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Showing posts with label Campaigns. Show all posts
Showing posts with label Campaigns. Show all posts

Sunday, 19 July 2009

BTGG2 - Khazars vs Arab Conquest

We're back! So here we go Beyond the Golden Gate game 2. Khazars (Jack) versus the Arab Conquest (me). Both very heavy on the horsemen, Jack's plan was to have a big left flank of Cavalry & Light Horse. Whilst he centre had the Khazar Hordes, Arty & The 'Beg' in his War Wagon. I matched the Khazars with Cavalry & Warband. My left would comprise Light Horse, Bow & Warband.

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Da Battle Plan
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The Armies on the start line.

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Arab Cavalry ready to pounce.

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The 'Beg' & his War Wagon, Artillery and Hordes.

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Khazar Light Horse race along the flank.

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Arab slingers race for the rough.

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Khazar Light Horse clash with Arab Cavalry, advantage to the Khazars.

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The foot troops are far, far behind...

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It's one - nil to the Khazars....

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Plan of attacks at this stage.

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The Arab Cavalry now match the Khazar Light Horse.

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Now the Arabs press the advantage.

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New round and again the Khazars are forced back.

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Big Scrap coming up on this flank...

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The Khazar foot are slow to advance.

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I commit the Arab General & his bodyguard, hopefully they'll outflank the Khazar attack.

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The 'Faithful' get ready to engage....

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One day they'll arrive...

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Ha! Advantage to Jack, he manages to get the Khazar Cavalry to attack the Arab flank.

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Elsewhere it's an even match up.

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After many rounds of combat, finally some casualties.

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The Arab Warband get stuck in...

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Jacks die rolling is spot on, another Arab Casualty.

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The Arab line starts to 'bulge', will Jack be successful?

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At last a turning point, the Arab Horse fight back.

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No No Jack, Arab Cavalry versus Khazar Psiloi, a poor match up for him.

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On the extreme Arab Right Flank, I finally get the advantage.

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The foot troops are about to clash... Hoorar!

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Jack presses again, another Arab casualty.

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2 Arab Cavalry versus 1 Khazar Light Horse, come on!

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Arab Warband swamp the Khazar Cavalry.

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On the Arab left flank, Jack finally mobilizes his Light Horse, I just give ground.

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Yes, the Arabs are winning, Jack gives ground now.

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Lucky, Jack's Khazar Light Horse escapes....

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The Arabs close in for the kill....

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Whoops, I'd better get the Arab Light Horse back.

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Oh... It's looking good for the Arabs!

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No, Jack won't get through there...

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The Khazar Hordes launch an attack...

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The whole Khazar Cavalry are recoiled, victory must come soon!

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The Arab Warband take out a Khazar Horde!

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Jack's had enough, on his turn high PiP dice and everyone is piled in!
BISH! Down goes a Arab Light Horse....

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BOSH! The Khazar Hordes gang up on a poor Arab Psiloi.

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BASH! Khazar Psiloi wipe out some Arab Cavalry.

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However most of the Cavalry are forced back!
Jack deliberately leaves the Cavalry on the end of the line for the last combat....

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It's a bad position for him, if he's forced back it's game over....

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NO NO NO NO NOOOOOO! The dice are rolled, Jack doubles my score....
Off he goes arms aloft, running round the room, uttering victory chants.
My die reaches the stratosphere as I throw it out of the window. boo hoo

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Final positions......

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He's pulled off another victory, but that was very very close! That final round was a corker.
A good Cavalry scrap, however we both should of waited for the foot troops to get involved. If I get to play the Khazars next, then everyone is staying in line with the 'Beg'.

Saturday, 9 May 2009

Beyond the Golden Gate Intro

I've always had a interest in Warhammer Ancient Battles (alright don't boo too much..), indeed it what we started with. However it didn't work out for our style of gaming, obviously DBA was the way for us. One thing continued though & that is collecting the WAB Supplements. No matter what you think of Games Workshop, you cannot fault any of publications for information & photo quality. One absolute favourite of mine is BYZANTINE: Beyond the Golden Gate. I've mentioned before that I love the Sassanid Persians, so.... here's our next campaign.

One check of the DBA Rulebook and in the Suggested Historical Campaigns is THE RISE OF ISLAM 633AD. We'll let the Byzantines, Sassanids, Arab Conquest & the KHAZARS battle it out. I had fancied using all six of the armies suggested but the III/1 Slavs looked very boring, so we'll stick with just the four. Of course we like to 'SPICE' things up, so as well as giving each leader an attribute.... we are going to use DOUBLE sized DBA armies too...... }:o)

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II/69 Sassanid Persians
1x3Cv(G), 8x3Cv, 3x4Kn, 2x2LH, 2xEl, 2x3Ax, 4x7Hd, 2x2Ps
(Instead of a 2nd General added an extra 1x3Kn)
KHOSROE II = Divinity, re-roll any dice roll twice per game.
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III/25. Arab Conquest
1x3Cv(G), 9x3Cv, 2x2LH, 8x3Wb, 4x3Bw
(Instead of a 2nd General added an extra 1x3Cv)

Saad Ibn Waqqas = SWIFT, +100 Paces to own Groups Movement
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III/16. Khazar


1xWWg(G), 6x3Cv, 8x2LH, 4x7Hd, 4x2Ps, 1xArt.
(Instead of a 2nd War Wagon +Arty, we've added 2x3Cv)

The BEG = WISE, +1 PiP per round
(The 'Beg' was the military leader of the Khazars rather like a Shogun)
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III/17. Maurikian Byzantine

1x6Cv(G), 6x6Cv, 6x2LH, 3x3Kn(Optimates), 4x4 Bd + 4x2Ps
(Swapped out the 2nd General for an extra 1x3Kn)
Heraclius = RASH, can make own group double move to end in combat
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Special ability (or disability) Chart
2D6 was rolled for each one & matched against the following chart.

2 SLOW = -100 to own GROUPS move
3-4 IDIOT = -1 PIP per round.
5-6 WISE = +1 PIP per round.
7 SWIFT = +100 Paces to own GROUPS move
8 RASH = Can make own group Double move but must end in Combat.
9 SCRAPPER = Extra +1 to Combat rolls (own element)
10 ROCK HARD = Any KILL result drops to a RECOIL (own element, once per battle)
11 DIVINITY = Re-Roll any die (1-3 times per game)
12 LUCKY = Roll two combat dice & discards the lower