Showing posts with label Byzantines. Show all posts
Showing posts with label Byzantines. Show all posts

Wednesday, August 4, 2010

8-9 July 2010 Historicon Warhammer Ancients Tournaments (Doubles Results)

Warhammer Ancients Doubles Tournament
Despite not teamed up in advance with anyone in the doubles event, I was confident that other singletons would be in attendance, with whom I could form an ad hoc alliance.  Indeed, I was matched upon my arrival to the event with Adam Hughes, fielding a Han Chinese army made up of four units of crossbows, four of spearmen, and seven heavy chariots -- plus general and battle standard on horse.  Despite some lackluster contributions on my part, the Nubian/Chinese tag-team still placed a respectable 6th out of 16 total teams.


Adam's Han Chinese force.  Hard to make out clearly in this picture is his fourth unit of crossbows,
which are in ranks in the center of his line, just back of the other crossbows.

Sunday, February 14, 2010

Warmonger Charity WAB Tournament: 30 January 2010 (Game 2)

Opponent: Paul Georgian (Thematic Byzantines). A cheerfully pessimistic fellow from Boston, Paul and Bob (from my previous game) were long-time friends who were both quite enthusiastic about the possibility that their friend might get pummeled by Burgundians. I had been unable to decisively put down the Teutonic Knights, but Paul was gloomily convinced that the anachronistic match-up would heavily favor my artillery over his medium cavalry, and predicted a horrifically lopsided Burgundian victory.

Army: (1500 pts)
  • General and ASB on horse, operating solo
  • 2x9 Medium Cavalry with w/Kontos and Bows
  • 1x10 Nomadic Cavalry
  • 1x30 Medium Infantry with Spears and back ranks of Bows
  • 2x10 Skirmishing Infantry (one unit of bows, one of slings)
Mission: “Delayed Reserves” – before the game, each player places two non-light formed units (infantry and/or cavalry) into Reserve. The remainder are deployed as per Pitched Battle, with the proviso that all skirmishers and war machines set up FIRST. Reserves enter the table on a 4+ on turn one, or automatically on turn two regardless. Games last strictly 6 turns, maximum, and neither table quarters nor standards count for VP purposes.