At the end of the turn this is the situation in the south. Jerusalem took Homs with a huge force and Nuraddin and some of my assorted infantry left overs along with some hashams and spear units are laying siege to the place. In addition I am training a unit of Dismounted Sipahi Lancers and another Hasham unit to reinforce the armies around Homs. The unit outside Krak des Chevaliers in the west is made up of three generals units (the Faction Heir and several of the adopted generals) as well as 4 units of Siphais and 4 of Turkomans. The Jerusalem force on the coast is made of up city-troops such as Genoese and Pisan Sailors and Syrian Militia so it should be easy to charge them. As I'm all out of movement point I can do nothing more. If I have anything left at all after Homs, a doubtful proposition based on the cavalry inside, I will see about going after Tripoli or Balbek to the south.
At this point I am convinced the Kingdom of Jerusalem is crushing Saladin which I had not expected and could be trouble However I don't know what trouble is, not until I click that hourglass...
...but on the Byzantine Empire's turn they don't let me rest. The army that just won the battle of Amorium is attacked!
I am in trouble. Clicking on Valsamon's army shows me in addition to his general's unit:
- Trebizond Archers x 4
- Archer militia x 2
- Vardariotai x 3
- Town Militia x 3
- Spear Militia x 5
- Byzantine Infantry x2
It appears I am going to lose this battle.
As the battle begins I set up near the rear of the map. There is a sculpted hill there (it's square) with some roman ruins on it where I place my few foot archers and spear men along with Lachin Kavur. The enemy can come straight up it, but it's steep. On the wings stretching out to either flank I place the horsed archers while 2-3 units of the strongest and most experience are right behind Kavur.
The horse archers race forward engaging the Byzantine Vards and the Byzantine ground troops who, while delegating the Vards to deal with my Horse Archers, come right at Kavur among the ruins with everything else. My archers are shooting with the units of HA's I have behind me but there are far, far too many troops with the spear militia advancing just ahead of the archers. However I manage to spot one of the Byzantine Infantry units out a ways from the spears and rush Kavur's unit on them, killing them in a charge. However in making sure I kill enough of them so they route all the way off the field, Kavur is caught by a unit of town militia and suffers 3-4 casualties to his unit before he breaks away.
By this time several units of my Horsed Archers on the wings are idle and behind the main Byzantine army, so naturally I order them to hit the spearmen and weaken them while the front facing HA's and regular archers aim at Valsamon's General Unit. I also realize that the second unit of Byzantine Infantry is tangling with a HA unit and while the HAs are losing they are busy for the moment.
As the Byzantine spear militia crest the hill at last Valsamon himself rides ahead of them intent on butchering my few ground troops. As he is doing so I regroup the Kavur unit and charge Valsamon from his right flank. As luck is with me I am in excellent position to take advantage of the cavalry weakness of being unable to attack forward. He is largely stuck while my own unit begins to kill off his body guards, still he gets them turned around in time and Kavur's bodyguards also start falling. He is down to 5 men and it looks like he will be dead soon so I try to kill the enemy general.
As Valsamon is down to one other bodyguard, a Byzantine spear militia unit charged Kavur from the left flank and I think it is over... and then Lachin Kavur kills Valsamon, the enemy general. In the cutscene I see the spear militia rushing around the horses as Valsamon falls at their feet.
They break. Having their general fall at their feet to a by-this-time gold chevroned Turkish killing machine is too much for them. As I order Kavur's unit to destroy them I realize the horse archers are idle again and I order them to charge the nearest Byzantine units they can find. I'm feeling good about the account I've given of myself but there are still several units left in the field and my Horsed Archers are all nearly out of arrows. Some are out already.
When they hit the archers and spear militia from the rear they start breaking and a message pops up.
I freeze. I won? I WON! It's a mass chain-reaction route! I choose to continue and the remains of the Turkish army descend upon the terror stricken Byzantines from all directions. My Turks rode all over the map, killing Byzantines at will. As you can see in the picture I'm running on fumes by this time.
The army is totally destroyed and I get the crossed swords marker. Amorium remains Turkish and the turn ends at last.
I find this is a good place to stop with a great Turkish victory that absolutely crushed the Byzantine armies in south central Anatolia. A note about Lachin Kavur--at the start of the game he had no battle attributes but now he has 5 stars and 3 skulls and with a rebuilt bodyguard he is triple silver chevroned.
In this reenactment of Amorium Field, Turkish horsemen scatter Greek Archers like so many spooked bunnies