The Battle of Kadesh - circa 127 BC by Brian Palmer |
Time again for another run out with my first ever
proper wargaming army, the New Kingdom Egyptians
and after their recent fortuitous
success against the Sea Peoples their opponents this time would be another
army
that has, shall we say, taken me a little time to get onto the wargaming table
since its first initial
The Hittites. The Rules used were as usual
Hail Caesar by Warlord Games and with the standard adaption’s for
playing with 15mm.
Point’s value: 500 per side.
The Egyptians set up with all
their chariots plus associated runners on their right, a centre consisting of
medium spearmen and medium archers and with their left being made up of Light
archers, Marines and
Axemen.
The Hittites split their
chariots equally onto both wings supported by some Long Spear infantry and
Light archers; the centre consisted of the Hittite Guard, more Long Spears and
the Canaanite allies.
More Light archers screened the front along with the
usual mix of skirmishers.
As is usual with our HC games everyone
announced three moves straight ahead for their first move and
equally as usual no
one achieved this, the Egyptian right even managed a blunder first turn and
then
threw a 1 resulting in head long flight. Sensibly we let them stay on the
table but Nathan playing his
first game of HC didn't seam to realise that
double 6 command rolls was not a sound tactic as he
managed to throw another 2
during his time in charge, all be it not with such dramatic results as his
first; in fact we had a total of five blunders thrown in the game, a new record.
(I have to admit that the
other two were done by me however a forced three moves
headlong charge came just at the right time
for an other wise reluctant division and the other roll only affected one unit).
For this report it is easier for me to cover the game by describing each division’s action so first up is what happened on the Hittite left.
The Hittite chariots headed
straight for their Egyptian counterparts who reciprocated but noticeably
hung
back a little to try and utilise their archery, tension mounted across the
table as both sides careful
jockeyed so as to time their charges along with the
optimum positioning of supporting units. Strangely
it was during this time that
a well aimed Hittite javelin hit one of the Egyptian unit leaders and the rest
of his men fled immediately causing a gap in the front line. (Nathan being a
newboy to HC was given
only one instruction prior to the game. Don’t throw
double 1 and you will be OK. He obviously wasn’t
listening.
Seeing an opportunity the Hittites charged and
their more powerful chariots pushed the
Egyptians back, who quickly reforming (i.e.
running away) onto the second line of Egyptian chariots
charged back in
to the fight and it was they this time that made the Hittite Maryannu unit flee
by
getting the infamous double 1 shooting morale roll. (see my opinion of
shooting at the end). Desperate
fighting continued for several turns with both
sides soon teetering on division collapse however the
imminent arrival of the Sherden Guard split off from the Egyptian
centre looked like it would soon
swing it the wrong way (for us that is)
Nick had one final chance to
break the Egyptians and threw everyone that could fight into one last
charge
knowing that his flanks would be hanging but it was not enough, the Egyptians
held and the
Sherdens smashed their way in breaking the Hittite left.
Finishing off the story for
this side, the Egyptians though victorious were badly wrecked and although
valiantly
trying to get across into the Hittite rear never made it in time, the Sherdens meanwhile
rapidly
counter marched back to try and shore up a now collapsing centre.
The Centre; by my cunning use
of what appeared to be incompetent manoeuvring I had lured the
Egyptians into
an area bordering rough ground, I quickly occupied this with slingers and
Habiru light
infantry pinning several of their units, whilst in the centre my
mixed spear/archers disrupted various
Egyptians units and at a critical time saw
one unit marooned out in front on its own. I smashed my line
into it, having suffered
six more casualties than inflicted, it had little chance of passing morale and
broke
immediately, this started a domino effect all along the front, the
Egyptians were never able to get their
whole line into battle at the same time
and although my initial thrust was now weakening (medium
infantry get quickly
used up) I had the upper hand despite losing the odd unit.
Diverting a unit of Long Spears
and a convenient but very confused (read: hopelessly lost) right wing
chariot
unit to guard against the possible intervention of the Egyptian right wing
chariots , I consolidated
what usable units remained into a new battle line whilst waiting for the Hittite right to swing in.
what usable units remained into a new battle line whilst waiting for the Hittite right to swing in.
The Hittite Right: There’s always one division
that continually fails its movement dice and I suffered
all day with poor control
on this wing, after a while this division was horrible split up (remember that
headlong
blunder from earlier?) and I was having
to roll unit by unit every move , its surprising how
often a 9 comes up on two dice and I must admit I forgot about the "follow me" command which might
have
helped to get things back into some sort of order . However the two Egyptian Light
infantry
archers holding the flank weren't going to stop my chariots for ever, who
it appeared were otherwise
engaged on an arrow collection mission, but
eventually after a lot of cursing I finally got them going
and proceeded to break
both of those annoying Kushite units, victorious at last I pushed on into the
Egyptian rear. Elsewhere the extra unit of Spears on this wing now helped by
beating off the Marines
and with that result we broke this division.
The Egyptian centre tried to re
deploy away from the broken ground and form a new flank but the dice
had decided enough was enough and wanted to go home so refused to give the Pharaoh sufficient
moves to do so despite his repeated re-roll attempts. One unit of spears was
also shaken so immediately
became the target for anyone that could throw or
shoot something pointy and if it broke, then so would
the Egyptian centre .Oddly
enough for two turns I either failed to hit it or if I did manage something
then
Steve saved everything and therefore avoid having to take a tricky morale roll
but eventually after
only getting a single move for his remaining infantry for the
third turn running the Pharaoh decided to
concede the game.
Thoughts on Hail Caesar:
I guess I must be in double
figures now for games using these rules and having switched all my
Ancient
armies across to it and with more on the way it’s obviously my set of choice.
So far every game has been a
bit of a blood bath with heavy casualties on both sides and I don’t expect
that
to change, also we are still getting some rules wrong or haven’t understood
them correctly, this
game for example we actually remembered that supporting
units must also take a morale roll if its main
unit breaks and that it should
use the same difference in dice when doing so. Also we have finally got
our head around the shooting morale rules; we have played around with it a lot as
its felt that the effects
are too significant. Only requiring a single 6 to
cause a morale roll seemed overly harsh but it must be
remembered that at long
range you are usually hitting on 6 or worse (which therefore will require two
6’s
for a morale roll to be made) and if you are daft enough to be sitting in
javelin range then you
deserve all you get! Plus to get any really bad results
for a normal unit then it’s only a double 1 (odd
that we managed to get this twice),
and that it’s also the best way to get rid of those pesky skirmishers
who are
treated more harshly on the shooting table.
Finally, the rulebook which has
been commentated on by several forums leaves, shall we say, some
lack of
clarity regarding various aspects. I spent the best part of two hours over the
weekend trying to
understand the rules on shattering units (it did come up in
our game). To shatter a unit you need to
inflict double its stamina value in
one turn, so that’s 8 for small units and 12 for standard, not very
likely. It
appears that what we should have been playing is that once your unit reaches
its stamina
level (of 4 or 6) it can be shattered if you then score a further four or six hits in one turn on top of its
carried balance. (Remember unless the unit
had reached its maximum stamina level already then you
will have to
discard/reallocate surplus hits). I can see this changing our next game a
bit.
Thanks to Nathan, Nick and
Steve H for taking part.
The 15mm Figures are my venerable
Egyptians from before the internet era and the Hittites are from
the earlier Chariot
Miniatures days finished off with the newer Magister Militum versions.
This has been a Mr Steve
production.
Pictures by JJ