After T had to cancel our Tuesday game due to work
commitments, we managed to squeeze a game in last night (Thursday) at late notice.
I arranged to go to T’s place and gave him carte blanche to set up whatever he
liked.
When I got there, I learned we’d be playing the Lake
Antioch scenario from the Commands &
Colors: Medieval – Crusades expansion (GMT Games, 2024 – you
can read my review of the expansion here). A slight delay ensued as T had set up the Persians from the C&C: Ancients – Greece and the Eastern Kingdoms expansion (GMT Games, 2006); to be fair, they are similar in block colouring, and
T hasn’t labelled his army cases yet. This went a long way to explaining why
there weren’t enough Medium Cavalry for the Seljuq to field (the leader
illustration should have been a giveaway, but T hasn’t spent as much time with
the Medieval blocks as me).
T has two cats, Claude and Eustace. Claude sits close whenever I visit. Eustace only
comes by stealth to attack the unwary. I've become quite wary.
After we sorted out the Seljuq forces, T poured
coffee while I shuffled. Based on straight numbers, the Lake Antioch scenario looks
a little one-sided. The Crusaders have just six units on the board to the
Seljuq player’s fifteen. T, who has only ever played the Crusaders, probably
thought he was letting me win as a salve for coming to his place, but I’ve
played enough C&C: Medieval now to recognise a difficult situation. For
starters, if you have to have reduced numbers, it’s always a help to have Mounted
Knights, the absolute tanks of the age. Five or the complement of Crusader
units were thus, accompanied by a single formation of Medium Cavalry (no doubt
mostly third and fourth sons, minstrels and poets, there to record for posterity
the valour of their compatriots, but no slouches in a fight, either) – and they
have a disproportionate number of leaders, three in all.
The corrected set-up (using the correct blocks).
Secondly, they hold the high ground. A hill doesn’t
provide as much of a benefit as in other flavours of Commands & Colors, but
this range is located in the narrow neck of land between the Orontes River and the
Lake Antioch of the scenario title (to the Seljuk right – the river tiles mark
out the shores of the lake), blocking any kind of enveloping action by the
Turks.
Finally, there are the cards. The Crusader player receives
six cards while the Seljuk gets just four. Any player can still win a game with
a smaller hand than his opponent, even if some of those cards are sub-optimal,
but I’d managed to deal myself two flank leadership order cards when my sole leader was in the dead centre of the heard.
In my initial hand, the only useful cards I held was
an Attack Center (three units ordered). But in this scenario, the Crusaders have
the initiative, making the first move. Of course, when dealing the two hands, I
managed to give T a Mounted Charge. Three of his Mounted Knight formations
descended upon my Light Cavalry like the Hand of Judgement, driving all before
them. On the T’s left, two retreats rolled saw one Light Bow unit flee off the
board for a victory banner, then with their advance, the Crusaders halved the strength
of the next Light Cavalry unit. The other two units took a banner each for
three banners on the very first card of the game. Did I mention this was a five-banner
scenario?
The situation after the first card play. T likes a big opening number.
I brought up my medium cavalry to counter the
onslaught on my first card play. This handed T his fourth banner for the night
when his untroubled knights slew an entire Seljuq formation in a reactive strike.
After nearly winning in the first round, we settled
in for a slog. Total victory alluded T for a few rounds, and I managed to
finally win my single banner for the game on my third card play. My fourth card
of the game proved to be my undoing, however. I played Foot Onslaught*,
bringing up my Medium Infantry to spoil the Crusaders’ advance, but their
strikes were like lances against the storm. With his fifth card, Leadership -
Center Section, T delivered the killing blow, wiping out a complement of
infantry with a roll of two crossed swords, two blue triangles and a
superfluous retreat.
My single moment of glory. One banner for the whole game. At least I made
his general flee like a frightened donkey.
T was humble in victory. He genuinely thought I would
take the field with superior numbers, but I could tell he was chuffed with his
win, and he deserved it. I did what I could with what I had, but sometimes the cards
don’t fall in your favour. A short but nonetheless satisfying game.
* One of the small joys of Commands & Colors Medieval
is how so many of the order card titles sound like tag-lines for a Cecil B.
DeMille epic.
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