As Phillip II, army marched south
from Macedon and into Greece the rival Greek city-states prepared to
resist. Of course, Phillip was a canny warrior and political
operative. As his main force moved to the decisive battle in
Chaeronea, he split off small forces of soldiers to desecrate and
destroy shrines and temples sacred to his opponents. He wanted them
to be demoralized and prove that not even the gods could save them
from his armies. As one of these detachments came to a shrine to
Apollo, they encountered the unexpected. A pilgrimage of Spartan
warriors and their Helot followers and made a pilgrimage to the site.
The Spartans were no friends of the
Thebans or their Boetian League. However, when the Macedonian
officer demanded they remove themselves from the shrine, he
challenged their laconic sense of pride. The Spartan commander
simply responded, “Move us.... if you can.”
Such disrespect made the young
Macedonian commanders blood boil in rage. He would show these
impudent Spartans who the new rulers of Greece were. He ordered his
men and allied Thessalian infantry to prepare to attack.
Clearly, this is an
“ahistoric” battle. There is no evidence that Phillip waged
spiritual warfare against the Greeks, and there is very little chance
that a Macedonian Phalanx would have come to blows with a Spartan
contingent north of Thebes; if at all. However, I wanted a small
battle that used the models that I had painted at the moment, so this
is what we get....
Forces
Spartans
1 Elite Phalanx
1 Psiloi
1 Peltast
- 18 Points
Macedonians
1 Macedonian Phalanx
1 Militia Hoplite
-18 points
Mission
This will be a Desecrate the Sacred scenario. The Spartans would be
the defenders of the shrine that would be placed in the rough center
of the 4x3 board. The shrine would be difficult terrain. The
defenders can place 1 unit in the shrine, while the others come in
from the board edge. Meanwhile, the Macedonians would come in from
the opposite board edge.
If the Macedonians could keep a unit in the ruins for 1d3 turns, they
would desecrate the place. The Spartans just had to keep them out.
Set-up
The Spartans choose to place their Phalanx in the shrine, with their
Peltasts and Psiloi rushing on to relieve them. The Macedonians
lined up with their main phalanx heading straight for the shrine, and
their allies to their left in the field. The Macedonians and the
Spartans begin in Phalanx, while the others (including the
Thessalians) are in open order.
Turn 1:
Both
sides collect their Arete points. 2 for the Macedonians, and 3 for
the Spartans. The Spartans bid 1 for initiative to the Macedonian 0.
The helot Psiloi use another point to go into Skirmish mode and rush
through the shrines grove. The Peltasts move up on the other side of
the shrine. The Macedonians do not try to interrupt and the Spartans
choose to hold their ground.
The
Macedonians and their allies press forward, with the Thessalians
staying in Open Order.
Turn
2:
Arete
points are distributed again, and the Spartans again bid one to go
first.
The
Spartans repeat the last turn as the reinforcements move up. Again,
the Spartan Hoplites stay in position and wait. The Macedonian
Phalanx halts as the Thessalians move forward in open order. The
Spartan Peltasts and the Thessalians look like they might be in a
race to get to the side of the shrine.
Turn
3:
This
time, no one bids any Arete points for Initiative. The Macedonians
win the roll off.
The
Thessalians move up towards the Spartan flank and form a Phalanx of
their own.
The
Spartans decide to try to interrupt. However, they fail.
The
Macedonian officer decides the time is not right for a charge, and
marches up towards the shrine. His men start to hurl taunts at the
Spartans and dare them to come out of the Shrine and face them like
men, and not cower behind the gods.
The
Psiloi pay a point and skirmish from the grove and into the shrine.
The Spartan Peltast also rush forward, but know they are too far away
to hit the Thessalians with their Javelins.
Turn
4:
Both
sides get their Arete Points. The Macedonians will need their points
to declare a charge. However, the Spartans could get first turn and
charge first IF they go first. This will likely be the decisive
turn.
The
Spartans bid 2 Arete Points, while the Macedonians bid 0.
The
Psiloi clamber through the Shrine and move up to support their
masters in the inevitable charge. Meanwhile, the Peltasts do the
unthinkable and use the last Spartan Arete Point to declare a charge
on the flank of the Thessalian Militia Phalanx! Both sides lose 1
Courage in the ensuing melee. However, the Peltast quickly come to
their senses about what they have done and start to waver!
Seeing
the flank attack he had planned fall apart, but knowing that the
Spartans can not counter-charge, the Macedonian officer orders his
own charge into the shrine. The Psiloi jump in to support the
Spartan line. Being in the shrine gives the Spartans a +1 to their
armor, making them Armor 4 in Phalanx!
There
is a great clash and the Macedonians are pushed back from the walls
of the shrine 1 base width as the Spartans start to push the
Macedonians back.
Turn
5:
Now,
it is all about the push of shield, spear, and pike as both sides are
fully engaged. Neither side bothers to bid for Initiative as the
time for manuever is over. Instead, they save their points for
re-rolls.
The
Spartans win the roll-off and decide to complete the melee in the
center first. The Spartan commander does not expect the Peltasts to
hold the Militia Phalanx of the Thessalians for another turn. They
need to defeat the Macedonian Phalanx quickly. Again, the Spartans
use the advantage of the Shrine and avoid any serious injury. The
Macedonians are beginning to re-think their arrogance and begin to
waver. However, the Spartans have pushed the Macedonians straight out of the shrine and
no longer will benefit from its cover.
The
Thessalians re-dress their lines to face the Peltast threat quickly.
The Militia Phalanx is much better suited for close combat. They
quickly reduce the wavering peltasts 2 more Courage, but lose 1 in
return.
Turn
6:
Again,
no one bids for initiative. The Macedonians win the roll-off, and
decide to fight with the Thessalians first. As expected, the Militia
Phalanx easily sees off the Peltasts and forces them to rout. Will
it be in time to save the main Macedonian Phalanx?
In
the main melee, the wavering Macedonian Phalanx fails to make headway
against the elite Spartan Phalanx. In fact, they are reduced a
further courage point and pushed back another 2 basewidths.
At
this rate, the Macedonians will be routed in 2 more turns. Can the
Thessalians reform and get back in time to help support their
comrades?
Turn
7:
This
time, the Spartans bid both Arete Points, while the Macedonians bid 1
to go first.
The
Spartans are determined to make a decisive push on the Macedonian
Phalanx and rout them! They do not manage to route them, but reduce
them to only a single courage point remaining, and push them back 2
more basewidths.
The
Thessalians break into open order and race towards the shrine. They
are at the walls!
Turn
8:
The
Spartans and the Macedonians both get their two Arete Points.
Neither side bids any. The Macedonians go first and move the
Thessalians into the shrine. They only need to be in the shrine 1
full turn to desecrate it! There is no way the Spartans can stop
them.
Heartened,
the Macedonians put up one last effort before turning tail and
running for it. The Spartans are reduced 1 Courage, and the
Macedonians are routed.
Conclusion:
The Spartan
commander turned as the first flames licked up around the edges of
the shrine. A handful of priests rushed out screaming in terror,
followed by a wickedly grinning group of Thessalians. He looked over
his weary men and pointed his bloodied Xiphos back to the Shrine.
“Let us take
our vengeance!” he shouted.
The weary
Spartans turned back and saw that their efforts were for not, and the
rage of Ares returned the strength to their limbs. They tossed aside
shattered spears, drew their short swords, and grimly marched back
tot eh shrine to take a bloody revenge on those who despoiled that
which was under their protection. The punishment for their failure
to defend it could come later. Now was time to murder.
This
was my first time playing Menof Bronze at a lower
point level. The fewer units and fewer Arete Points definitely gives
a different challenge. You can not do whatever you wish and you need
to think about how you are going to apply each unit in search of
Victory.
I
was satisfied with my strategy, but things did not work out exactly
as I had hoped. The Macedonian Phalanx proved a little bit more
resilient than I had hoped, and the Thessalian Militia more than a
match for Peltasts. Plus, the roll of 1 for Desecration turns was
just a bit of bad luck. I have no doubt my Elite Spartans could have
routed the Thessalian Milita.... even if they attacked in Open Order
against their Phalanx. Oh well, Hermes was not on our side today.
However, it was very satisfying routing that haughty Macedonian
Phalanx so decisively.
Hopefully
I can get some more Greeks painted up soon so I can do some larger
battles of Men of Bronze soon with fully painted Spartan, Corinthian,
or Macedonian armies.
Great report. Lovely to see the freshly painted chaps beating each other up on the table.
ReplyDelete"If" is the only proper response...
ReplyDeleteVery nice report, thanks for sharing!
Yes, re-reading my Spartan was far to wordy! Ha!
Delete