Tuesday, September 12, 2017

FOG 300 Playtest Gallic vs Ancient Spanish 55 BC - Sep 11, 2017

Hairy Barbarian Week Continues...

Hill Tribe Gauls vs Iberian Ancient Spanish

Ancient Spanish List and Host:



Hill Tribe Gallic List and Host:




The Spanish won the initiative and opted for Hilly terrain.  The Gauls took the compulsory steep hill, a broken and the gully.  The Spanish took a forrest and an impassable.  The Spanish forrest did not fit and was discarded.  Here is the table after camps were deployed:


The Gauls deployed with the three warrior battle groups stretching from left to right across the broken towards the gully.  The Gallic javelin men deployed in front of the cavalry to complete the deployment.


The Spanish deployed with the small shield cavalry in front of the caetrati, then one BG of the scutarii, the superior scutarii across the steep hill and the remaining scutarii in a 4 deep 2 wide column on the right of the steep hill.


For the Spanish 1st turn, the superior scutarii and the right most scutarii conducted a full move forward with a one base shift to the right (7" as they lost 1" due to the steep hill).  The left scutarii conducted a full move forward.  The small shield cavalry moved a full move and shifted 1 base right.  The Spanish light foot moved up behind the cavalry.  As there was no shooting, the turn ended.


For the Gallic 1st turn, the two foot warrior BGs on the right advanced a full move forward.  The left most foot warrior BGs conducted a full move forward and shifted one base left.  The Gallic light foot 
conducted a full move forward and angled to the right to give the Gallic cavalry room to engage.  The Gallic cavalry did a short move up behind the left most foot warrior BG.  Again there was no shooting, so the turn ended.


For the Spanish 2nd turn, the superior scutarii remained stationary and expanded 1 file.  The left flank  scutarii conducted a short move (after passing a CMT) to come even with the other two scutarii.  The other scutarii BG also remained stationary.  The Spanish LF turned 90 and moved 3".  No shooting this turn either, so the turn ended.



There were no charges to begin the Gallic 2nd turn. The right end foot warrior BG attempted a CMT to move short but failed.  It moved a full move instead.  The middle BG passed a CMT and moves short.  The left BG connected a full move and a 1/2 base shift to end up next to the middle BG of foot warriors.  The Gallic lights moved up to shoot at the Spanish light foot.  The Gallic cavalry moved up behind the Gallic lights.  There were no targets for shooting and the Gallic turn ended.  (unfortunately, the Druids were engaged in a tree hugging exercise and forgot to sketch the battlefield at this point).

To start the Spanish 3rd turn, all three Spanish scutarii charged.  The left Spanish scutarii managed 0 hits on the Gallic warriors to their front.  The superior scutarii did 2 hits to the Gallic warriors on the right end of the Gallic line and 2 to the middle BG.  The right scutarii BG did 1 on the middle Gallic foot BG and 1 on the Gallic left BG.  The Gallic BG on the right end of the line scored 3 hits on the left most scutarii and 3 on the superior scutarii.  The middle Gallic warrior BG missed against the superior scutarii and managed only 1 hit on the right most scutarii.  The left Gallic BG missed completely.  The left Spanish scutarii double dropped on its cohesion and lost a base.  The superior scutarii lost a base to its death roll.  The middle Gallic BG passed its cohesion bit lost a base to the death roll.  The left Gallic BG disrupted.  In maneuver, the right Spanish Scutarii shifted right to conform sliding in front of the Spanish cavalry.  The Spanish lights expanded a file to be 2 bases wide and advanced on the Gallic lights.  Shooting for both sides was ineffective with 1 hot scored between both units.  In melee, the left Spanish scutarii managed 1 hit on the right Gallic warriors, the superior scutarii scored 3 hits on the right Gallic warriors and 2 on the middle Gallic warriors, while the right Spanish scutarii hit the middle Gauls once and the left Gauls twice.  In return, the right Gallic warrior BG scored 3 hits on the left most scutarii and 4 hits on the superior scutarii.  The middle Gallic warrior BG scored 2 hits on the superior scutarii and 2 on the right most scutarii.  The left Gallic warrior BG scored 3 hits on the right most scutarii.  All three Spanish scutarii BGs lost this phase.  The right most Gallic warrior BG lost 1 base to a death roll but the other two were unfazed.  The left wing scutarii rolled poorly and broke on its cohesion test.  The superior scutarii passed its cohesion but lost 1 base.  The right end scutarii disrupted on its cohesion and also lost 1 base.  The superior scutarii disrupted on its cohesion test for seeing a friend rout.


There were no charges to be had for the Gallic 3rd, so in maneuver the Gallic light foot moved into the face of the Spanish lights. The Gallic cavalry move up behind the Gallic lights and turn 90 to angle towards the Spanish cavalry.  In shooting, both sides manage 1 hit between both BGs to no effect.  In melee, the right Gallic warrior BG managed 3 hits on the superior scutarii.  The middle Gallic warriors scored 1 hit on the superior scutarii and 2 on the right scutarii.  The left Gallic warrior BG scored 3 hits on the right scutarii.  The superior scutarii managed 2 hits on both the right Gallic warrior BG and the middle Gallic warrior BG.  The right scutarii scored 2 hits on the middle Gallic BG and 1 on the left BG.  The middle Gallic BG disrupted and lost 1 base.  Both scutarii BGs pass their death rolls.  In the joint action phase, no one passed a cohesion test to rally and the turn ends.


To start the Spanish 4th turn, the Spanish lights charge the Gallic lights who stand for the charge.  In impact, the Spanish score 3 hits to 2 but the Gauls hold.  In maneuver, the Spanish lights expand a file.  With no shooting, the melee phase was next.  The superior scutarii scored 2 hits on the right Gallic BG but 0 on the middle BG.  The right scutarii scored 2 hits on the middle Gallic BG bit 0 on the left Gallic BG.  The Spanish lights score 3 hits on the Gallic lights.  The right Gallic warrior BG scored 4 hits on the superior scutarii.  The middle Gallic warrior BG scored 2 hits on the superior scutarii and 1 on the right scutarii.  The left Gallic warrior BG scored 3 hits on the right scutarii.  Meanwhile, the Gallic lights scored 4 hits on the Spanish lights.  The Gallic light foot pass their death roll.  The superior scutarii failed their cohesion test badly and dropped to fragmented while loosing a base to the death roll.  The right scutarii double dropped on cohesion and lost a base as well.  The Spanish light foot disrupted on their cohesion and slo lost a base.  Even though the game technically over with 5 attrition points suffered, the Spanish rolled the cohesion test for seeing friends break anyway.  The superior scutarii broke and the Spanish lights fragmented.



Another interesting match-up.  I thought both armies had advantages but worried the Gallic cavalry might be too powerful but as it turned out the cavalry for both sides had little effect on the game.  I might try the hill tribe Gauls against the LRR next.  Until next week...

Sunday, September 10, 2017

FOG 300 Playtest: Later Republican Roman vs Early German 55 BC

Influenced by Sidebottom and Hughes, I decided to try out two infantry heavy armies today:  LRR vs Early Germans circa 55 BC.

The German List and Host:


 The Roman List and Host:



The Romans won the initiative and opted for Agriculture.  The Early Germans took the compulsory open field, the gentle hill and the gully.  The Roman took the open and the road.  After the camps were placed the field looked like so:

Here is the view of the Roman lines from atop the Sacred Oak with the Roman cavalry on the left followed by the White Legion, the Red Legion and the archers.


Titus Pullo snapped this picture from atop the ramparts of the Roman camp.  The German archers were deployed on the far left with the German cavalry behind them followed by a battle group of Foot Warriors,  the Select Warriors, the 2nd BG of Foot Warriors and then the javelin men deployed in column.  The Scared Grove camp can just been behind the Select Warrior BG.

For the Roman first turn, the legionaries wheeled slightly left and echeloned the line forward.  The archers did a full move to cover the left and the cavalry did the same on the right.  With no one within shooting range, the turn ended.


On the German 1st turn, the German warriors conducted a single move straight ahead.  The Javelinmen, deployed into a 2 wide line and advanced to in front of the left most warrior BG.  The German archers edged over towards the Roman archers while the German cavalry followed dup behind them. There again was no shooting so the turn ended.


To start the Roman 2nd turn, The Roman cavalry launch into the German javelin men.  The javelin men evade 3 " straight back while the cavalry roll short and move only 3".  The Roman Legionaires move up to stay on line with the Roman cavalry while the Roman archers move to keep their relative position just in front of the Red Legion.  In the shooting phase the Roman fire was ineffectual while the Germans scored 2 hits in return.  The Roman archers passed their cohesion so the turn ended.


The German 2nd Turn saw the German javelin men advance again to be in front of the Roman cavalry.  The warrior line remained stationary after the left most warrior BG failed a CMT to move short.  The German archers moved to within 1" of the Roman archers and the German cavalry moved up behind them.  In the shooting phase the javelin men only scored 1 hit as did the German archers.  To compliment the ineffective German missile fire, the Romans failed to hit at all.  With the end of the shooting phase, the turn ended.


The Roman 3rd turn started with the Romans deciding to hold in place (the German foot was just outside of 3").  In the shooting phase, the Roman archers again failed to hit and the German fire was once more futile.

To start the German 3rd turn, the German left warrior BG moved short to behind the javelin men while the Select Warriors moved short to cover their right.  The right end warrior BG failed their CMT so opted to do a full move which served to cover the right of the select warriors.  The German archers and cavalry hold.  In the shooting phase, the German archers scored two hits and took two hits in return.  Both sides' archer BGs passed their cohesion tests.  The javelin men only managed 1 hit on the Roman cavalry.  With the end of the shooting phase, the turn ended.


The Romans decided to start Turn 4 with a charge with the cavalry and Legionaires.  The german javelin men evaded once more so the Roman cavalry barreled into the left end warrior BG. The angled line Legionaires ensured that all three BGs of German warriors were in the maelstrom.


In impact, the Roman cavalry managed 2 hits but took 4 in return from the left wing warriors.  The Roman general joined the White Legion who scored 2 hits on the left wing warriors and 3 on the Select Warriors in the German center.  The German left wing warrior only scored 1 hit to the White Legion.  The Select Warriors scored 1 hit on the White Legion and 3 to the Red Legion.  The Red Legion scored 3 hits on the Select Warriors but only 1 on the right flank warriors who did 1 in return. The Roman cavalry lost the impact, disrupted and lost 1 base.  The White Legion only took 2 hits so where unfazed in impact.  The left wing warriors took 4 hits total and lost a base to the death roll.  The Select Warriors passed their cohesion test but lost a base to the death roll.  The Red Legion were unfazed in impact.

In the shooting phase, the Germans archers scored 2 hits on the Roman archers whose now fire was again ineffectual.  The Roman archers passed their cohesion test.  

In melee, the Roman cavalry suffered 3 hits from the left wing warriors giving only 1 in return.  The White Legion scored 2 hits to the left wing warriors and 3 to the Select Warriors.  The Red Legion scored 2 hits to the Select Warriors and 1 to the right wing warriors.  The left wing warriors scored 1 hit to the White Legion.  The Select Warriors scored only 1 hit in this phase and this to the White Legion.  The right wing warriors managed no hits.  The Roman cavalry rolled a modified "0" for their cohesion test and double dropped.   A second base was also lost to the death roll.  The White and Red Legions were unfazed in the melee phase.  The left wing warriors lost a base to their death roll while the Select Warriors disrupted and lost a base.  The White Legion thumbed their nose at the routing Roman cavalry who routed a full 6" in their initial route.



In the German 4th turn, the javelin men moved a full 5" forward towards the Roman baseline.  The German archers withdrew behind the German cavalry.  The only shooting to be had was by the Roman archers, which was ineffective.  In melee, the White Legion scored 2 hits on the left warriors and 4 on the Select Warriors.  The Red Legion scored 3 on the Select Warriors and 2 on the right wing warriors.  The left wing warriors scored 2 hits on the White Legion.  The Select Warriors managed only 1 hit in total and that against the White Legion.  The right wing warriors scored only 1 hit to the Red Legion.  The White Legion won their melee and passed their death roll.  The Select Warriors passed their cohesion test but lost another base to the death roll.  The right wing warriors survived their cohesion test and death roll unfazed.  In the JAP, the Select Warriors rally back from disrupted.

In the Roman 5th turn, their were no charges.  The Roman archers wheeled toward the German cavalry but stayed outside of 2 " of the right wing warriors.  In the shooting phase, the Roman archers managed only 1 hit to no effect.  In the melee phase, the White Legion scored 2 hits to the right wing warriors and 2 hits to the Select Warriors.  The Red Legion scored 1 hit to the Select Warriors and 0 to the right wing warriors.  The left wing warriors scored 2 on the White Legion while the Select Warriors scored 1 on the White Legion and 1 on the Red Legion.  The right wing warriors scored none.  Only the Select Warriors lost melee this phase.  They passed their cohesion but lost yet another base.



To start the German 5th turn, the German cavalry charges the Roman archers.  The archers evade 5" and the cavalry pursue 4".  In the movement phase, the javelin men turn 3" and move towards the center.  The German archers moved up behind their cavalry.  There was not shooting to be had in this turn.  In melee, the White Legion scored 2 hits on the left wing warriors and 3 hits on the Select Warriors.  The Red Legion scored 2 hits on the Select Warriors and 2 on the right wing warriors.  The right wing warriors scored 2 hits on the White Legion.  The Select Warriors scored 1 hit on the White Legion and none on the Red.  The right wing warriors managed 2 hits on the Red Legion.  The White Legion passed its death roll while the Red Legion was unfazed.  The left wing warriors suffered no ill effects from the melee nor did the right wing warriors.  The Select Warriors, however, passed their cohesion test but broke when they lost another stand to the death roll.  Bot remaining warrior battlegroups passed their cohesion for seeing a friend break.  In the joint action phase, Select Warriors routed to in front of their camp.  The German chief moved to the right wing warriors.



In the Roman 6th, there were no charges to be had.  The two legions conformed to their adversaries and the Roman archers advanced on the German cavalry.  In the shooting phase, the Roman archers scored 3 hits on the German cavalry who shrugged the hits off as a nuisance.  In melee, the White Legion scored 5 hits on the left wing warriors while the Red Legion also scored 5 hits to the right wing warriors.   The left wing warriors scored 4 hits to the White Legion while the right wing warriors managed only 3 hits (even with the German chieftain fighting in the front rank) to the Red Legion.  Both legions passed their death rolls.  The left wing warriors lost a base and double dropped to fragmented.  The right wing warriors lost a base and disrupted.  The Select Warriors finished routing off the table.

Unbeknownst to the Germans, their 6th turn would be the last one.  The German cavalry charged the Roman archers and both chargers and evaders moved 4".   The German javelin men moved towards the Roman archers while the German archers moved to in front of the German cavalry.  In the shooting phase, the German archers managed only 1 hit to no effect.  In melee, the White Legion scored 6 hits on the left wing warriors who manage none in return.  The Red Legion managed 4 hits on the right wing warriors who managed 2 in return.  The left wing warriors managed to roll a 4 on two dice which brought them to 0 after modifiers.  This broke the left wing warriors who also lost a base to hits.  The right wing warriors lost a base to their death roll and fragmented.  To add insult to injury the German Chieftain was killed in melee this phase causing the right wing warriors to break as well ending the game.



There was a moment when it looked a bit harry for the Romans but they rolled out of it.  The small number of BGs the Romans can field at 300 points creates potential issues but their superior quality helps significantly.




Blame it on Sidebottom and Hughes

After a marathon summer working on the Crusades, Harry Sidebottom and Ian Hughes brought about a change of pace for a while.  Harry has a new Warrior of Rome book (The Last Hour) coming out in 2018 and available for pre-order from Amazon UK (unfortunately not in the US yet) that stoked my interest in Imperial Rome.  So what happened, I looked on my shelf and found these two lovelies:



Im reading both of these at once at the moment and you can guess you will see a Roman play test or two in the near future.  Both are quite good.  I have read all of Sidebottom's Warrior of Rome books and the first in the Throne of the Caesars trilogy.  I've read Hughes' books on Stilicho and Belisarius and suspect I will end up with Aetius on my shelf soon.  All are well worth the price.

Sunday, September 3, 2017

Sep 3 Update

No time for play tests this weekend as work is kicking it.  The War Like No Other non-fiction reference list has been updated.  So check out the campaign page for the link.

Saturday, August 26, 2017

FOG 300 Playtest - Early Crusaders vs Fatimids

Today for your gaming pleasure, I offer up Early Crusaders vs Fatimid Egyptians circa 1100 AD.

We begin will  with a glance at the lists and hosts involved in today's adventure.

Fatimid Egyptian List and Host:
Early Crusader List and Host:

The Crusaders won the initiative and chose Developed.  They opted for the compulsory village, a gentle hill and an open.  The Fatimids took the gully and the road.  The open ended up getting picked up and after the camps were deployed the table looked like below:


The Fatimids deployed with the Armenian Archers in the village on the left, then Lancers, the Abid al Shira and the Turkish cav on the far right.  The Bedouin Lancers went into ambush in the gully.


 The Crusaders deployed with one crossbow on the far left, then the Blue Knights, the Green Knights in a single deep line, the spearmen and the last crossbow.


On their first move, the Fatimids opted for a measured advance with the Armenians setting the pace at 3".  Being a mainly drilled army helped.  The Turks moved a full 5" forward but wheeled towards the center.  There was no shooting so the turn ended.


In the Crusader first move, the left wing crossbow and spear did a double move of 5" to the forward edge of the hill.  Both knights moved a full 5" with the Blue Knights wheeling towards the Turkish cavalry.  The crossbow at the end of the line moved forward 4" and shifted 1 base to the right.  Again there was no shooting so the turn ended.


To start the Fatimid 2nd move, the Bedouins revealed themselves and moved towards the Fatimid left flank.  The Abid al Shira wheeled towards their left and the Lancers moved to keep pace.  The Armenians moved forward to shoot at the Crusader spearmen.  In the shooting phase, no one's fire was effective, so the turn ended.


On the Crusader 2nd move, there were no charges so on to maneauver we went.  The Crusader crossbow and spear moved 3" straight ahead.  The Green Knights passed a CMT and moved 3" to stay in line with the Crusader spear.  The Blue Knights passed a CMT moved 5" forward and wheeled to parallel to the Turkish cavalry. The crossbow on the far right end of the Christian line failed a CMT to wheel next to the Blue Knights so instead did a half-base shift and moved 4" ahead.  In the shooting phase, the left end Crusader crossbow and the Armenian archers managed 1 hit each to no effect.  The Turkish cav however connected twice on the Blue Knights who failed their cohesion test and disrupted.  The right end crossbow connected twice on the Bedouins and caused them to disrupt as well.  Below is the status at the table of the turn:


To start the Fatimid 3rd turn, the Bedouins opted to charge the crossbow to their front.  The Fatimid Lancers in the center successfully rolled not to charge.  It turned out to not be such a good idea for the Bedouins (even through they had double POAs) who managed to loose big and fragment.  The Fatimids had no other movement so we went straight to shooting.  The Armenians and the crossbow on their end failed to score enough hits to have any effect while the Turkish cav scored 3 hits on the Blue Knights.  The Blue Knights failed again and fragmented.  In melee, the crossbow scored 1 hit on the Bedouins who did the same in return.  With the melee being a wash, the turn ended.


For the Crusader 3rd turn, the spearmen charged ahead and the Green Knights failed their roll not to charge so plowed into the Abid al Shira foot and the Fatimid Lancers.  In the impact, the Green Knights managed 3 hits on the spear but none on the lancers.  The lancers failed to hit the knights while the Abid al Shira scored 5 on the knights with their general fighting.  The knights passed their cohesion but lost a base to the death roll.  The Crusader lord opted not to fight in the impact with the spearmen against the Armenians.  The spearmen failed to score a hit while the Armenians scored 2 in return.  The spearmen passed their cohesion and death roll.  The spearmen could not conform to the Armenians as in doing so it would push the left end crossbow off the table edge.  There was no other movement so into the shooting phase we went.  The Turkish cavalry scored no hits on the Blue Knights this phase.  In the melee phase, the Bedouin lancers lost to the crossbow and subsequently routed loosing a base.  The crossbow caught them in the pursuit and they lost a 2nd base.  The Green Knights scored 3 hits to 2 on the Abid al Shira while the lancers scored 3 hits to 2 on the Green Knights in return.  The Green Knights passed their death roll.  The Abid al Shira passed their cohesion test and death roll. However, the Fatimid Vizier took a lance in the gullet.  None of the Fatimid BGs seemed to care though.  The Armenian archers suffered 6 hits from the spear and only gave 2 in return.  The Armenians disrupted and lost a base.    In the JAP, the Bedouins routed off the table while the pursuing crossbow managed only 4".  The picture below is before the cohesion tests for the general dying.


To start the Fatimid 4th turn, the Turkish cavalry launched a charge at the fragmented Blue Knights who decided to just run away (they failed the check).  Once the route and charge move was completed, the turn moved right into melee as there was no BGs able to maneuver or shoot.  In the melee phase, the Armenians took 5 hits from the spear and only gave one back.  The Green Knights scored 2 hits on the lancers and 2 on the Abid al Shira Foot while taking 1 from the Abid al Shira and 2 from the lancers.  The Armenian archers suffered a double drop in cohesion and broke.  The Abid al Shira went disrupted from losing to the Green Knights.   The Green Knights took 5 hits this turn but survived the death roll.  The lancers disrupted from seeing the Armenian archers break.  In the pursuit the archers routed into the village while the pursuing spearmen slammed into the Fatimid lancers.


The Crusader 4th turn dawned with the Crusaders ahead 4 points to 2.  There was only one impact to work out:  the pursuing spear into the Fatimid lancers.  Both scored only 1 hit to no effect.  In maneauver, the Crusader crossbow on the far right attempted a CMT to turn and move but failed the CMT and end up just turning 90 degrees.  As there were no targets to shoot, melee began quickly.  The spear took 1 hit from the lancers and gave 1.  The Green Knights scored no hits on the lancers but 3 on the And al Shira.  The lancers scored 1 hit on the Green Knights as did the Abid al Shira.  The lancers were fine but the Abid al Shira only scored 1 hit against the knights.  The Abid al Shira passed their cohesion but did lost a base to the death roll.


There was not much left to do once the Fatimid 5th turn began.  The Turkish cavalry attempted a CMT to turn and move but failed and had to settle for just turning 90 degrees.  There was no shooting.  In melee, the lancers failed to score any hits on the Green Knights or the spearmen,  The Abid al Shira only managed 1 hit on the Green Knights while the spearmen hit the lancers 3 times while the Green Knights scored 2 on the lancers.  The Abid al Shira received 3 from the Green Knights.  In the following cohesion tests, the Abid al Shira suffer a double drop and broke.  The lancers fragmented and lost a base.  The lancers then broke on a failed cohesion test for seeing friends break. With 4 of their 5 BGs broken, the game ended with a loss to the Fatimids.


Until I get the Armenians painted, I am going to work on playtests pitting the Moslem armies against each other for a while.  The Islamic armies struggle against the Early Crusaders on the small table and I want to try them out against each other.  Until next time...



Sunday, August 20, 2017

FOG 3.0 Update


Heard from someone in the know that FOG 3.0 is in layout with the publisher and October/November is now the release timeframe.

FOG 300 Playtest - Early Crusaders vs Arab Cities

Trotted out the Arab Cities Ally List vs the Early Crusaders this morning.

The Arab List and Host (Initiative should be a 2)



The Crusader list and Host.



The Arabs won the initiative and opted for Agriculture as the terrain type.

The Crusaders took the compulsory open field, the open and the gully.  The Arabs took a gentle hill and the road.  The table looked like this with the camps deployed.  Note the Arab camp is fortified.


The Crusader army deployed with a crossbow unit on the far left behind the gully, the spearmen across the gentle hill, the green knights, the blue knights and another crossbow deployed in column on the far right end of the line.


The Arab army deployed with the Bedouin Lancers on the left in the field.  The light foot archers deployed in column between the lancers and the Adhath militia.  The militia is deployed across the road in front of the camp from the field with the two Arab Lancers finishing out the Arab line.


After the first Crusader move the spearmen and right wing crossbow did a double move with the knights moving 5 inches each to keep on the left of the spear.  The left wing crossbow extended into a  battle line.  There was no shooting so the turn ended.


The Arabs advanced the Bedouins a full move forward while the militia moved a full move with the inside Arab lancers covering their right (in the picture) flank.  The Blue Arab Lancers (outside right in the picture) angled their advanced towards the crossbow on the right end of the Crusader line.  The light foot archers extended a base width and advanced to stay level with the militia.  Again there was no shooting so the turn ended.

In the Crusader 2nd, the Blue Knights pass a CMT and move to just outside of 5 inches from the Ahdath militia.  The Green Knights fail their CMT to move short so remain stationary.  The Crusader general moves the spearmen a full move and places them just outside of pinning of both Arab Lancers.  The right flank crossbow move up just enough (after passing a CMT) to be able to shoot at the Blue Arab Lancers.  The left flank crossbow move a full move straight ahead.  The left flank crossbow hit the Bedouin Lancers twice but to no effect.  The right flank crossbow miss.  In joint action the Arab Emir moves to the middle Arab Lancer unit and the turn ends.  (No picture for this turn).

In the Arab 2nd, both Arab lancers successfully hold and do not charge.  The Blue Lancers wheel to square up in front of the spear.  The Arab light foot move up to within 1" of the Blue Knights.  In the shooting phase the Arab light foot only manage 1 hit to no effect on the Blue Knights.  The left crossbow unit of the Crusaders scores two hist on the Bedouin Lancers who disrupt.  The right wing crossbow scores three hits on the Blue Arab Lancers who pass cohesion and the death roll.  The turn ends with the table looking like below:


The Crusader 3rd turn begins with the Blue Knights charging impetuously (failed their CMT) and roll short moving only 3 inches.  The Arab light foot being charged roll enough to evade through the Ahdath militia to their rear.  In the maneuver phase the Green Knights one a full move straight ahead to get in line with the Blue Knights but stop an 1/8 inch from being flush.  The left wing crossbow move a full 4" to be in the face of the Bedouin Lancers.  The Christian spear do a short move to get into the face of the two Arab Lancer units.  The right wing crossbow make a CMT to move short so they are just outside of step-forward range should the Blue Arab Lancers charge.  In the shooting phase, the two Crusader crossbows manage 1 hit between them so the turn ends after the Arab Emir joins the Ahdath militia in the Arab center.


To start the 3rd Arab turn, both Arab Lancers fail their CMT not to charge. The Green Knights intercept and the middle Arab Lancers hit both the Green Knights and the Crusader spearmen.  The Crusader leader joins the front rank of the spearmen. In Impact, the spear fail to score a hit on either  of the Arab Lancers while the middle lancer scores 0 hits total.  The Knights score 2 hits on the middle lancers and the Blue Arab Lancers score 2 on the spearmen.  The middle Arab Lancer disrupts.  The Spearmen pass their cohesion test and death roll.  In the maneuver phase, the Bedouin Lancers back up but remain facing the crossbow on the Arab right.  The Arab light foot move up to in front of the Adhath Militia and begin shooting at the Blue Knights.  The Blue Knights take 2 hits and disrupt.  The Bedouin Lancers take 2 hits from the left wing Crusader crossbow and fragment.  In the melee phase, the middle lancers score 1 hit on the spearmen but none on the Green Knights while the Green Knights give 3 and the spearmen give 2 in return.  The Spear also score 4 hits on the Blue Arab Lancers and take 3 hits in return.  The middle Arab Lancers lost, fragment and lose a base.  The Blue Lancers pass cohesion but lose a base from hits.  The Spearmen lose a base from the hits inflicted by the Blue Lancers.  The turn ends with the Ahdath militia bracing for the coming charge of the Blue Knights.

In the 4th Crusader turn, the Blue Knights fail a CMT not to charge and plow into the Adhath Militia.  The Arab Emir joins the militia in an effort to stem the Christian tide.  The militia score 2 hits on the Blue Knights who give 0 in return.  They fragment on their cohesion test.  In the maneuver, the left wing crossbow move into the face of the Bedouin Lancers.  The right wing crossbow pass a CMT and wheel in such a way to provide rear support to the spearmen.  In the shooting phase, the left wing crossbow score two hits on the Bedouin Lancers who fail their cohesion test and rout off the table.  The Arab light foot do not care and easily pass their cohesion test.  In melee, the Ahdath scores two hits on the Blue Knights who only score one in return.  The knights pass both their cohesion test and death roll.  The middle Arab Lancer scores 1 hit on the Green Knights and 1 on the spearmen.  The Blue Arab Lancers score 2 hits on the spearmen.  The Green Knights score 4 hits on the middle Arab Lancers while the spearmen score 2 hits on both Arab Lancer BGs.  The middle Arab Lancer breaks cohesion and loses a base.  The Spearmen pass their cohesion test.  Neither the Ahdath militia nor the Arab light foot care about the Arab Lancers breaking to their left.  The Green Knights pursue into the Ahdath militia.  The turn ends with the Arabs down 4 attrition points and the Crusaders down 1.


 The Arab 4th turn opens with no charges but an impact to resolve from the previous turn.  The Ahdath militia score 1 hit on the Green Knights who do none in return.  The knights pass.  The Arab light foot back towards their camp in maneuver.  The Spearmen expand to cover the existing overlap against the Blue Lancers.  There is no shooting so off to melee we go.  The Ahdath score 2 hits on the Green Knights and 3 on the Blue Knights.  Both knights manage 2 hits each.  The Ahdath militia pass their death roll but the Blue Knights fail cohesion and break.  The left wing crossbow and the Green Knights don't care and the Blue Knights rout away.  The spearmen only score 1 hit on the Blue Lancers but take 2 in return.  They pass both their cohesion and death rolls.  At the end of the Arab 4th, the Blue Knights are set to rout off the table in the next JAP and the score is 4 Arab attrition points to 2 for the Crusaders.


To start the Crusader 5th turn and with no charges in the offing, the left flank crossbow fail a CMT to wheel onto the flank of the Ahdath militia so opt to move a full 4" straight ahead. The Green Knights expanded a base in front of the militia while the spearmen expanded another base to get 4 base widths in the fight against the Blue Lancers.  Again there was no shooting.  In melee, the Ahdath score 2 hits on the Green Knights and take 4 in return.  They pass cohesion but lose a base.  The Blue Lancers score 1 hit on the spearmen but take 3 in return.  They pass both cohesion and death rolls.


The Arab 5th turn rolls around and with no charges the Arab light foot maneuver so they can shoot at the left wing Crusader crossbow.    The Green Knights expand a base to cover the overlapping Ahdath militia file and now have all 4 stands of knights fighting in the front rank.  The Arab light foot manage 0 hits in the shooting phase so into melee we go.  The Ahdath militia score 4 hits on the Green Knights and take 4 in return. Both the Green Knights and the Ahdath pass their death rolls so the phase was inconclusive.  The Blue Lancers score 1 hit on the spearmen who score 4 in return.  The Blue Arab Lancers disrupt and lose a base.

I forgot to take a picture at the end of the game but at the start of the Crusader 6th turn, the left wing Crusader crossbow charged the Arab light foot.  While they possible could have stood as they were partially in the field, I opted for them to evade as it seemed more realistic.  They ended up evading off table thus ending the game at 5 Arab attrition points to 2.

I forgot to break off both the Knights and the Arab Lancers which in hindsight would have prolonged the game but I do not think it would have changed the outcome.  The Ahdath militia with the Arab Emir proved to be very resilient to the Knights.  Moslem armies with solid foot have a chance if they can get the knights fighting them.  However, in the campaign I am working on, solid Moslem foot is a rarity.

Next playtest will be Fatimid Egyptian vs Early Crusader.  As it will be sometime before I have the Cilician Armenians ready to trot out, I will most likely try some off the Moslem armies against each other.  Not too far fetched in this era...

Could this be a new campaign scenario?

 69 AD was a busy year for the Romans.  Could this be an interesting scenario for a campaign? I have plenty of Early Germans, Gallic types, ...