DBM Club Tournament 2004
A Player’s Perspective
Battle 5 – Muslim Indians
Well, like Mal, Graeme’s a regular opponent and we’ve
forged our armies in the heat of battle against each other. My
artillery convinced Graeme that elephants aren’t such a good
idea and my cavalry regularly muched up his massed archers. All
well and good but he now has a lean, mean, fighting machine that
I’m frankly dreading! The problem is that the Indians have
a very flexible troop option list, which means that I could be
facing massed Jagir cavalry, masses of blades and bows, elephants
galore… This makes planning for the battle extremely tough.
This is, in fact, a problem not experienced in other more formal
tournaments. It is common for a player to have to submit a set
army list and to play with that army against all opponents. Dave
(the tournament organiser) has gone for a more flexible approach,
whereby each army has only a set number of points (AP) rather than
a set list. Each player is allowed to reformat and reconstitute
his army according to the opponent to be faced. Both systems have
merits and flaws, of course, but on the whole, the flexible system
seems to be working well. Except now. When Graeme could field anything
and I’ve no idea what to field to counter him. Now it sucks.
Really bad.
That said, I’m pretty sure Graeme will field his cavalry-heavy ‘Jagir’ force,
as he did against Malcolm’s Sung. I’ve faced one or
two of these cavalry armies and I’ve come to a conclusion
about the Mongols; they don’t fare well against lots of enemy
cavalry. The Mongol army relies on being able to use mobility and
speed to outmaneuver its foes. This capacity is severely reduced
by cavalry rich opponents, who invariably also outnumber the Mongols.
Graeme’s Indians can field a nasty force of cavalry that
I’m not confident I can beat (if pinned into melee, the Mongols
tend to lose. They need to be hitting exposed flanks – hard
to do when the opposition can move as fast and redeploy as quickly
as you).
With this in mind I’ve got two optional armies ready to
go:
Army A
This is a traditional ‘field’ army, with nothing in
it but cavalry (ordinary and superior) and light horse (superior).
Oh and a few battleslaves, dragged along to guard the baggage (I’ve
found they are more trouble than they are worth up front, getting
in the way of the action and annoying pretty much everyone (especially
me!)). I know what I’m doing with this force, but it’s
likely to be outnumbered and if it gets caught in a grinding fight,
will be outflanked and destroyed. It fits my mobile, aggressive
mentality though…
Army B
I developed this force to take on John’s Sciri (which I’ve
yet to do). One command is an allied Uighar force of spearmen and
psiloi (mainly). It’s designed to draw the opposition into
defensive terrain of my choosing and has a light horse command
ready to pounce on the rear of any enemy in combat. A moderate-sized
cavalry force is flank marched to arrive by the Uighars to support
them and cause the opposition trouble. Thing is it’s defensive
(I get impatient) and untried…so I’m in a quandary
as to which army to choose.
Thus the fateful night came and I’d decided to go for option
A, a traditional field army. Considering that there’d be
a fair few Jagirs knocking about I decided to try and max out the
cavalry I could get. With three commands I had a massed cavalry
command (superior backed by ordinary), a smaller light horse command
and the CinC with the hordes.
So to war. Amazingly, I lost the aggression roll and so Graeme’s
Indians were invading the steppes. In autumn, the weather was fine,
with not even a risk of rain. The battle began an hour after dawn.
Graeme placed a single river running north-south on the eastern
flank. I responded with a hill that ended up in my centre rear
another hill in Graeme’s centre front and a river close to
the Indians running east-west from the fist river.
Thus the field was set and deployment began. Used to invasion
I had the frustrating task of deploying my largest command first.
I rely on being able to see where the opponent’s main strength
lies and so this was a risky business for me. Grasping the nettle
however, I placed the massed cavalry in two ranks forward on the
western flank. Graeme chose to leave me unopposed here and deployed
to the east of the hill, defending the hill itself with a line
of cavalry. My light horse deployed in the centre and behind the
cavalry, while I scattered the hordes of slaves across the eastern
flank to hold up the Indian advance here. I care nothing for these
troops and they are completely expendable. More usually deployed
to defend the artillery or baggage, this time I threw them into
the furnace, knowing they’d all die. As long as they held
up the Indians, that didn’t matter.

Graeme didn’t have his Jagirs. Instead he had a mixed force
of cavalry, elephants and infantry. Hmm…could’ve done
with some artillery to go ‘hunting Heffalumps’…
Graeme opened the batting with his light horse investigating the
river (which turned out to be paltry along its length, little more
than a stream), before marching his eastern flank across to ride
down my hordes. His centre began a complex maneuver to join up
with the cavalry on the hill; moves that wouldn’t really
be completed for the whole battle.
I began by wheeling the cavalry towards the Indians on the hill.
The light horse behind them columned out to file in on the cavalry’s
right flank. The remaining light horse pushed the Indian skirmishers
in and set up to delay anything that came through the hordes. The
hordes stood their ground (given that we’d chained them there
they didn’t really have a choice!).

Numerous (12!) turns followed where our lines maneuvered towards
each other. As Graeme’s eastern flank wrapped round, slaughtering
their way through the slaves, I columned off a small force of cavalry
to meet them. My light horse fell back here, up the hill to my
rear, ready to hit his cavalry in the flank. Other light horse
pinned his elephants back, and followed the cavalry into the fray,
protecting their right flank. Finally, galloping up the hill, the
Mongol cavalry crashed into the Indians. The brutal fighting dragged
on but gradually the Indians were cut to pieces. Only the Mongol
left flank at the prow of the hill struggled as they were lapped
round and forced back, many cut down. Eventually, the Indian commander
was slain and his command collapsed. At this stage I was on a 6-4
win.
Meanwhile, down on the flat ground below, the Mongol cavalry commander
was organising the defense against the Indian cavalry and elephants
coming in. The positioning of my commander here was the only mistake
I made in the battle and it was a HUGE one! Basically, once I’d
achieved victory on the hill, my commander was too far way to keep
order there and exploit the win. In fact, he wasn’t even
able to stop the cavalry impetuously charging into the demoralised
bows beyond, a move that basically ended the combat effectiveness
of my main army force…Hopefully this is a mistake I’ll
not repeat in future.
So the action moved down onto the plain as the end of the battle
rapidly approached. Our cavalry lines faced each other but Graeme
had his elephants threatening my flank. They were still held up
by my light horse, however, the final skirmisher died and the only
thing standing in the way now was my light horse commander. I was
faced with a relatively easy decision and threw the commander into
a suicide attack against his elephants. Not before I’d brought
up some straggling light horse into the frontage of the elephants
so that if the command broke, they would draw the elephants away
from the cavalry. I usually avoid my generals getting into combat
(that extra command penalty for being in combat is a killer), but
there are times when they just have to. In this situation I was
risking a return to a 5-5 draw to protect against a 9-1 loss. Predictably,
the commander was mashed under pachedermal foot but even then I
could still keep the command alive. I just needed a 5 or 6 in the
next command roll (good odds on 3 dice)…I rolled two 3’s
and a 1…curses!
So the command demoralised and the 5-5 was the result.

The game wasn’t over yet though and in the last turn both
Graeme and I would suffer complete army collapse if we lost 3 elements.
Grame got 1 of mine, I got 2 of his and it came down to the last
combat. With a Cavalry element uphill (gentle) of a bowmen element
we were on equal odds. However with my superior troops facing his
inferor the balance was firmly with me. After the rolls and adjustments,
it came out….a draw!! Aaaagghh!!!! AGAIN! This happened against
Gary’s Tudor force in the first game! No, no, no… OH
well.
So things ended in a 5-5 draw. A good result for an excellent
match.
Blimey, this was a tough game, tense as a bowstring right up to
the final dice throws! Graeme’s a great opponent, fair and
sporting. If his attention doesn’t wander (which it usually
does!) he’s also a tough player to beat. More often than
not though, as in this battle, his oversights and careless mistakes
helped me out on several occasions!
I can see a pattern emerging for my force. In the vast majority
of games I’ve played, I’ve found I inflict 3-4 losses
for each one I take. I can usually break one opponent command but
just fall short of breaking their army. I’ll have to tweak
things to get that ‘final push’ capability.
So, I’m now at 20 tournament points from 5 games (max 50
points). Hmm… Fair to middling as they say…
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