Somewhere on the desert borders of Syria, battle lines are
drawn between the armies of Emir Asifi of Aleppo and the defenders are the
Kingdom of Jerusalem, under the command of the impetuous Lord Reynard de Chatilon.
Bit of a change from the usual tank battles, and the first
time my Saracens and crusader armies had seen a tabletop in 4 years, but well worth
the wait. We were playing a homebrew version of Piquet rules, with lots of my
own alterations, omissions and inclusions... including my own army lists. It
produces a very different gaming experience, and I really like the
unpredictability that Piquet brings, never quite knowing where the battle will go
next, or how much impetus you will have to move/shoot/fight with, but the game as
written is (IMHO) rather fussy, slow and weighed down by too many factors. My house-version
streamlines the rules a lot, to make for a more player-friendly game (and it
still took over 4 hours to get a result).
The chosen armies were as follows:
Emir Asifi’s Army
3 units of Ghulam (medium cavalry)
1 unit of native Arab horsemen (light cavalry)
1 unit of native Arab camelry
5 units of horse archers (skirmishers)
1 unit of native Arab horsemen (light cavalry)
1 unit of native Arab camelry
5 units of horse archers (skirmishers)
3 units of archers
2 unit of regular mercenary infantry
1 unit of Sufi fanatics (infantry)
5 units of Ahdath militia infantry (peasant rabble)
2 unit of regular mercenary infantry
1 unit of Sufi fanatics (infantry)
5 units of Ahdath militia infantry (peasant rabble)
21 units, morale total 29.
Lord Reynard de Chatilon’s
Army
2 units of mounted Knights
1 unit of mounted Knights Templar
1 unit of mounted Knights Templar
3 units of men-at-arms
2 units of archers
1 unit of arbalester (skirmishers)
2 units of archers
1 unit of arbalester (skirmishers)
9 unit, morale total 19.
Before deployment each force had to be divided into a left wing,
ring wing and centre, each ‘battle’ under its own commander (each side also had
an independent supreme commander and a baggage train).
The Saracen’s divided their army into a centre of infantry
(all 11 units!) massed together, militia (cannon fodder) to the fore, backed by
infantry and archers. His right flank was made up of all 5 horse archers units.
His left flank was the Ghulam, backed by the camelry. The Arab horsemen were
left back as the baggage guard/ final reserve. So, an infantry centre and two
cavalry flanks – the classic crescent.
The Saracens deployment, horse archers, infantry and cavalry in that order.
The Crusaders divided their far smaller army into a centre of
the Knights Templars, a unit of infantry and a unit of archers, deployed as
skirmishers into the buildings. The right flank was just the two mounted knight
units, my main strike force. The left flank was more infantry, backed by
archers, and screened by skirmishing crossbows, deployed out front.
Crusader's left wing looking towards the centre
The Knights on the right...
Battle lines drawn...
Models deployed, it was time to roll of for impetus in the
first turn, and see who could seize the initiative. Oh, and the random draw of
morale totals required result in the Muslims having 29 morale, to the Crusader’s
19, a serious deficit for my army to start with (I was the crusader commander –
for the first time ever).
The Saracens gained the first initiative and began spending impetus
with a bold advance. First the entire centre stepped off and marched towards my
meagre lines, a horde of spears and swords. Then the first horse archer probed
on my left, as the light cavalry raced in and unleashed their first shots of
the game, to little effect on my crossbow screen. Out of impetus, the Saracen’s
phase ended and we rolled off again for impetus, and again the Muslims won. On
came the horde in the centre, banners waving. And again the horse archers raced
up to loose arrows, causing disruption to the crossbowmen, who opportunity fired
back this time and scored the first kills. Their archery vs crossbow skirmisher
duel would last all game.
Horse archers and crossbowmen trade first shots on the left
The crusaders archers also let fly into the infantry hordes,
and caused a few loss and a few of the woeful militia infantry to become
unformed (which has a negative effect in later combat). All ready they were
half way across the board.
Piquet’s rules throws up such variables, as yet I’d only
been able to use my interrupt archery to attack the Muslims, who looked like a
tidal wave about to crush the few crusaders. There had been no movement on the
Muslim left yet, the pride of the emir’s cavalry was saving itself, trying to
draw my knights into the main battle before coming forwards to attack weakened and
disorganised knights (rather than the well ordered, fully rested and keen mincing-machine
the units start out as).
Finally, my army won some impetus and could react. The
crossbows fell back, faced with three horse archers units peppering them with
arrows. They then reloaded and were ready for fire again, but I ran out impetus
to complete this action. Everywhere else my infantry braced themselves for the
onslaught, whilst my archers reloaded and loosed again, causing more disruption
in the Saracen ranks – good!
Levied militia advance en masse in the centre, a mismatch of the very best troops
(Templars) and the very worst.
(Templars) and the very worst.
Men at arms and their commander cut a swathe through Saracen archers.
Peasant archers occupying the buildings
On my left flank the see-saw skirmish duelled continued, my
crossbows rushed forwards again and shot at short range, seeing off more horse
archers. One horse archer unit broke round the extreme left and headed for the
gap beyond my lines at top speed. The others advanced and hailed arrows upon my
crossbowmen, causing a few more losses and forcing them to pull back again.
In the centre the Ahdath militia’s front line was now within
movement distance of my single infantry unit, and rather than be charged, they
counter-attacked into the Sufi fanatics. This unit had good morale, but where no
match for my well armoured men-at-arms in the melee. It was messy, and the Sufi
broke and ran, pursued by my infantry into the (now unformed) archer unit
behind. At last I got a cavalry move card and my knights could get going. On
the right both units advanced to threaten the infantry flank with a devastating
charge, but that brought the Ghulam forwards too in response. If I charged the
infantry flank I do a lot of damage (to some poor combat units), but risk losing
my knights to a flank charge from the Ghulam. Instead we faced off, my knights were
outnumbered two to one as the two side’s best cavalry squared up to charge.
Both commanders though it would be here that the battle was actually decided.
The contest between Knights and Ghulam approaches on the right. Ghulam archery had little effect. The camelry have fallen behind, and later ran off!
It was not to be so. In the centre my lone infantry
continued their heroics, cutting their way through a unit of archers, who also
broke and ran. The Knights Templars, my last reserve, had been held back,
confident that the poor militia facing them would not have the necessary morale
to charge a ‘fearsome’ unit. They didn’t, and the Saracens impressive infantry
attack was now a disorganised mess, as units were running and men dying.
Men at arms, their pursuit in the centre stopped, now face the native Arab light cavalry, between them and the Saracen baggage train. A face-off in which neither side had the impetus to close in.
On my left the fast horse archers used their ability to ‘flow
around’ enemy units as mounted skirmishers to get past my crossbows and
infantry line, and although they took more losses to archery (one unit was wiped
out), the lone flanking unit was now behind my lines – and had their eyes fixed
on my undefended baggage train.
End runners on the left, causing alarm.
Horse archers bypassing the infantry
Behind the lines, the lone horse archer unit eyes the undefended baggage train.
The heavy-weight contest on my right got underway when my
knights plunged in. No point in hanging around any longer. The attack was less
than spectacular as the knightly charge failed to inflict any losses and
managed to only push the Ghulams back a bit, it was stalemate. Lances broken,
it was time to draw swords in a slugging match, with the Ghulam’s greater
numbers counteracting the knight’s combat ability. Both sides best troops were
now locked in a battle of attrition.
The swirling cavalry melee, neither side could break the other quickly.
The battle now was very even. Stalemated on my right, the centre
was going well, but the left was now impotent to do much to stop the horse
archers, who were all around them it seemed (infantry cannot charge skirmish
cavalry). I couldn’t save the baggage
train, and the next time the horse archers got to move (which is often in the
Saracen’s cavalry-heavy action deck), the baggage would surely be doomed (the
loss of the baggage train has a drastic effect on morale and might well cost me
the game).
Horse archers reach the baggage, but just too late, as their army's morale gives out before the combat could be resolved - a close shave.
It was now, crying ‘Deus Vult!’ that the Templar Knights finally
charged. I needed to smash the remaining enemy infantry centre and hope it
would be enough to break the Saracen army. If not, then the Crusaders would probably
have lost the battle, doomed to die in the desert without their supplies. But
divine inspiration and good dice were upon the Templars, and their charge smashed
the first militia unit to pieces, and raced on it the second rank, killing more
infidels. The resulting heavy damage saw the Saracen commander forced to give
up his last morale counters. With all 29 counters now spent, the Saracens had
to withdraw from the field. Victory to the defenders of Jerusalem.
Flee for your lives! The routers from the centre pass their Emir, watching on from high ground
(and none too impressed).
(and none too impressed).
Deus Vult! The Templars dispatch the infidel infantry to win the battle.
It was good to get the models out again, dust it off and have
a game. As I said, it lasted over 4 hours, with no breaks and going hard at it,
and this is Piquet ‘Lite’. It might have taken twice that time with the full
game, which has some very good ideas behind it, but just is so unwieldy. The
game got me thinking hard about getting on with my own Crusades rules again,
which I started several years ago under the working title ‘Soldiers of God’. I
might have to put some time aside to resurrect the project.