TTS AAR: Warfare Game One: Venetians Abroad versus Parthians

My first game at this year’s Warfare To The Strongest tournament was against Tim’s Parthians.

The action began on the right flank, when two units of my Knights advanced forward to take on a couple of Parthian Cataphracts. Mixed results for this initial clash, with one disorder inflicted and one disorder received despite having the first charge advantage.

I then made a devastatingly stupid decision to ignore “Trevor’s Rule” and decided to try and activate some mounted crossbowmen for a cheeky shot before the main action.

I was duly punished by the cards for my temerity but, in my defence, if the ballistieri had managed to knock out the disordered cataphracts, my veteran Knights would have been able to intervene to help the disordered Later Knights to their left, and there’s only a 10% chance of an Ace appearing…

But a post match analysis does show this to be an incredibly stupid thing to do and, no lie, this probably lost me the game, as you just can’t afford to make a mistake like this against a player of Tim’s calibre: on his next turn he finished off the Later Knights with a unit led by a general (no similar error on his part!), which meant all I could do was try and retreat my veteran Knights before they also were annihilated…

Okay, so that one was down to the cards…but it was still my initial error that caused the situation to arise in the first place!

Meanwhile, on the left hand side of the battlefield, more of my Knights had advanced against similar numbers of enemy cataphracts. Unfortunately, one of those units was a camelry unit that, try as I might, I just couldn’t shift from the field: the smell of these curious beasts making the steeds my Knights rode reluctant to close to melee properly.

I did eventually gain some advantage here, but only by committing my Alabardiers unit in support, and not to a battle-winning degree.

Which meant, of course, that things would be finally decided in the centre.

Here, the defeat of my Knights on the right had freed up a couple of Parthian heavy horse units to attack my Crossbowmen: hardly the best unit to withstand charging cavalry, especially when pulling an Ace to activate the turn before!

Withstand the charge they did, however, and I was even able to slide a unit of spearmen sideways to protect them from future depredations: slightly gamey, I know, but allowed within the rules.

More enemy Cataphracts were on the way in, however, and I was still drawing Aces to activate any defensive shooting!

The Venetians weren’t beaten yet, however, and managed to not only defend their camps against the furious Parthian frontal assault, but even drive their cavalry backwards.

The Venetians might even have knocked a couple of enemy units off the table as well…but the cards intervened again…

Now those of you who have been paying attention will remember that I said that my decision to lead with the mounted crossbowmen on the right, drawing an Ace for activation and thus ending my turn instead of having a possible replay if I had opened the batting with the general-led Knights, had lost me the game…well that moment was now upon us and the chickens firmly came home to roost as unopposed Parthian horse, heavy and light, swarmed down the right flank and hit my camps - the camps that had just repelled a frontal assault - in the flank.

The militia spearmen there just didn’t have the time to turn to face this new threat and, despite the barbed wire (okay, fortifications) protecting them, gave way, costing me five victory medals and the game!

A great performance from Tim and the Parthians, a less than stellar piece of decision-making on my part, and I was the loser 2 points to 12!

So let that be a salutory lesson for all you TTS players out there: obey Trevor’s Rule and always lead with your general’s unit!