Monday, May 11, 2020

FOG 3.0: Battle of Hegra, Summer 220 AD

The Broken Rays of the Sun Test Run Campaign continues with the Battle of Hegra, Summer 220 AD, at 400 points on a 3x2 table using FOG 300 set-up rules.  In retrospect, I think a 3x3 table would have been better.

The Summer of 220 AD is moving forward and Vologases VI sends his minion Kwalak of Ctesiphon into the desert to bring the desert oasis town of Hegra into his sphere while he oversees the continuing siege of Ecbatana.

The host of Kwalak of Ctesiphon:

Army with numbered BGs.  The numbers correspond to the army list order of march for ease of reference.

The army list.

The Sheik of Hegra, Mayk Badyu, (using the Pre-Islamic Arabian list from the Broken Rays of the Sun Extra Lists Addendum) has summoned the Bedouins of Ilik Al-shan from the desert to his aid (this is a campaign mechanic where Hegra is required to have a Bedouin Ally if more than 300 points are fielded).

The army with numbered BGs.  Again the numbers correspond to the order of march for ease of  reference.  Please note that I switched to Blue numbering after this picture as the Orange was too hard to pick out on the table mat.

The army list.
The Parthians win the initiative and opt for Steppe.  The Arabs take the compulsory open and after the Parthians take one open, the Arabs take two broken.  The two broken fall on opposite corners of the table so that each side has one in part of their deployment zone.

The Parthians deployed.  Again all numbers correspond to the army list.  BGs 1 & 2 are light horse bow lance,  BGs 3 & 4 are cavalry bow* lance, BG 5 is Camelphracts and BGs 6 & 7 are Cataphracts.  Kwalak of Ctesiphon is attached to BG 6 to begin the battle.  Old figures on the table have been painted by me.  All of the bow mounted are Old Glory from pack LA10.  The cataphracts are all Old Glory from packs ES03, PA03, AR02 & SA02.  The command is Old Glory from PA01.  The Camelphracts are Peter Pig from Range 3 Parthians Pack 72.  The camp are Xyston figures with 1 figure from the ANC20056 pack plus camels and a foot figure from ANC20282.
Another angle of the Parthians deployed with the Arabs in the foreground.
The Arabs deployed. Again all numbers refer to the order of march.    BGs 1, 2 & 3 are the heavy foot, BG 4 & 7 are Bedouin ally protected cavalry lancers, BG 5 is light foot archers, BG 6 is Bedouin ally light horse lancers and BG 8 is City Cavalry lancers.  The Sheik is with BG 8 and the Bedouin leader is with BG 4.  Some of these I painted and some others painted.  All of the mounted and command are from Khurasan.  Personally, I think the Arab mounted are the best figures they make.  The Bedouin cavalry are from pack KM1005.  The City cavalry are from pack KM1006 with a few from KM1005.  The command are from KM1008 & 1005.  All of the foot are Old Glory. All of the heavy foot is from AC02.  The archers are mainly from Old Glory pack AC03.  The figures on the camp stands are Essex that I purchased from China off eBay years ago before their prices skyrocketed.  The heavy foot and most of the archers were painted by Larry Reeves in Mississippi.  Most of the Bedouin Cavalry was painted by Thomas Demers of Mad Monkey Painting.  The City Cavalry, the command and a few odds and ends mounted and archers were painted by me.
Another angle of the Arabs deployed.
Both armies deployed with a view of the entire field.
The Parthians move 1st.  There are no charges so Parthian BG 1 and BG 3 move 5" forward.  BG 1 shifts one base to its right and BG3 shifts one base to its left.  Camelphract BG 5 moves 4" straight ahead.  Parthian BG 2 moves 7" forward with a slight wheel towards the Arab light foot.  Parthian BG 4 moves 5" forward and shifts one base to its right.  The two cataphract BGs (6 & 7) hold in the center.  The Parthian leader moves two bases to his right to be with BG 7.  The Arab leader decides not to move and thus ends the Parthian 1st turn.

After the Parthian 1st turn
The Arab 1st turn sees Arab BG 6 move 7" forward with a 1" wheel towards the Parthian BG 1.  Arab BG 4 moves 5" straight ahead.  Arab BG 3 moves 3 1/4" forward stopping just outside of 5" from Parthian BG 3.  Arab BG 1 wheels forward towards the Parthian cataphracts stopping level with the end of Arab BG 3.  The remainder of the Arab BGs stand firm.  In the shooting phase, two targets across the table share two hits for no effect.  In the joint acton phase, the Parthian leader moves to the end of Parthian BG 7 ending up within 8" of Parthian BG 3.  The Arab leaders opt to stay put ending the Arab 1st turn.

After the Arab 1st turn.
The Parthian 2nd turn begins with no charges.  Parthian BG 2 moves up to within 3" of the Arab BG 5.  Parthian BG 4 wheels up next to the light horse to be able to shoot at the Arab lights in the broken terrain.  Parthian BG 3 wheels towards Arab BG 4 but stops outside of 3" from Arab BG 3.  The Camelphract BG 5 makes a CMT and wheels into the gap between Parthian BGs 2 & 4 and within 5" of Arab BG 4.  In the shooting phase, the Parthians manage no hits on the Arab light foot who hit Parthian BG 4 with one hit in return for no effect.  Parthian BGs 1 & 3 manage one hit to each of their targets again with no effect.

After the Parthian 2nd turn.  The heat of the Arabian summer is obviously causing the heat shimmers in the distance in this picture.
The Arab 2nd turn begins with the Arab BG 6 declaring a charge on Parthian BG 1 and the Arab BG 4 opting not to charge.  However, Arab BG 4 fails its CMT not to charge and ends up trundling into the Camelphract BG that intercepts the charge.  Parthian BG 1 stands and Arab BG 6 connects one stand with Parthian BG 1 and one with Camelphract BG 5.  In the ensuing impact, the Bedouin Ally general leads Arab BG 4 forward resulting in two hits on the Camelphracts who also score two in return.  Arab BG 6 scores one hit to the Camelphracts and one hit to Parthian BG 1.  The Camelphracts fail to hit the Arab light horse and Parthian BG 1 score one hit on the Arab light horse.  The Camelphracts fail to kill the Bedouin Ally leader, lose a base to total hits but survive their cohesion test.  The Arabs cannot conform so they will fight as if conformed in melee.  Arab BG 3 fails a CMT to move short.  Arab BG 5 also fails a CMT to back up.  Arab  BG 8 makes a CMT, turns 90 and moves 3" on its first move and then moves 5" with a slight wheel towards Arab BG 3 on its 2nd move.  In the shooting phase, both sides score a total of one hit each.  In melee, Parthian BG 1 scores no hits, the Camelphracts score a total of one hit to Arab BG 6 and zero to Arab BG 4.  Arab BG 6 scores one hit to Parthian BG 1 and none to the Camelphracts.  Arab BG 4 fails to score any hits.  Parthian BG 1 survives its hits and passes its cohesion test.  Arab BG 6 survives the phase in a draw.  Both CinCs are happy where they are and the Arab 2nd turn ends.

After the Arab 2nd turn
To begin the Parthian 3rd turn, Parthian BG 2 declares a charge on Arab BG 5.  After looking at distances behind it, the Arab foot decides to stand in the terrain and take the charge.  In the impact, the Parthian BG scores one hit and the Arab BG scores zero.  The Arab light foot shrug off the hit and passes its cohesion test.  Parthian BG 1 conforms to Arab BG 7.  Parthian BG 3 attempts a CMT to expand and fails.  Parthian BG 4 makes a double wheel to be in position to fire on Arab BG 5.  The Parthian cataphracts (BGs 6 & 7) do a double move of 7" stopping just outside of 5" of Arab BG 1.  In the shooting phase, Parthian BG 4 scores all of one hit on Arab BG 5 for no effect.  In the melee phase, Parthian BG 2 scores three hits on Arab BG 5 who score zero in return.  The Arab BG passes its death roll and survives its cohesion test.  The Camelphracts score zero hits to its two opponents and takes one hit from Arab BG 4.  Arab BG 7 scores zero hits to either of its opponents but takes one hit from Parthian BG 1.  The Camelphracts emerge from the melee phase untouched but while Arab BG 6 survives its death roll it drops to disrupted on its cohesion test.  In the joint action phase, the Arab Sheik moves to join Arab BG 1 ending the Parthian 3rd turn.

After the Parthian 3rd turn.  In retrospect and as Graham Briggs pointed out, Parthian BG 2 should have broken off from Arab BG 5 in joint action.
To begin the Arab 3rd turn, there are no charges.  In the maneuver phase, the Arab BG 3 makes a CMT to move short and moves up next to the Arab BG 4.  The Arab BG 1 moves 3" forward towards the Parthian cataphracts.  Arab BG 2 tries to move short but fails its CMT.  In the shooting phase, the Parthian bow fire from BG 4 is again ineffectual.  In the melee phase, Parthian BG 2 scores two hits on Arab BG 5 and takes one in return.  The Arab BG loses a base to the hits but survives its cohesion test.  On the other end of the field,  the Camelphracts scores two hits to Arab BG 4 and zero Arab BG 6.  Arab BG 4 scores two hits back on the Camelphracts while Arab BG 6 misses.  The Camelphracts and Arab BG 4 end in a draw with two hits each.  The Bedouin Ally general again escapes unharmed.  Parthian BG 1 scores two hits to Arab BG 6 who manages one hit in return.  Arab BG 6 survives its death roll but fails on its cohesion test dropping to fragmented.  Both CinCs again decide to hold pat and the Arab 3rd turn ends.

After the Arab 3rd turn.
To begin the Parthian 4th turn, Parthian BG 4 declares a charge on Arab BG 5 in the broken terrain.  Parthian BG 7 opts to hold and successfully passes its CMT.  In impact, Parthian BG 4 scores three hits on Arab BG 5 and takes none in return.  Arab BG 5 survives the hits but double drops on its cohesion test to fragmented.  In the maneuver phase, Parthian BG 3 attempts to expand again but fails its CMT once more.  Parthian BG 7 wheels to face Arab BG 1.  Parthian BG 6 makes a CMT and moves short and comes up even with BG 7.  There is no shooting so into melee the turn moves.  Parthian BGs 2 and 4 score three hits and two hits to Arab BG 5 taking zero and one hit in return.  Arab BG 5 loses a base to the hits and then breaks. Its rout move takes it off the table.  Parthian BG 2 pursues to the table edge and Parthian BG 4 pursues 3" into the terrain.  On the other end, the Camelphracts score one hit to none on Arab BG 4 and zero to zero on Arab BG 6.  Parthian BG 1 misses Arab BG 6 who misses in return.  Arab BG 4 loses a base on its death roll but survives its cohesion test.  In the joint action phase, the Arab CinC moves back to Arab BG 8 to end the Parthian 4th turn.

After the Parthian 4th turn.  The black marker by the Arab camp is the 1 attrition point for the broken Arab Light Foot BG killed this turn.  Things got a bit fuzzy at the top of the field.  The orange marker on Parthian BG 4 is the disorder for the terrain.
To start the Arab 4th turn, Arab BG 3 charges Parthian BG 3 dropping a file to miss Arab BG 4.  In the impact, the Arab foot scores three hits and takes one hit in return.  The Parthians survive both their death roll and their cohesion test.  In maneuver, Arab BG 1 passes a CMT and moves to within 1/4" of Parthian BG 7.  Arab BG 2 fails a CMT to wheel so advances 3" towards Parthian BG 6. Arab BG 8 turns 180 in its first move and then wheels 5" towards the Arab camp on its 2nd move. Arab BG 7 wheels up so it is behind Arab BGs 3 & 4 to give rear support.  As there is no shooting this turn, the sides move to melee.  In the melee phase, the Camelphracts score one hit to Arab BG 4 and one to Arab BG 7 who also takes two hits from Parthian BG 1.  The only hits the Arabs manage in this melee is the one hit from Arab BG 7 to the Camelphracts.  Both Parthian BGs in this melee win.  Arab BG 7 loses a base on its death roll and breaks on cohesion.  Arab BG 4 loses a base to hits but passes its cohesion.  The other Arabs just shrugg their shoulders as Arab BG 7 streams off the table.  Parthian BG 1 pursues but stops at the table edge.  In other action, Parthian BG 3 scores two hits on Arab BG 3 who scores one hit in return.  The Arab BG survives its death roll but disrupts on its cohesion test.  In the joint action phase, the Parthian leader moves to Parthian BG 6 to end the Arab 4th turn.

After the Arab 4th turn.  The two black markers beside the Arab camp are the two attrition points lost for the two broken skirmish BGs.
To begin the Parthian 5th turn, the two cataphracts opt to hold and pass their CMTs to do so.  Parthian BG 4 turns 180 in place.  Parthian BG 2 turns 90 and moves up to the edge of the terrain just short of the Arab camp. Parthian BG 1 moves down the table edge to within 3" of Arab BG 7.  In the shooting phase, Parthian BG 1's attempts against Arab BG 7 are for naught.  In the melee phase, Parthian BG 3 scores two hits to Arab BG 3 and takes two in return for a draw.  The Camelphracts score three hits to Arab BG 4 and take one in return.  The Bedouin Ally general survives again but the BG loses a base to hits and breaks routing 4".  The Camelphracts pursue and catch the broken Arabs taking another base.  The Bedouin Ally general survives again.  Arab BG 3 does not care about the breaking Bedouin Arabs.  In the joint action phase, the Bedouin Ally general moves to Arab BG 7.  The broken Arab BG 4 routes 6" going through and disrupting Arab BG 7.  The Camelphracts drop a base to miss Parthian BG 1 and plows into Arab BG 7.  Arab BG 4 is picked up at the end of the turn.

(Unfortunately, no picture survives of the turn).

To start the Arab 5th turn, the Bedouin Ally general throws himself into the front ranks of Arab BG 7.  In the ensuing impact, both Arab BG 7 and the Camelphracts score two hits for a draw and the Bedouin Ally general survives with minor bruises.  In the maneuver phase, Arab BG 3 expands to cover an existing overlap against Parthian BG 3.  The Camelphracts expand to cover an overlap so it can fight with all three bases.  Arab BG 8 moves 5" towards the Parthian mounted in the broken near the camp.  Arab BG 2 is heard lamenting that light spears do not spearmen make and Orb is beyond their capabilities.  In the shooting phase, Parthian BG 2 scores two hits on Arab BG 8 who disrupt.  In melee, the Camelphracts score two hits on Arab BG 7 who score zero in return.  The Bedouin Ally general survives another round but the Arab BG suffers a base loss and drops to fragmented.  Arab BG 3 scores two hits on Parthian BG 3 and takes zero in return.  Parthian BG 3 loses a base to hits and fragments.  Both CinCs see no reason to move and the Arab 5th turn ends.

After Arab 5th turn.  The Arabs are now down one BG fragmented, two skirmisher BGs destroyed and one other BG routed for 5 total attrition points (red skull by the camp = a broken non-skirmish BG) to 1.
To start the Parthian 6th turn, the Parthians opt to hold both cataphracts.  However, BG 6 fails its CMT and charges into Arab BG 2.  In the impact, Parthian BG 6 scores six hits to Arab BG 2 who manages three in return.  The Parthian BG survives its death roll while the Arab foot loses a base automatically and fragments on its cohesion test.  In the maneuver phase, Parthian BG 4 makes a CMT and moves enough forward to turn 90 and face Arab BG 8.  Parthian BG 1 moves into overlap against Arab BG 7.  In the shooting phase, Arab BGs 2 & 4 score two hits on Arab BG 8 who fragments on cohesion.  This brings the Arab army to 7 total attrition points breaking the Arab army.

After Parthian 6th turn.  Arab army breaks as it is down 7 attrition points to 1 for the Parthians.

In the post battle Victory Ripple, Hegra opens its gates to the Army of Vologases as he continues to expand his control over the deep desert.


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