmen
3*4, Horse Archers, Light Horse, Average, Bow
2*4 Szekelers, Light Horse, Superior, Bow, Swordsmen
1*4 Szekelers, Cavalry, Protected, Bow*, Light Spear, Swordsmen
1*4 Szekelers, Cavalry, Armoured, Bow*, Light Spear, Swordsmen
2*6 Archers, Medium Foot, Bow
2*6 Mob, Poor
The Medieval French managed to gain the tactical initiative and chose hilly. Most of the rough going would not fit onto the table and all the difficult going finished on the French rear edge, the terrain played absolutely no meaningfull part in the game whatsoever. The Hungarians deployed with the native light horse on the far left, then the knights, then the cavalry and then the Szekelers light horse on the far right. The bowmen deployed behind the knights. The French deployed (from my left), with all of the knights, then the Scots bowmen and heavy foot and then the French crossbowmen. Both sets of Mobs (and the Medieval small foot BG's) deployed at the back infront of the camps.
The French knights trundled forward against some expected ineffectual shooting from my light horse, the French and Scottish Longbowmen advanced in the centre against my Cavalry and Light Horse. Since we wanted to see how medium foot worked, I charged my cavalry forward, my knights advanced towards the more numerous Frenchies and my light horse skirmished in front of the rest.
Following some fairly desultory shooting against my armoured cavalry (12 dice requiring a four to hit and getting a massive two hits!) my cavalry charged one of the Scottish Longbowmen units and the Heavy Foot. My Cavalry got slaughtered.
In the middle one BG of Frenchies charged my Hungarian Knights (both absolutely identical) and fought to a standstill. My Elite Royal Banderium then charged two BG's of Frenchies and after a fairly brutal start (I lost two elements and a general and both of the Frenchies lost an element) we had six bounds of absolutely nothing happening.
My protected Cavalry now got subjected to the kind of shooting that hurt my previous BG. Again, my opponent lucked out and managed to get a huge two hits from only 14 dice, so my Cavalry again charged the other Scottish Longbowmen and disrupted them on Impact and then Fragmented them in Melee. The Ally general had joined in and was caught up in the disarray and killed. This caused a further test on both of the Scottish Longbowmen BG's, both of which failed and one broke and the other fragged. Since the Unit broke this then caused a further test to the now fragged unit, which also broke, which Disrupted the Heavy Foot!
The French crossbowmen then charged some of my Hungarian Archers in the flank and routed them.
My Royal Banderium then remembered who they were (both of them) and in three consecutive combats beat the two BG's (of six bases) and routed one of them!!! On the left my 3 BG's of Horse Archers managed to surround and break the other French Knight BG. My Hungarian knights broke from the other French BG who pursued in front of some bowmen (both bases) and got shot up and also routed. It was at this point we called the game. I think it was 11-6 in favour for the Hungarians, who we both believed to have been fairly lucky!
Points to note:
1. It is very unclear what an ally general can do. I am fairly used to DBM, but my opponent wasn't. We both think it needs to be made clearer what an Ally General can do - We played that only "his" units can be affected by him. This raises a further point, once the General was killed, then none of his units could be bolstered. Ever. Is this intended? Would certainly make it an extremely brave move to include an ally general in the actual fighting.
2. We couldn't really find out what happens when a unit is charged in the flank. On Impact I turned two elements to face (a la DBM), I was originally 3 wide, 2 deep. Following contact I had four elements facing forwards and two at ninety degrees facing right. What happens in the movement phase to re-align the unit? (I was not fighting to my front).
3. We believe a flank attack is not as good as it should be. If the unit is not engaged to the front, then they drop a cohesion level (which is bad), but in the impact there will (normally) only be two dice each, which means that it is likely that the unit hit will lose the combat by one. Because there are only two dice thrown you are unlikely to get 1hp3b, so the resultant CT will likely only be on a minus one (disrupted) and then will turn around and potentially beat the living daylights out of the unit facing it.
Medieval French
FC, 3 TC's
4*4 Knights, Superior, Undrilled, Lance, Swordsmen
2*6 Crossbowmen, Med Foot, Average, Undrilled, Protected, Crossbow
1*4, Longbowmen, Medium Foot, Poor, Longbow
1*4 Archers, Light Foot, Average, Longbow
2*6 Mob, poor
Scots Allies
1*4 Heavy Foot, Heavily Armoured, Heavy Weapon
2*6 Longbowmen, Medium Foot, Longbow, Protected, Swordsmen
Later Hungarian
IC, 3 TC's
1*4 Royal Banderium, Elite, Drilled, Lance, Swordsmen
1*4 Hungarian Knights, Superior, Undrilled, Lance, Swordsmen
3*4, Horse Archers, Light Horse, Average, Bow
2*4 Szekelers, Light Horse, Superior, Bow, Swordsmen
1*4 Szekelers, Cavalry, Protected, Bow*, Light Spear, Swordsmen
1*4 Szekelers, Cavalry, Armoured, Bow*, Light Spear, Swordsmen
2*6 Archers, Medium Foot, Bow
2*6 Mob, Poor
The Medieval French managed to gain the tactical initiative and chose hilly. Most of the rough going would not fit onto the table and all the difficult going finished on the French rear edge, the terrain played absolutely no meaningfull part in the game whatsoever. The Hungarians deployed with the native light horse on the far left, then the knights, then the cavalry and then the Szekelers light horse on the far right. The bowmen deployed behind the knights. The French deployed (from my left), with all of the knights, then the Scots bowmen and heavy foot and then the French crossbowmen. Both sets of Mobs (and the Medieval small foot BG's) deployed at the back infront of the camps.
The French knights trundled forward against some expected ineffectual shooting from my light horse, the French and Scottish Longbowmen advanced in the centre against my Cavalry and Light Horse. Since we wanted to see how medium foot worked, I charged my cavalry forward, my knights advanced towards the more numerous Frenchies and my light horse skirmished in front of the rest.
Following some fairly desultory shooting against my armoured cavalry (12 dice requiring a four to hit and getting a massive two hits!) my cavalry charged one of the Scottish Longbowmen units and the Heavy Foot. My Cavalry got slaughtered.
In the middle one BG of Frenchies charged my Hungarian Knights (both absolutely identical) and fought to a standstill. My Elite Royal Banderium then charged two BG's of Frenchies and after a fairly brutal start (I lost two elements and a general and both of the Frenchies lost an element) we had six bounds of absolutely nothing happening.
My protected Cavalry now got subjected to the kind of shooting that hurt my previous BG. Again, my opponent lucked out and managed to get a huge two hits from only 14 dice, so my Cavalry again charged the other Scottish Longbowmen and disrupted them on Impact and then Fragmented them in Melee. The Ally general had joined in and was caught up in the disarray and killed. This caused a further test on both of the Scottish Longbowmen BG's, both of which failed and one broke and the other fragged. Since the Unit broke this then caused a further test to the now fragged unit, which also broke, which Disrupted the Heavy Foot!
The French crossbowmen then charged some of my Hungarian Archers in the flank and routed them.
My Royal Banderium then remembered who they were (both of them) and in three consecutive combats beat the two BG's (of six bases) and routed one of them!!! On the left my 3 BG's of Horse Archers managed to surround and break the other French Knight BG. My Hungarian knights broke from the other French BG who pursued in front of some bowmen (both bases) and got shot up and also routed. It was at this point we called the game. I think it was 11-6 in favour for the Hungarians, who we both believed to have been fairly lucky!
Points to note:
1. It is very unclear what an ally general can do. I am fairly used to DBM, but my opponent wasn't. We both think it needs to be made clearer what an Ally General can do - We played that only "his" units can be affected by him. This raises a further point, once the General was killed, then none of his units could be bolstered. Ever. Is this intended? Would certainly make it an extremely brave move to include an ally general in the actual fighting.
2. We couldn't really find out what happens when a unit is charged in the flank. On Impact I turned two elements to face (a la DBM), I was originally 3 wide, 2 deep. Following contact I had four elements facing forwards and two at ninety degrees facing right. What happens in the movement phase to re-align the unit? (I was not fighting to my front).
3. We believe a flank attack is not as good as it should be. If the unit is not engaged to the front, then they drop a cohesion level (which is bad), but in the impact there will (normally) only be two dice each, which means that it is likely that the unit hit will lose the combat by one. Because there are only two dice thrown you are unlikely to get 1hp3b, so the resultant CT will likely only be on a minus one (disrupted) and then will turn around and potentially beat the living daylights out of the unit facing it.