1138. On the disputed
border between the County of Antioch and the Emirate of Homs lies the stream
and village of Khereyab. Here, with the army of Raymond Marshal of Antioch on
the march, the Emir of Homs drew up his forces to meet the infidel invaders, foreigners`
greedy to steal their lands and access to the waters of Khereyab which fed
fertile lands downstream.
This would be final big play test for my forthcoming ‘Soldiers
of God; rules set – a card-driven game for the Crusades. In game terms it was a
large field battle between 300 pts of Crusaders and 300 pts of Saracens. Commanding
the Army of Homs, I pre-chose my Battle Plan (in the game, each force has a
plan of attack or defence, chosen before picking their forces, which dictates
some of the action cards available to the commander each turn). I picked a
defensive plan, ‘Hold and Harry’, in which my army’s centre would hold its
place and make best use of their missile weapons, whilst the right and left
flank would harry the enemy, again with missile weapons, but most effectively
with quickly advancing and retiring skirmish units. These flanks were built
around mercenary horse archer light cavalry, support by some Ghulam ‘medium’
cavalry behind, should the enemy breakthrough my light missile troops. My
centre was massed levy infantry (including some Sudanese mercenaries but all
pretty poor stuff), backed by some archers and a single ballista light war
engine.
The Marshal of Antioch led his force with a Battle Plan of ‘right
echelon attack’. Attacking hard on his right, advancing steadily in the centre and
holding on the left. His army had the Knights Templar and mounted men-at-arms
on the right to launch the main assault, with their extreme flank held by
Turcopole native light cavalry. Men-at-arms, archers and crossbows were in the
centre, with more men-at-arms, armed pilgrims (diverted from the road to
Jerusalem) and more Turcopoles on the extreme left.
Deployment complete, the more offensively minded Crusaders
began their attack, with their right flank quickly running into swarms of advancing
light cavalry, all darkening the skies with an arrow storm that saw the mounted
men-at-arms routed from the field, a bad start. But the Turcopole’s rash charge
did defeat and rout some Arab light cavalry (they had already thought about
deserting on the first action card play of the game – so were obviously not to
be trusted anyway).
Saracen archery proved deadly, the horse archers racing in
to fire, turn and ride away, leaving the heavier crusaders pressing forwards
peppered by waves of arrows. Disorder built in the ranks. On my right, the
horse archers held on the stream banks and launched volleys into the village of
Khereyab, now occupied by enemy men-at-arms and pilgrims, but these troops had
no way of replying and just took the best cover they could. Happy with that, I
left the skirmishing light cavalry to just harass the village all game, keeping
those unit’s heads down.
In the centre the Crusaders pressed forwards, only targeted
by the occasional ballista bolt, until a free horse archer unit circled around from
their right flank and freely galloped around the rear to threaten the Crusader’s
baggage train. Men-at-arm were forced to halt and wheel about to face the horse
archers, weakening their attack. To add to their woes, another unit of horse
archers attempted a flank march and passed the test (I needed a 6 and got it)
to arrive on the enemy board edge. Suddenly, the Crusader’s centre looked surrounded,
horse archers attacking from left, right and centre. Tactical it looked grim.
The only chance was to press the right flank attack rapidly,
launching the Knights Templars into a furious charge, which final caught up
with the retiring horse archers, but their final charge lacked impact, and my
light cavalry managed to hold out. They would fight a cautious, attritional
melee to hold the heavy knights. They slowly lost the fight to the best troops
of the age, but it bought valuable time for the rest of my forces to finish the
surrounded and beleaguered centre.
With no decisive victory of the right, the Crusaders centre
could not hold out. Arrows from front and rear peppered them, a Ghulam unit
charged and smashed the peasant archers, winning the melee in a ‘gory massacre’
(big wins mean a gory massacre has occurred and extra army morale is lost for
the heavy and gruesome losses). Then the men-at-arms also broke and routed, taking
arrows from front and rear, and leaving the baggage train exposed to the horse
archers, who gleefully fell up it to loot it. The sudden massive morale loss
for the collapse of the centre saw the Crusader’s defeated and withdrawing to
save themselves.
Antioch’s invading army had been crushed. It starting Morale
value had been 23, it now stood at -6. The Saracens had been 25, it was still 15.
A major victory for the Saracens (and a big win for me, hurrah!).
The SoG rules are now complete, this test threw up nothing
that worried either player. It was fast, furious, unpredictable and great fun. My
battle plan had worked well, the light cavalry had harassed the life from the
enemy, turn after turn. The Crusader’s attack had been a shambles, every unit
was going home looking like hedgehogs. It had been 4 hours of furious play,
with a 30 minute break for a bacon-butty lunch.
Now to finish the production work in the next couple of
weeks. Look out for more details about SoG in the near future. Very happy with
game rules, and I can see it being turned to other ‘ancients’ periods in the
future - maybe ‘Soldiers of Rome’, ‘Soldiers of Persia’ or even a fantasy
battles version (a bit ahead of myself, but just getting enthusiastic).
Here are a few snaps. My camera batteries died after
deployment and, keen to get on and play, I couldn’t be bothered to find new
ones. So these will have to do this time.
The battlefiled before the armies arrive. Saracens on the left, Crusaders on the right.
The village and fields of Khereyab. Soon to be occupied by infidel invaders, pinned down under endless arrows from across the stream.
Saracen lines, from right flank to centre. Horse archers skirmishing. Ghulams just behind.
The Crusaders opposite, with their own Turcopoles.
Crusader's infantry centre (and baggage train camels).Most would be dead or routed by the end of the battle. The baggage looted.
Point of the attack - the Knights Templar and mounted men-at-arms (they ain't Knights). The Saracen hordes would prove too numerous even for these vaunted warriors. The command stand (supporting the Templars) was killed by a stray horse archer's arrow in the face early on - another turn of bad luck for the Christains.
The village and fields of Khereyab. Soon to be occupied by infidel invaders, pinned down under endless arrows from across the stream.
Saracen lines, from right flank to centre. Horse archers skirmishing. Ghulams just behind.
The Crusaders opposite, with their own Turcopoles.
Crusader's infantry centre (and baggage train camels).Most would be dead or routed by the end of the battle. The baggage looted.
Point of the attack - the Knights Templar and mounted men-at-arms (they ain't Knights). The Saracen hordes would prove too numerous even for these vaunted warriors. The command stand (supporting the Templars) was killed by a stray horse archer's arrow in the face early on - another turn of bad luck for the Christains.