Two Sieges
in
Granada: The Fall of Moslem Spain
In Granada:
The Fall of Moslem Spain we are given
a chance to recreate history as we play the
Spaniards in an attempt to drive the Moors
from Spain, or to rewrite history as we side
with the Moors and secure Granada for the
Muslims by defeating the Spanish army at the
very walls of Alhambra.
Granada is more than just sieges.
Both sides attack and parry, thrust and fall
back, while the Spanish inexorably take over
more and more Moorish castles, while the Moors
valiantly try to slow Ferdinand’s armies.
However, in order for the Spaniard to win,
he must eventually meet the Moorish army at
the walls of Granada and there annihilate
them. Failure means Granada will remain in
the hands of the Moors for many centuries
afterward. I will address specifically
two sieges in detail: a potential siege in
the first year of the game, and a potential
siege at the end where the Moors have adopted
the strategy of placing all available reinforcements
in Granada. A final section deals
with possible Moorish cavalry raids against
Cordoba.
The Alhambra of Granada. |
The Moorish “hole-up” strategy
is very attractive to the Moors as Granada
is the only castle that gives a +2 bonus to
each defender; furthermore, if every possible
unit is in Granada, the Moors can deal out
a devastating amount of damage on every round
of battle. So why not use this Moorish
strategy in every game? Well, one reason is
that it makes for a very dull game for both
players. But the more important reason is
that it is a very “dicey” strategy.
However, an optional rule was developed that
virtually precludes the “hole up”
strategy from ever being successful: “The
Moors are not allowed to recruit Jund cavalry
in Granada.” Should the
Moors now attempt to fall back in Granada
and be content to sit on their hands, they
will find that once the siege is in effect,
the defenders will eventually wither away
as the infantry reinforcements will not be
enough to replace losses suffered in yearly
sieges.
But first I will address a possible opening
siege on the first turn of the game, when
the Moorish player is at his weakest.
The First-Year Siege
It is highly unlikely that any competent
player will leave Granada ungarrisoned in
the beginning of the game. It is the only
Strength-4 castle on the board, and is the
key to victory for both sides. The question
for the Moors then becomes “How many
units should I place in Granada during my
setup turn?” The answer lies in how
well the Spanish can do when pitting his entire
force against the garrison in Granada.
Let’s first assume that the Moorish
player places every starting unit in Granada
with the exception of Boabdil, whose Defense
Rating is 3 less than the next leader in rank,
Al-Zagal. With Boabdil in Granada, the Moors
add only 2 points to the defensive units (not
to mention the problem of Boabdil’s
uprising in the next year), while with Boabdil
out of the picture, al-Zagal now steps in,
raising the Defense Rating of the top two
ranked leaders to 5. Even if the failing health
of Amir Ali, the number ranked leader, forces
him to meet Allah early, the three other Moorish
leaders have equivalent Defense Ratings so
his passing has little effect on play (except
that the Moors now have one less leader).
Isabella of Castille. Fail her at your
own peril. |
So what can the Moors now stuff in Granada?
Not a lot, but he still receives six cavalry
and twelve infantry. Combine this with the
+2 strength adjustment to every unit while
defending in Granada as well as the +5 points
allowed by the leader, we find that that these
18 units will average 11.9 hits per combat
round. And if the walls are unbreached and
the Moors get a double roll, they will average
23.8 hits before the Spaniards launch their
first assault.
An important point is that the Spanish have
only one siege engine in 1481, and thus only
a 10% chance of breaching the walls. Therefore
we will assume that the Granada defenders
get double die rolls while defending Granada
in the first year.
Since the Spaniards only start with 18 combat
units, even if he reduced all 18 units, he
would still have to eliminate 6 of them to
satisfy 24 hits (6 units eliminated = 12 steps;
12 units reduced = 12 steps, for a total of
24 steps). Were he to continue the battle,
he would lose units at a faster rate than
the Moors, and eventually self-destruct.
Clearly the Moors do not have to place all
their units in Granada just as a deterrent.
So let’s pull the cavalry out and give
them to Boabdil. At the same time let’s
also give the boot to Ali al-Attar, Boabdil’s
only “friend.” We could stack
this group together but a more interesting
move would be to put Boabdil in Almeria with
three cavalry, and Ali al-Attar in Malaga
with three cavalry. Both castles are Strength
3 (and thus part of the victory conditions),
both are ports, both are connected to each
other along a main road, and the placement
means that the Moors can harass small Spanish
forces in both the East and the West.
Ali al-Attar is also important when the
Moors want to “ferry” units into
Granada as after 1481, he is the only Moorish
leader who may stack with Boabdil, and thus
facilitate the transfer of any troops.
Boabdil as a child. |
Another good tactic for the Moors is that
if they have nothing better to do with their
activations, they should put one (or more)
of their roving leaders into reserve, which
basically makes them invulnerable to an attack
on the next turn.
But back to Granada: We now have
12 Strength-4 infantry, and five leader points
to assign. Even this reduced force can expect
to hit 7.7 times per round, and thus 15.4
hits if the walls are unbreached.
To satisfy the 15 hits, the Spanish would
have to eliminate all their 3-strength infantry
(12 steps) and reduce three of the cavalry
(3 more steps for a total of 15).
Let’s carry out this attack, assuming
“expected” losses, and see what
we have left over for the second round.
After the Moors attack, the Spanish can
expect to hit about 7.1 units, resulting in
the reduction of 7 Moorish infantry. Now the
combat becomes simultaneous but it is too
late for the Spaniards. They now get the same
expectation for the next turn (7.1), but even
after their losses, the Moors can expect to
hit 13.4 units (using a double die roll).
The advantage is clearly for the Moors in
this case.
The Moor could probably even reduce his
Granada garrison by another couple of units
and still retain his dominance, but where
would you put those units? If you stack them
with your rovers, they only slow them down.
And if you put them in isolated castles, they
just become targets for the elite Spanish
cavalry. But perhaps you would like to place
two infantry each in Malaga and Almeria in
order to make those key castles somewhat more
difficult to take. Is the remaining eight
infantry enough to hold off a Spanish siege?
Well, back to the math tables. . . .
These eight units can expect to hit about
10.6 units in a double roll, leaving the Spanish
with their own expectation of 10.5 hits. At
this point, it becomes dangerously even, and
I cannot recommend less than the full contingent
of twelve infantry units at the start in Granada.
Thus, any attack in the first year by the
Spanish against a well-garrisoned Granada
can only result in misery for Ferdinand’s
troops. The Moorish ‘Big Garrison’
Strategy
Having established that the Spaniards cannot
easily defeat a well-garrisoned force in Granada
in the first year, one might than rationally
ask: “Why not place all my forces in
Granada, and let the Spanish come to me? I’ll
have the first round attack advantage as well
as undoubtedly double-die. What Spanish force
can withstand that?”
Good question. And the answer is, none!
What, you say? Then why not implement this
strategy? And the answer lies in three important
facts:
1) After the first round, the Spanish can
break off the attack to minimize losses.
2) After a few years of conquest, the Spanish
reinforcements become quite large while the
Moorish reinforcements dwindle down to a trickle,
particularly in a besieged castle.
3) Given enough time, the walls will eventually
be breached, and the Moorish dreams of a Muslim
Spain will be written on the wind.
After the Spanish player has begun his siege
of Granada, he must take care to NOT roll
on the Command Table for activations in the
first season during the Winter Lull. You do
not want to give the Moors any chance to reinforce
the defenders by grabbing the first activations
of the year. Instead, the Spaniards must insure
this cannot happen by either blocking the
routes, or by initiating another siege immediately.
Thus the rather facetious “none”
answer to the above question is only valid
if the Spanish player decides to continue
on with suicidal attacks if he fails to breach
the walls. Since he can break it off and replenish
his army, he need only bide his time until
he can attack again.
But just to make sure, let’s do the
math. We’ll fast forward to about 1487,
when the Spaniards have conquered the entirety
of Granada, due to an apathetic Moorish commander
who insisted on putting all units in Granada.
With no opposition (and barring ungodly horrible
Activation Rolls), the conquest of all castles
other than Grenada by 1487 is more than reasonable.
A Failed Breach
So where does this leave us? Well, the entire
Moorish force consists of 36 combat units
and 4 leaders (we’ll assume Boabdil
has met Allah several years prior). While
defending in Granada, this force can expect
to hit a whopping 46 units, assuming unbreached
walls in the first defensive attack.
The Spanish have only 44 units, so on average
he will have to eliminate 2 units and reduce
the rest. This still gives him an expectation
of hitting the Moors 14.5 times, which will
far exceed their replacement capacity of 2
infantry units.
So even one assault against an unbreached
Granada will severely hurt the Moors.
If you are able to start your Granada siege
in 1487, you have six years, and therefore
six attempts, to breach the walls. Each attempt
(assuming 3 siege engines) gives you a 40%
chance of success. The chance of not having
a successful breach in six attempts is less
than 5%. And even if you are part of the unlucky
5%, you may still have worn him down enough
over six years that you could still win against
double die rolls if your surviving (and reinforced)
army is large enough.
But consider what happens if you get a successful
breach early. . . .
The Moor’s Last Sigh. Boabdil
leaves Granada to the Spanish. |
The Walls of Granada Breached
Ah, the joys of a successful breach! The
Moors now only hit 23.5 units on their first
turn defensive attack; in return, the Spaniards
can now expect to hit about 19 units. Except
for very unlucky rolls, a continuing Spanish
attack can now wear the Moors down to almost
nothing. Care should be taken so that a desperate
counterattack by the Moors has little chance
for success. After the Spanish finally break
off their attack, then can now spend a year
or two building up their armies while the Moors
must anguish over the pitiful number of units
coming to their aid.
Eventually
. . . inevitably . . .
Granada will fall to Ferdinand and his grand
caballerias. Spanish Minimum Defensive
Garrisons
I once played a game where I unwisely garrisoned
Cordoba with a very small force and didn’t
garrison Lorca at all, thinking it was safely
screened. Very foolish, you might say. And
indeed, it was very foolish. When I rolled
the inevitable “8” on the Command
Table, the Moorish commander snuck around
my illusory screen and took Lorca with barely
a fight. He then gathered Amir-Ali, al-Zagal,
and all the cavalry he could muster and pounced
on Cordoba where the feeble garrison surrendered
after a brief fight.
The mistakes were obvious: little or no
garrisons in the Spanish main Castles, poorly
planned screens, and failure to allow for
the “reverse activation” die roll.
Well, what to do for future games, then?
In the first year, a major force should attempt
to secure Pino Puenta, the castle immediately
to the north of Granada. If taken, this prevents
any quick excursion from Granada to Cordoba
as it cuts the primary road. At the very least,
besiege Pinos Puenta and then take it later
at your leisure. The important point is to
cut off the road to Cordoba.
Screening units is a rather trivial affair;
you only need look more closely at the map
to determine the various major and minor roads.
Just be aware of the “overrun”
rule; two units in an area (outside of a castle)
will prevent an overrun, and thus block a
route.
But then we come to the big question:
What size force is required to deter the Moorish
player from “going for broke”?
Well, back to the analytical tables.
In the first season, the Moors receive only
six cavalry, so realistically the largest
mobile force he could field for such a raid
is those six cavalry led by two leaders in
order to get the +4 leader points. So what
kind of garrison force would we need in Cordoba
to insure that it could not easily be taken?
Assume the Moors attack with +4 Leader points
and six cavalry, while the Spanish defend
only with only six 3-Strength infantry. Surprisingly,
this is just enough to give the Spanish a
small edge. The Cordoba castle bonus of +1
and the double defensive roll give the Spanish
an expectation of 4.8 hits in the first round.
This reduces the original Spanish expectation
of 4.0 hits down to just barely over 3.0.
The Spanish now roll their first round attack,
reducing the Moors expectation down to about
3.6 in the next round. Note a couple of
interesting points: When the Moors hit a defending
Spanish unit, the Spanish lose “more”
than when the Spanish hit a Moorish unit.
This is because every Spanish unit is getting
a double-die roll. The loss of one step “costs”
these attack points twice. Offsetting that,
however, is that once a Moorish cavalry unit
is eliminated (rather than reduced), that
is effectively a double loss. A Moorish cavalry
unit that is reduced falls from 0.6 to 0.4
effectiveness (a -.2 loss) while a reduced
unit falls from 0.4 to 0.0 (a -.4 loss). The
first round in such a battle is critical.
Once all units are reduced, the battle effectiveness
of the attack falls off rapidly when taking
losses.
After some extensive analysis, I found that
to defend against a Moorish cavalry raid,
the Spanish need a number of units equal to
the number of attacking units in order to
have a small edge in combat. In order to increase
your odds beyond just a small edge, I would
add at least one more unit to make such an
attack unfeasible. So, to defend against
the six-cavalry attack (with two leaders),
you should have seven units defending. These
units can be those wimpy 3-strength infantry
units; you don’t need your elite cavalry
back defending the homeland.
Similarly, if the Moors manage in later
years to scrape together a massive cavalry
force of 13 units, you would need 14 units
to defend Cordoba. This is not as difficult
as it may sound as you have the option of
bringing all your infantry, regular Cavalry,
siege guns, and Alcantara reinforcements into
Cordoba. Also note that if you do use Cordoba
as a main garrison and reinforcement center,
there is no need to garrison Lorca quite as
strongly. I recommend a few units in Lorca
to deter cavalry raids. If he does manage
to take Lorca, then you want enough defenders
there to inflict enough losses such that retaking
Lorca will not be overly difficult. However,
not losing Lorca at all would be the wiser
choice. It is one of the victory point castles,
and can also be a conduit for Spanish reinforcements.
Summary
The Spanish need to keep the following points
in mind:
- Cordoba needs to be garrisoned with at
least as many units as the Moors could field
for an attack.
- Pinos Puenta should be an early target
in the Spanish strategy.
- Major roads need to be screened; a critical
junction should have two units to prevent
an overrun.
- Insure that you can always deal with
a “reverse activation” die roll.
J.R. Jarvinen
October 2005
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