Thursday, 28 November 2013

The Temple of Kalabsha - Romans vs Blemmye using BFE2

This is the second scenario in our Romans vs Blemmye "campaign" using our variant of the 19th Century colonial ruleset Battles For Empire 2. (BFE2).

The game is set in Upper Egypt circa 400AD. The figures are 15mm and based for Armati. Each figure represents about 5 men so a Roman Legionary unit represents a Century

The Scenario
After the Romans failed to poison the oasis at Nikhab, they desperately needed to retain their hold on Upper Egypt in the face of  more Blemmye raids. At Kalabsha, near Aswan, stands one of the largest temples in Upper Egypt. Both it and the temple at Philae on the Nile form the twin pillars of Blemmye religion. Therefore units from Aswan, Abydos and Cusas were ordered to meet at Kalbasha and defile the temple. Word of this got out to the Blemmye clans who came together to defend their holy site.
The Terrain
The Temple sits in a large shallow valley running north-west to south-east surrounds by dunes and a few areas of rocky ground large enough to hide a unit.

Roman Objective
Secure the Temple by defeating the Blemmye and by having 1 unengaged legionary unit in contact with the Temple by the end of the game.
Roman Forces
1 Commander+1 12" Command Radius, +2 if attached to unit
2 Leaders+1 if attached to unit
Force 1: Aswan Detachment
1 x Century LegionariesInfantry, Elite, Spears / Javelins - treat as Pila
2 x Centuries LegionariesInfantry, Spears / Javelins - treat as Pila
1 x Egyptian AuxiliaInfantry, Foot Bows
1 x Egyptian AuxiliaSkirmish Foot, Javelins
1 x Egyptian AuxiliaSkirmish Foot, Foot Bows
Force 2: Garrison Troops from the Fortress of Abydos
1 x Century LegionariesInfantry, Spears / Javelins - treat as Pila
2 x Egyptian AuxiliaInfantry, Javelins
1 x Auxilia Light HorseSkirmish Horse, Javelins
1 x Auxilia SagitariiSkirmish Horse, Horse Bows
1 x Limitanei ArchersSkirmish Foot,Brittle,Bows
Force 3: Cavalry Detachment from Cusas
1 x Equites Ala PrimaCavalry, Elite,Spears / Bows
Well armoured, -1 to enemy fire at effective range
1 x Equites Ala SecundaCavalry,Spears / Javelins
1 x Ala GermanorumCavalry,Spears
may add +1 to a UCC roll once in the game
1 x Auxilia Light HorseSkirmish Horse, Javelins
1 x Auxilia SagitariiSkirmish Horse, Horse Bows
Roman Deployment
One of the three forces can be deployed in the northwest corner on Turn 1. From Turn 2 roll separately for each remaining force. On a 4,5 or 6 the force arrives on the table edge up to 24" from the northwest corner. 
1 Skirmish unit is allowed to be placed in ambush in any rocky area.
Blemmye Objective
Secure the Temple by defeating the Romans and by having 1 unengaged warband in contact with the Temple by the end of the game.

Blemmye Forces
1 Commander+1 8" Command Radius, +2 if attached to unit
2 x Leaders+1 if attached to unit
Agwezat Clan: "The Horse Lords"
1 x Armoured Noble CavalryArmoured Cavalry, Spears / Horse Bows
-1 to any enemy ranged weapon fire at effective range
2 x Retainer CavalryCavalry, Spears / Javelins
4 x Light HorseSkirmish Horse, Javelins
Yeha Clan: "The Desert Lords"
1 x Camel troopMelee weapons
On contact enemy cavalry become Shaken on roll of 1,2 or 3
1 x Retainer CavalryCavalry, Spears / Javelins
1 x Young WarriorsWarband, Brittle, Melee Weapons
3 x Light HorseSkirmish Horse, Javelins
1 x Light footSkirmish Foot, Foot Bows
Sereyah Clan: "The Warrior Lords"
1 x Guard WarbandMelee weapons
Can ignore 1 Shaken result once per game
3 x WarriorsWarband, Melee Weapons
1 x Light footSkirmish Foot, Foot Bows
2 x Light footSkirmish Foot, Javelins

Blemmye Deployment
One of the three Clans can be deployed in the southeast corner on Turn 1. From Turn 2 roll separately for each remaining clan. On a 4,5 or 6 the clan arrives on the table edge up to 24" from the southeast corner. 
1 Skirmish unit is allowed to be placed in ambush in any rocky area.

The Game
Steve and myself took charge of the Romans and Dave, Shaun and Chris played the Blemmye.

The Romans deployed the Abydos Garrison Troops on Turn 1 and hid the Limitanei Archers in rocky ground south of the temple.

The Blemmye deployed the Warrior Lords as their initial force and placed a Light Horse unit in rough ground north of the temple

Turn 2 saw all the remaining forces arrive on the table. The Romans deploying the Cavalry Detachment on the right flank and the Legionaries on the left. The Blemmye sent the Horse Lords against the Roman Cavalry and the Desert Lords towards the Legionaries.
As the Romans advanced the Blemmye Light Horse ambushed a unit of Sagitarii in the rear kicking off a savage cavalry battle on the Roman right flank
This part of the battle continued for most of the game with the Blemmye camels, cavalry and light horse wildly charging into the Roman forces
The Blemmye started feeding light foot and warbands into the cavalry battle
The Blemmye started feeding light foot and warbands into the cavalry battle
The flexibility of the Light horse on both sides led to several flank and rear attacks
The Roman right flank started to look very shaky when the Clibanarii recoiled from a warband
The Roman Light Horse suffered badly and started to disintegrate before the Blemmye onslaught
However the Roman Equites and the Germans rallied and the tide began to turn
In  the centre Roman Auxilia units advanced to take the temple
However the Blemmye warbands had the same idea
The threat of the Roman right flank collapsing forced the Auxila back causing them to become Shaken
However the right flank recovery allowed the Auxila to reform to protect the rear from Blemmye Light Horse
On the Roman left flank the Legionaries advanced in a very loose formation
Facing them was a mixed bag of Blemmye troops - cavalry,skirmishers and warband
The Blemmye charged the Legionaries without a moments hesitation
All along the left flank the Roman units became engaged
However the Legionaires and Auxilia held their ground wearing down the Blemmye attacks
It was only a matter of time before Roman steel overcame Blemmye courage
And the left flank closed in for the kill
As the Blemmye turned and fled the field the Romans marched into the Temple

The Blemmye lost 14 of their 21 units and the Romans 6 out of 17.

This was essentially a stand-up fight in which the Legionaries did very well. The remainder of the Roman forces left a lot to be desired and came pretty close to being overrun in the centre and on the right flank.

If the Blemmye had avoided the Legionaries or engaged them only with missile weapons then the outcome could have been very different.

Again the rules worked very well although we still need to iron-out the skirmisher-specific rules

Thanks to Rodge for a most enjoyable game

A few more photos can be found on at photobucket

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