The second wargame of the Autumn 1605 move was between Mongol tribes. The dice rolling indicated that the Mongol activity reported here continued. The White and Black Sheep tribes amalgamated, and the White Sheep commander, having won the card game, entered the fray as White Sheep. Their opponents were another tribe of Mongols, known, for reasons of convenience, as the Green Sheep. I am not aware that there is a type of sheep which is green, but the name followed from the dice colours.
The setup is above, with the defenders, the Green Sheep, to the left. It is harder to see, but the centre(ish) of the field consists of a line of hills. The Green Sheep militia is on the near side, the Green Sheep heavy cavalry and skirmishers are on the hill in the middle, with their light cavalry in front of them, while the rest of the heavy cavalry hold the hill on the far side.
From this, you can deduce that in their card draw for forces, the Green Sheep drew three Kings, two of which were militia, and the third a base of skirmishers. This gave me some head scratching, as you can imagine. After all, this was supposed to be a cavalry battle. A bit like armies in the Western Desert in the 1940s, once the tanks were gone, the infantry had to surrender. With this lot, I suspect it is much the same with the cavalry. And, having fewer bases makes the lack of cavalry more likely.
The White Sheep commander was almost equally unhappy. He found himself facing enemies on all three hills, and while he did have an encouraging numerical advantage in both light and heavy cavalry, assaulting uphill is, well, uphill work. The plan was to mask the centre of the Green Sheep position with the light cavalry, and hopefully overwhelm their lights, while taking the hills on the flanks with the cavalry. The then triumphant heavies could turn in and crush the centre. The general would command the left wing to make sure things got moving in the right direction.
The plans slowly lumbered into life, both sides affected by a tempo point famine. In the centre, the light cavalry are clashing, ineffectively so far. On the Green Sheep left, far side, the White Sheep heavies are looming, while on the near side, the White Sheep cavalry are ascending the hill. At this point, the Green Sheep commander realised that his militia would need a bit of help, and he is heading there himself with reinforcements.
The whole battlefield suddenly got busy. In the centre, the light cavalry exchanged shots, to the advantage, as you can see, of the Green Sheep. On the far side, however, the White Sheep cavalry, although hampered by the hill, has routed their opponents, and the Green Sheep left is now wide open. On the right, however, a bit of manoeuvring has led to the militia falling back off the hill, while the Green Sheep general and his cavalry have charged into the Whites and are causing damage.
Some fluky combat dice rolling later, and the Green Sheep cavalry have been repelled, falling into confusion as thwarted chargers do. The White Sheep cavalry, however, is in no position to take advantage, being shaken themselves. In the centre, the outnumbered Green Sheep light cavalry are continuing to chip away at their counterparts.
Both sides needed to reorganise. The Green Sheep pulled back the militia into the fields in the foreground, and the disorganised cavalry back to regroup. The White Sheep cavalry recovered from their shaken status remarkably quickly and crossed the hill, charging their counterparts down I, as seen above. This activity starved the right wing of tempo, however, and the exploitation of the victory there has barely started. In the centre, however, the Green Sheep light cavalry has scored a second success, routing another White Sheep base.
There were more highly unusual combat rolls. Firstly, the Green Sheep general, in spite of the status of his base, managed to recoil his opponents, although the other base was lost, as seen. Secondly, a base of Green Sheep light cavalry from the hill moved down it and took the third White Sheep cavalry base in flank. This base was, at the time, supporting the general’s one in close combat and could not recoil, so it was lost when the light cavalry made a good roll. Nevertheless, the overall situation for the Green Sheep was poor.
They were saved, remarkably, by one of the militia units. These jumped the wall of the enclosure and attacked the disordered White Sheep cavalry in flank, while the general’s base supported them as best they could from the front. The militia is, in fact, also doubly terrain shaken from crossing the linear obstacle, but still rolled sufficiently well to recoil the White Sheep cavalry, which, with a base to their front, meant they were removed.
At this point, the White Sheep had lost 4 bases, with the general about to leave the table in pursuit of the routed enemy, while the Green Sheep had lost 3. Both sides were, in fact, at ‘fall back’ morale status, so I decided to call it a draw.
That was an interesting wargame. Like the last time Mongols clashed, there was no clear winner; in fact, the result was even less clear-cut this time. I kind of expect cavalry actions to be fast and furious, quick games and fairly decisive. These cavalry versus cavalry contests have been anything but, both fairly sedate, positional and close. Mind you, in this wargame, some of the combat rolls where shaken bases go on to bounce their charging opponents have been unusual, but it happened to both sides, so I cannot claim any bias.
On the other hand, I still have not painted any further Mongols. By the time I get to them, Mongolistan will probably be quiet for many campaign turns. But the next action up is the Danes against the Muscovites. It will be nice to see a few pikes again.