GODENDAG 2017

GODENDAG 2017

15MM ANCIENT/MEDIEVAL/RENAISSANCE DOUBLES COMPETITIONS

28TH & 29TH JANUARY 2017

 

NEW VENUE:
Firestorm Games (Cardiff) (Tel: 02920 227117)
Trade Street
Penarth Road
Cardiff
CF10 5DT
United Kingdom

Mortem et Gloriam

Any published army
The list submitted must not exceed 12000 points.
Umpire and list checker: Alasdair Harley

alasdairharley@hotmail.com

Field of Glory: Ancient/Medieval

THE MEDIEVAL WORLD

Any army from 600 AD.
The list submitted must not exceed 900 points.
Umpire and list checker: Richard Bodley Scott.

rbs@byzant.demon.co.uk
Rules: See below

Field of Glory: Renaissance

EUROPE’S TRAGEDY

Any European army 1618-1648 (including Russia and Turkey).
The following list modifications and additional restrictions will apply:

To represent usual historical proportions in European armies of this period, ignoring artillery, the army cannot include more than 1 battle foot unit more than it has battle mounted units. (e.g. If you have 5 BGs of mounted battle troops, you can have up to 6 BGs of foot battle troops).

No more than half of all mounted battle troops can be Superior or Elite. Armies with insufficient Superior mounted battle troops in their army list to achieve this limit can upgrade whichever type of Average mounted troops in their list is most expensive in points to Superior to achieve the above limit.

No more than half of all foot battle troops can be Superior or Elite.
The army must have at least 6 bases of foot battle troops per heavy or medium artillery base.

The list submitted must not exceed 900 points.
Umpire and list checker: Richard Bodley Scott. rbs@byzant.demon.co.uk
Rules: See below

DBM

Any army. List not to exceed 500 points.

Umpire and list checker: John Graham-Leigh

jandagraham-leigh@blueyonder.co.uk

L’Art de la Guerre

400 points doubles, made up of 2 x 200 point armies (each army must be no more than 210 points with a total combined army size of maximum 400 points). The armies chosen must be listed as potential allies in either army list.

Armies drawn from Ancient Period, Classical Period and Roman Period lists (1-124 inclusive)

4 Games, same games times as the other periods

Umpire and list checker: Mike Baldwin

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Cost: £ 25.00 per team of 2.

(Food will be available on site, but is not included in the entry price).
Tickets are available from Firestorm’s web site: http://www.firestormgames.co.uk/events

CONTACT: RICHARD BODLEY SCOTT, 28 PRIORY GARDENS, USK, MONMOUTHSHIRE, NP5 1AJ (RBS@BYZANT.DEMON.CO.UK)

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GODENDAG 2017
VENUE:
Firestorm Games (Cardiff)
Trade Street
Penarth Road
Cardiff
CF10 5DT
United Kingdom
Tel: +44 (0) 2920 227117

 

TIME: 8.30 – 9.00 – Registration time on Saturday

Games will be:

Saturday: 9.30 – 1.00 and 2.00 – 5.30
Sunday: 9.00 – 12.30 and 1.30 – 5.00

ENTRANCE: £ 25.00 per team of 2. (Food will be available on site, but is not included in the entry price). Tickets are available from Firestorm’s web site:

LOCAL ATTRACTIONS:

If you are able to make a long weekend of it, there are numerous local historical attractions relevant to our period. These include the Roman Legionary Fortress and Museum at Caerleon and the Roman walled city of Caerwent. Among the many local castles, the best are Chepstow, Raglan, White Castle (at Llantilio Croesenny) and Caerphilly. Caerphilly castle has a permanent exhibition of full size working medieval siege engines including ballista, mangonel, trebuchet and perrier. The Welsh Folk Museum at St. Fagans is worth a visit. The Brecon Beacons National Park and the picturesque Wye Valley are also nearby.

QUERIES: Richard Bodley Scott, 28, Priory Gardens, Usk, Gwent, NP5 1AJ. (rbs@byzant.demon.co.uk)

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FOGAM/FOGR TOURNAMENT RULES

1) Godendag is a Doubles competition. Each army is to be commanded by 2 players. Consideration will be given, however, to entries with only one player or three players if there are special circumstances.
2) The rules to be used are the current Field of Glory rules, together with the latest errata and FAQ posted on the official Field of Glory web site.
3) The competition will use the full rules including the terrain and set-up appendices. There will be no formal division of the battle groups comprising each army between the members of a team. It is usual, however, for each player to take control of the troops on about half of the battlefield.
4) The scoring system will be the standard FOG tournament scoring system, where 25 points are up for grabs each game.

5) Army lists must specify the number and size of battle groups and their order of march for deployment, and the number and type of commanders chosen. They should also include the total pre-battle initiative modifier and the territories list for the army. If the detached shot option is to be used, a second list differing only in this regard must be submitted. Once an army list has been submitted it may not be changed or altered other than to correct any errors. Players may only correct their errors by making reasonable changes to their list. It is not allowed to completely re-write the list, and the list checkers decision on this is final.
6) Please note that the Godendag 2017 Field of Glory event is a single list format. Any incorrect list discovered after a game has commenced (after set up dice have been rolled) must be corrected prior to deployment if spotted in time, and fully corrected in any case before the next match.
7) Army lists must be submitted for checking in advance and must be received by the Tournament Organiser by 14th JANUARY 2017.
8) The Tournament Organiser and List Checker is Richard Bodley Scott (rbs@byzant.demon.co.uk) 28 Priory Gardens, Usk, Monmouthshire, NP5 1AJ.
9) Players must fully define their troops as they are placed on table. Figures must provide a reasonably accurate representation of the troops they are trying to represent – they must not look deliberately misleading.
10) Table size is 6′ x 4′ and players must supply their own terrain pieces. These must be to an acceptable standard, and umpires will have the discretion to remove unsightly items. In addition all figures must be representative and painted and based to an acceptable standard.
11) Players must be present and ready to start the match at the appointed time. Where a player has a reasonable excuse for arriving late the match start will be delayed by up to 30 minutes. After which time the affected player will be awarded a bye. No player will be awarded more than one bye for any reason.
12) If a player resigns from a game at any stage after the first set up dice have been rolled their opponents will be awarded maximum points, and they will be awarded 0 points.
13) Time will be called after 3 hours 20 minutes plus up to 10 minutes. Play will stop at the end of the current phase. Players may always commence games earlier than the stated time by mutual consent, in which case their game continues until time is officially called as normal.
14) Admission to the tournament is at the sole discretion of the organisers and their decision on all matters is final. CONTACT: Richard Bodley Scott, 28 Priory Gardens, Usk, Monmouthshire, NP5 1AJ

Godendag game 4 – Later Imperial Austrian

Game 4 Later Imperial Austrian – Don Avis & Jim Gibson

So lamenting at the foot of the table I was hoping for a more fortuitous draw on Sunday afternoon. This was not the case. Later Imperial Austrian. Potentially the worst draw of the weekend as  the only army, in period, that can have more Cuirassiers is the Danish army. These (I)pistol/(M)pistol types will really give us a tough time

We lost the PBI roll off, and they picked Agricultural. They took the open spaces, so it was starting to look dicey. The Austrian list is massive and can have a lot of options. I could hope they didn’t pick all available mounted – optimistic fool. The terrain fell inconsequently. A gentle hill in the centre. All the RGO was just too far away from our army. The ‘getting a bit familiar’ Ikko hemisphere disposition was formed

As the Austrian army deployed , it started to look grim. 2 BG of LH carbines. 3 units of heavy Cuirassiers , ~3 units of Carbine armed Reiter types. The only thing was as least only the Cuirassiers were superior. 3 later Tercios, some LF with Musket and some Med artillery completed the Austrian army. Hope drained away…

In a not dissimilar way to the first game the Ikko had the first turn and did nothing. The Austrians piled into the flanks. Our right flank was looking under a lot of pressure. The Carbine LH trotted up an started popping away. The Artillery fired and took a base away. Luckily that was their only success of the game!

The Ikko Ikki shuffled forward, wanting to take the central hill. It was the same story as we go forward the gaps open up.

Opening moves

Left flank

This was quite an open flank. 1 Reiter and the LF with Musket was all that came forward. A Cuirassier BG was held back. 2 Teppo BGs advanced to threaten.

Things weren’t shaping up too badly. We would outshoot the competition, and they seemed be falling back. The Reiter got too close and was pinned by the Teppo. Superior Arquebus starter to rain down.  The warriors closed with Cuirassier, at least we has 2 units to 1.

The Cuirassier charged, we had a general, and hung on in the impact. Now we were on level POA and we had a warrior overlap.

The Tercio was coming up at an angle and made an break off tricky. A General joined the Austrian BG, and it settled down to a bloody but largely ineffective fight. The Cuirassier started losing bases though

 

Centre

The Warriors advanced to the hill, trying to sneak up to <1” from the LH, then hopefully them fail the CMT to retire. They either retire directly away (and no shooting), or stay and gives us a chance of catching them in the charge ( with a 2” move difference it is unlikely though).  The Tercios advanced and some more horse migrated the middle. It was looking full.

We had a big bust up here. Warriors smashed into an Average Tercio and Average Reiter BG. That held fast. Next along, some Cavalry who had been pursuing the routing Teppo pursued uphill into some Ikko Warriors. Holding on it was looking better, they were butted right up against a fragmented Tercio which has been burst through by some fleeing Horse , from an earlier success.

 

Right Flank

Refused on our right with some Teppo & Warriors. 2 units of Reiters came right down the flanks and threatening right on out base edge. At least these guys were average and only + POA in the impact.

Some Cuirassier charged the Teppo, and broken them in short order, breaking in behind our lines. I thought the writing was on the wall!   The Reiters charged the Warriors but we held and in fact killed a base ! Not great if you are an AVG 4. In the subsequent melee both AVG Reiter dropped to DISR. In the JAP they broke off, so we pressed forward. Both Horse BGs failed to rally. Maybe fortune was swinging our way. We charged again which we disrupted. However despite being disrupted they beat us, and we managed to Fragment. So much for luck!  We then broke..

Unfortunately we were losing too many BGs, our army is not large, and we had lost 4 on the right, after the pursuing Cuirassiers destroyed a Mob in short order, moved into the camp…  oh well

It was teetering on the edge. We had some success, we had broken 3 horse units, 2 on the left and 1 on the right. 1 Tercio was fragmented…. But it was inevitable. In the centre a single warrior BG was near its break through attrition. With a mighty sigh the last base went and the army collapsed.

4-21 to the Austrians.

Actually a rather good game, a lot of fighting. I was expecting to get rolled over with easy but the brave Japanese held on resiliently .  It seemed a hard fought 4 points in the end!

 

 

 

 

 

Godendag Game 3 – Swiss

Game 3 – Swiss, Steve Hammond & Jo Stait

After lunch – and back on an even footing we found ourselves facing Swiss. I wasn’t too sure what to make of this draw. As least it wouldn’t give us the run-around, and there should be plenty of fighting. Our boys like fighting so … should be a good game ?

For once we won the PBI roll off 🙂 +2 v +0 was ok. We picked hilly (thus avoiding the Swiss to pick any open spaces), so max size Rgo and lots of other Rgo seemed to be in the order of  the day. It was looking reasonable. The first max size Rgo landed to secure our flank. A couple landed quite a way off. A bit of a pity as we had 2 land right in the middle , but the Swiss team threw 2 6’s to remove . That left quite a chunk of open space in the middle.

The Swiss army consist of 3 elite Keils (16 bases strong), 5 BG of LF, 1 BG of LH and 1 BG of light Art. 3 TCs – it was plain to see that their plan was to put a Gen with each Keil and fight whatever they could get their hands on. The army was 10 BG counting for 13. So, taking all the ‘other’ stuff would break the army, which might be Ok for these mounted army types. But for us we’d have real trouble catching all the skirmishing types as they were all safe in the flank zones, chasing them in these would be just a waste of time. The Keils, being determined foot , could move fast when they wanted to … and they did.

The Ikko Ikki deployed in their usual blob of warriors – more linear than most games. The Mob found themselves nicely ensconced in so Brush grounds (they would be happy). The Teppo were predominately deployed flank wards just as a deterrent for the Swiss gunners.

You’d think they’d be worried by the solid mass of Japanese fanatics ahead … oh no

The Game…  I won’t bother mentioning the flanks sectors, as nothing much went on there. A swift double move by each of the Keils made their intend clear. It was just a case of how we fight the beasts. As this point I was still reasonable comfortable of leading these Swiss on a merry dance. We outnumbers the Keils in the centre on a 3:1 basis. It was just a case of trying to get these numbers to bear.

Fighting Swiss Keils 101

Left Keil (Yellow and Red)

This was my worst setup. We still managed to get the 3 units to bear

 

 

 

 

 

 

3 Warrior BGs against the front of the Keils (which had all 4 ranks)

  • Left warrior unit          2 @ -POA, 1 @++POA
  • Middle warrior unit     6 @ – POA
  • Right warrior unit       1 @++POA

The Keil has    2 dice on +POA

  • 2 dice on +POA
  • 6 dice on +POA

Swiss (with a Gen– reroll 1,2,3) were on average getting 6.75 hits (across  units)

The Ikko on average (counting no generals– worst case) across the files = 4.5 hits

Mmm not great

Middle Keil (Blue and White)

This was a better. A Teppo unit (8 bases) with 2 Ikko units in advance and angled in , so the Keil had 2 centre files fighting the Teppo and each end file fighting a warrior BG each with a overlap (++)

 

 

 

 

 

 

With a cunning  manoeuvre we got 2 volleys with the Teppo (8 superior shots needing 4’s) we killed off 2 bases (meaning 2 files losing their POA)

  • Left warrior unit         2 @ -POA, 1 @++POA
  • Teppo unit                 4 @ 0 POA
  • Right warrior unit       2 @ -POA, 1 @++POA

The Keil has

  •  4 dice on +POA
  • 4 dice on 0 POA

By my reckoning the

Swiss (with a Gen– reroll 1,2,3) were on average getting 6 hits (across  units)

The Ikko on average (counting no generals– worst case) 1.5 hits + 2.3 hits + 1.5 hits across the files = 5.3 hits

I look at it now and it doesn’t look too great… 🙁

Right Keil (Red)

Our best option – 1 Ikko BG to the front.  1 Ikko on the flank

 

 

 

 

 

 

 

The Swiss have 3 files the front , 1 file turned 90 fighting the other Ikko BG

The Keil has

  •  6 dice on +POA to the front
  • 4 dice on – POA to the flank (only 2 ranks of pike)

The Ikko Ikki

  • Front warrior unit       6 @ -POA & 1 @++POA
  • Flank warrior unit       4 @ +POA & 1 @++POA

By my reckoning the

Swiss (with a Gen – reroll 1,2,3) were on average getting 4.5 hits to front, to flank 2 hits

The Ikko on average (counting no generals – worst case) 3.8 hits to the front, to flank 3.2 hits

So actually a marginal edge 6.5 hits to 7.1 hits…

However, in the game, the Swiss rarely missed any hits, re-rolls invariably hitting. All three of our generals were killed on 11s or 12s on the combat. It was a slippery slope. Even where we had bases to spare it didn’t account for much. The problem was we weren’t really rolling any hits, so the Swiss death rolls were made easily (with the +2 for winning). I think over the 4 rounds of combat we had the Ikko forced the Swiss to test once. On the other hand even with distributing the files hits across multiple BGS it didn’t seem to help our cause when it came to testing

In reasonably short order the Swiss broke all 9 of the units that were fighting to their front and the Ikko Ikko army broke. Our sum total of enemy attrition was 1 (a fragmented Arquebuser BG that ventured too close to the Teppo). So a might 1 point was all we achieved. 1-25

So, I underestimated that quite a bit.  The Elite Keils seem pretty unstoppable to the front. My recommendation is to isolate and then hit to front and side. Keils don’t suffer the flank charge , or the –POA for fighting in 2 directions, but turning a file does give them a –POA if you’ve got a H/W  (pike < 3 ranks). Unfortunately that edge is slim.

Godendag Game 2 – Colonial Spanish

 

Game 2 – Colonial Spanish, Dean Green & Paul Freeman

Well with 0 points the next draw should be OK! Someone else who had had a whacking. So, when the draw came up it turned out to be Paul and Dean, club mates of ours. Minor gripe, that this was the third ‘Burton club’ draw in the first two rounds. But as least we were assured of a pleasant afternoon game. Smile for the camera boys

Having seen their army several times before in practice  I knew what to expect. It was big, 19 BGs. 4 Mounted BGs Light lancer types (not great), the only saving grace was that they were average. 4 BGs of colonised Aztecs (warrior I/F, sword) again average. 6 or so Pike and Shot (Arq) units – mainly Avg, but some poor. And a couple of artillery (light and medium) and 1 LH BG. No superior, so that was something. It seemed like an OK draw. Hopefully our superior status could count for a lot in this game.

The PBI was +3 (Spanish) vs +2 (Ikko), we lost …  OK … I’m not sure what the Spanish plan was, as they picked Tropical as their terrain choice. That meant that big forests were coming out. I guess they wanted to narrow the field and ‘go deep’ . I would have imagined that an open field might have been better so their mounted could run amok, but I was grateful as our left flank was covered by 2 forests and a marsh. The right flank had another forest and some Rgo in front. So, pretty good. The centre was clear , but that was OK, as long as the flanks were covered. The Spanish side of the table was completely open. I was a little worried that they might sit back and make us come out of our natural flank cover.  There was a little threat of a ‘non’ game, but that is not in the Burton idiom. I think they realised that their lancers would be ++POA in the charge too.

Deployment.

The Ikko Ikki deployed was similar to the last game but more linear. There wasn’t much risk of envelopment on this table. The line was just the mix up it has been in the last game, with the rational that our opponents were much more flexible about manoeuvre than we ever would be.

The Spanish was quite ‘standard’. ‘Spanish’ foot in the centre, set up for divisional movement (they had an IC). Our left flanks was light on mounted, 3 BG of Aztecs the Light horse and some light artillery. Our right flank was under a bit of pressure. 4 BGs of lancers, some more Aztecs , all backed up by some pike and shot.

Opening stages

Losing the Initiative meant we moved first. The whole army shuffled forward, in a sort of ‘look busy’ manner. We didn’t want to advance past our covering terrain in the flanks, but we wanted to look as if we were making a game of it. Luckily with an army of Warriors that is quite easy with their limited movement options (no divisional moves)

The Spanish move was aggressive. The while infantry centre moved forward by division. The mounted wing lined up and drifted across to our centre. It looked like we’d have to face a cavalry charge with backed up with a block of European style infantry.  Being 19 BGs strong I guessed they felt that to make an omelette they had to break some eggs. Aztecs advanced on both wings It was going to be bloody Aztecs – Lancers – Aztecs in the front line all backed up with numerous pike and shot BGs. Looked like a reasonable plan on their part.

The Spanish Artillery fires was desultory , which was a relief after losing so many bases to firearms in the first game.

Left flank.

It wasn’t the main event over here. A couple of Aztec units were facing off some armoured Ikko and Teppo.

Centre.

We had 2 Ikko  units facing an Aztec BG. Next was an armoured Ikko facing some lancers.

Right flank.

The main event.  The remaining Spanish lancers and the Aztecs. One our side we had a mix of Ikko and Teppo.

I think on this flank the Spanish made a mistake. They were eager to close with the Ikko. That meant that their attack was disjointed. The Lancers were in advance the Aztecs were bring up the rear. As the lines closed over the next few turns that meant that the Ikko could bow the line, the Cav were then required to react and the BGs split. So rather than a block of hard charging Lancers it was almost each lancer unit would end up facing 1 Ikko unit. Being outnumbered 2:1 in bases by BG with warrior ++POA overlaps things started to look more promising for the Ikko. With a 4” move it was quite easy to stop the Cav advancing to a point where they could form a consolidated charge. More Artillery fire from the Spanish did nothing. We sneaked forward and had a couple of shots with the Teppo on a Lancer BG  – and Paul obliged with a 1 on the Death roll J An Avg 4 BG with 1 base loss is a bummer. With more shooting looming on our part the Spanish charged. It was as good as we could get it the three lancer units were each fighting a single Ikko unit. Just the impact to survive! We lost each fight and disrupted each unit – MMmm. However, this might not be so bad. It meant that they couldn’t break off in the JAP and we had overlaps a plenty. In the subsequent melee fortunes swung our way. In the fight we were now level. They were average (all three with a general), we were superior with a couple of generals for good measure (with 2 warrior ++POAs on each fight). By my math the Lancers should get 2(.1) hits per turn (@4). The Ikko (based on being disrupted) should get  2 @ 4 (0 POA) & 2 @ 3(++ POA), so 2(.76)  So even disrupted still having the edge.

As the Lancer fight evolved it started looking grim for the Spanish, they lost some critical bases (meaning that each BG was 1 away from auto breaking). This combined with the Ikko rallying put the writing on the wall. In a strange quirk rallying the foot meant that the lancers would then break off against steady foot. This was critically bad for the Spanish. A Spanish general was killed and the Avg lancers all ‘wobbled’. Breaking off 5” with 1 unit disrupted and the other Fragged brought them very close to the second line foot. In the Ikko turn the warriors rushed forward 4”, couldn’t catch them but the lancers were definitely the meat between the ‘foot sandwich’. A Teppo volley blasted the last base of one lancer unit, breaking them. Elsewhere the Spanish IC had been committed in a desperate warrior dust up on the right flank. The foot behind the lancers were either burst through or dropped from seeing the rout. The Ikko were bearing down on them with suitable religious fanatical fervour.

 

On the left flank.

The armoured Ikko had survived the attention of the light guns(artillery can be like that can’t it!) and had now charged. Aztec were behind the guns an stepped up to take the brunt of the Ikko charge. The Aztec were + POA in the Impact , but then -POA in the Melee (well placed armoured unit) . The Ikko survived the impact and being superior with a +POA the Aztecs were now going to have a tough time.

In the centre.

One units of Aztec was holding on against 2 Ikko Bgs. We couldn’t quite bring overwhelming numbers to bear, so it wasn’t ideal but nevertheless, 16 Superior bases Vs 8 Avg it wasn’t good for the Aztecs. One disrupted Armoured Ikko BG was holding in with the last remaining Lancer BG. This fight didn’t seem to be going anywhere

On the right flank. With the Lancers evaporating and the foot all shaking behind it wasn’t looking too good for our opponents. All the Spanish generals were committed. One quirk was that the Spanish IC was leading some Aztec who had just become disrupted in the JAP. This meant that the I/F Aztec could break off from the H/W Ikko (who are non shock). The IC could then leave the fight… interesting, gave them some bolstering options.

However, it was all for naught. The Spanish collapsed. On the left the armoured Ikko broke the Aztecs behind the guns, then capturing the guns. In the centre the Aztecs were overwhelmed  and the last Lancer BG was broken. On the right the Spanish looked to be in general retreat. Where the Pike and shot did fight the Ikko they were fighting a round then breaking off (to shoot), but this just had the effect off squashing the lines together. When the units did break it bought all the units close to test , or worse being burst through.

19 attrition points soon accumulated. For next to zero Ikko Ikki loss. None of our BG’s morale had got worse that disrupted. But the end of the game everyone was in good order. 25-0 for the Ikko Ikki.

As big as defeat for the Spanish as it had been for the Ikko in the first game. Surprising really as a 25-0 victory is quite hard under these rules. Poor old Dean and Paul had been of the receiving end of 2 of them in one day.

Post Mortem

Couldn’t have really gone better for the Ikko. I think what it does illustrate it is the fragility of Average troops. The Renaissance lists do have a very proscribed nature. Far more so than the ancients game. I remember that during the first playtest that sponsors (Osprey) had wanted a quicker, more bloody game than Ancients (allegedly for the American market). They got it! You really have to get used to the mindset that  when the dice go against you then really you’ve not got much hope to claw things back. I think that lack of control is what put a lot of the control freaks from the DBM era. It’s hard to manifest no win situations in FoG that were de-rigour against the better DBM players. However, I did see the first use of geometrically crafted terrain designed to exploit deployment in FoG A:M at the weekend … took me back to the DBM days and those ‘star shaped’ woods with interlocking points. I’m glad those days are behind me  🙂

 

 

 

Godendag Game 1 – Crimean Tatar

Crimean Tatar – Alasdair Harley & Andy Claxton

Well,  you know I said that sometimes with this army you have to take your licks.. Saturday morning illustrated that point. I know Alasdair and Andy well, and they knew it was in the bag. As Richard had done the draw on date alone (which is fair enough) we had both gone for 1553, for me it was the allowed Arquebus, for him it was the Dragoons allowable after that date. We agreed next time round we’d find out what year we had both taken to avoid such an anachronistic draw 🙂 before submitting lists!

Anyway, with no foot in his army (excluding the Dragoons which we’d find it hard to catch) it was bleak prognosis. Only the glimmer of a PBI of +2 for his army offered any help. He rolled 6 🙁 , I rolled 6 🙂 at least forcing a tiebreak. He rolled 3 🙂 …. I rolled ….. 2  🙁 , and so the game was set. The steppes it was.

There was no terrain to speak of. 1 patch of RGo on our left flank, slightly too far away and nothing really in the centre, certainly nothing to use. The flanks sectors were wide open  – a good 40cm of space. Plenty for his numerous Tartar horse to roam about with impunity.

The Tatar list (could have been designed with beating Japanese Peasants in mind)

4 TC
4 x 4 Armoured superior cavalry bow swordsmen
8 x 4 Unarmoured superior cavalry bow swordsmen
4 x 3 Unarmoured average dragoons arquebus

These boys were painful. They wouldn’t normally worry me but with all the horse around you just can’t chase after them and lose all the flanks. After our practise with the warriors having threatened flanks – all too easy – and then needing a CMT to charge (with a warrior +1 ) on a 9 there is a grim likelihood of if we get too spread apart then the army will just get paralysed and shot to pieces.

After much discussion on deployment and where to put the Teppo shooters … we came to the conclusion it didn’t matter. If we did deploy them in the wrong place our opponents could just re-deploy with ease, and attack elsewhere. So, we had 4 foot to deploy in , and deployed for the first (but not the last ) in a hemisphere of quaking warriors. The army is quite large and we filled the 4’ x 10” deployment zone easily.

After losing the initiative roll we got to move first. As we know the importance of staying tight … all within 12” of the GC and getting support, we just gave up the move and did nothing. We were looking to fight within 12” of our base edge. Try to force the enemy to congregate rather and have the luxury of picking the army off in isolation. A plan , may be not very good, but a plan never the less.

Opening stages.

With Andy on the left flank and Alasdair on the right horsemen swooped down on the flanks. The centre was occupied with 2 BG of dragoons. With some Cav shadowing in the background. The Dragoons actually proved to be painful. We had no answer to them shooting at us with impunity. At 3” 6 shots with firerarms each turn will take its toll. Our only answer was to edge up to them closing the gap to less that 1” and then hopefully they would fail a CMT to retire and give us an chance to catch them, or at least they retreat and we have 1 less turn of shooting. As we edge forward the flanks open up.. it was grim. With reserves coming forward to fill the gaps it was only a matter of time for us to run out of men to fill those gaps.

Left flank.

Our easier flank. Andy has less men to commit. There were also some dragoons here too. We could after a somewhat limited advance…  about 6” before we ventured into the dreaded flank sector. We had a Teppo unit there too so, we could shepherd off the Cav and Dragoons.

Centre.

Edging forward. We’d had some poor death rolls and lost a few bases.

Right Flank.

A considerable force of mounted was heading that way. It was looking grim. We had one chance of shooting … the Cav charge out distancing our shooting range. Alasdair obliged by passing all the required tests and death rolls. Any luck we needed was not appearing.

An initial charge started, at least we were only on a – POA, with their Cav not having a impact capability. Re-rolling 1’s and 1’s and 2’s where generals were involved applied to both side. I was happy to at least be fighting, at least we had some hope of inflicting some casualties. After the impact at least we’d on level POA and we could just hope to ‘dice off’. Even after we were disrupted i was happy at they couldn’t then break off and give us an uncomfortable impact charge again. However, we were losing… even on evens. Cracks started to appear. The Teppoon the right went first , it was only in their plan to stay at the back. However, they had been pulled out of position to fill a gap and try a speculative volley as the rest of the army was teased apart.

Over the next couple of turns the whole of the right flanks crumbled. The centre was ‘gappy’. The left was looking the best after some shooting we had killed  a couple of bases and the Tatars were pulling back over there. We were just looking for crumbs off the table for any points now. They weren’t coming. The right flanks had now been bust right open. Tatar were bullying the Mob.

We’d knocked off a couple of bases, and even got a units fragged. However, we were haemorrhaging attrition points. The camp was looted. To cap it all their fragged unit rallied. Here is a picture of the casualities after an hour… only 1 BG was from fighting

We’d played for 2 hours and it was all over , 25-0 to the Tatars. A predictable result. We were always hoping for a lucky break, but even with things against us we were a bit unlucky. No taking anything away from our opponents who happily crushed us underfoot with smiles on their faces 🙂

Post Mortem

Did we have options ? We were going to lose anyway, perhaps a bolder more aggressive stance. I’m not so, those horse boys can easily handbrake turn and we end up fighting fresh air…

Sometimes you have take your licks

“Conan, what is best in life?”

“Crush your enemies, see them driven before you, and to hear the lamentation of their women.”

The Ikko Ikki – the lowdown

This is what Wikipedia says about the Ikko Ikki

Ikkō-ikki (一向一揆?),literally “Ikkoshū Uprising”, were mobs of peasant farmers, Buddhist monks, Shinto priests and local nobles, who rose up against samurai rule in 15th to 16th century Japan. They followed the beliefs of the Jōdo Shinshū (True Pure Land) sect of Buddhism which taught that all believers are equally saved by Amida Buddha’s grace. They were organized to only a small degree; if any single person could be said to have had any influence over them it was Rennyo, the leader of the Jōdo Shinshū Hongan-ji sect at that time. Rennyo’s attitude to the Ikkō-ikki was, however, highly ambivalent and pragmatic. Whilst he may have used the religious fervour of the Ikkō-ikki in the defence of his temple settlements, he was also careful to distance himself from the wider social rebellion of the Ikkō movement as a whole, and from offensive violence in particular.

In FoG:R , its a short list. All ‘Warriors’, many Heavy Weapon, some Arquebus and some Archers. NO mounted….  but 90% superior 🙂

Here is the list

Now, when you play with an army like this sometimes you are just going to end up fighting something you cannot beat. Most balanced armies will give you a hard time, and a load of mounted with just ‘take you to the cleaners’, once you accept this it will be OK. There are a load of negatives with this list , but I won’t dwell on those but on the plus side, you have big battle groups, all H/W to cancel enemy armour, and warrior ++ POA overlaps (got to love those). Also, what’s not to love about little lunatics running around with Naginatas.

A quick rundown of the army

Armoured Close fighters. These guys you can take in 6’s, while more expensive the BGs cost is lower than most. You never know when you might run into some peasant with no armour too. As the armour is captured Samurai armour I used the Peter Pig Ronin types (for that messy look), mixed in the the ‘regular’ Ikko Ikki.

Unarmoured Close Fighters. The mainstay of the army. 4 BGs of 8 of these. Should all be OK as long as I can throw 5’s!

Arquebusiers. 3 BGS of 8 of these. Again substantial investment. On paper 8 superior firearms troops sound like they should mean business

Archers. Just 1 BG of 6 of these. Again superior. Really taking these as a cheapish unit to stand on the periphery (don’t seem to have a picture of these!)

Finally the Mob. 2 BG of 10 Avg Mob. Taken as cheap filler. There is a tale to tell about these. The list restricts the number of Arquebus units based as a third of the total number of BGs in the army. To get 3 Arquebus, I needed 9 other units. The mob fitted that bill. Originally I thought they would be handy too to provide rear support to the main troops (as in FoG:R you can be 1 grade lower to provide support). However, after a discussion with RBS he pointed out that Mob cannot provide support for any ‘battleline’ troops. I only found this out after I’d painted 120 of them – d’oh. Anyway the die had been cast and I couldn’t work around this problem! so the mob stayed in

Here are the generals – 1 inspired and 3 tacticals. I guessed I needed the IC to get the +2 PBI and help with all the CMT that warriors need to take, on a 9 🙁

 And finally the camp. The rather lovely Peter Pig Torrii gate